GameWindowLog
Properties
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Flag to keep the screen on, even when there is no user input and the user is idle
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Approximate on iOS
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Approximate on iOS
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Functions
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open fun <T : BEvent> dispatchDown(type: EventType<T>, event: T, result: EventResult? = null): Boolean
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Triggers an update envent and potential CONNECTED/DISCONNECTED events.
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fun dispatchKeyEvent(type: KeyEvent.Type, id: Int, character: Char, key: Key, keyCode: Int, str: String? = null): Boolean
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fun dispatchMouseEvent(type: MouseEvent.Type, id: Int, x: Int, y: Int, button: MouseButton, buttons: Int = this.mouseButtons, scrollDeltaX: Float = this.scrollDeltaX, scrollDeltaY: Float = this.scrollDeltaY, scrollDeltaZ: Float = this.scrollDeltaZ, isShiftDown: Boolean = this.shift, isCtrlDown: Boolean = this.ctrl, isAltDown: Boolean = this.alt, isMetaDown: Boolean = this.meta, scaleCoords: Boolean = this.scaleCoords, simulateClickOnUp: Boolean = false, scrollDeltaMode: MouseEvent.ScrollDeltaMode = MouseEvent.ScrollDeltaMode.LINE)
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fun dispatchSimpleMouseEvent(type: MouseEvent.Type, id: Int, x: Int, y: Int, button: MouseButton, simulateClickOnUp: Boolean = false)
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open fun <T : BEvent> dispatchUp(type: EventType<T>, event: T, result: EventResult? = null): Boolean
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Happens on the rendering thread
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Happens on the updater thread
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suspend fun DialogInterfaceProvider.openFileDialog(filter: String? = null, write: Boolean = false, multi: Boolean = false): List<VfsFile>
suspend fun DialogInterfaceProvider.openFileDialog(filter: FileFilter? = null, write: Boolean = false, multi: Boolean = false, currentDir: VfsFile? = null): List<VfsFile>
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