MacGameWindow

class MacGameWindow(val checkGl: Boolean, val logGl: Boolean) : GameWindow

Constructors

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constructor(checkGl: Boolean, logGl: Boolean)

Types

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object Companion

Properties

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open override val ag: AGOpengl
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val app: Long
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open var bgcolor: RGBA
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open val bufferHeight: Int
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open val bufferWidth: Int
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open var debug: Boolean
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open val debugComponent: Any? = null
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open override val dialogInterface: DialogInterface
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open override var extra: ExtraType
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open var fps: Int
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open override var fullscreen: Boolean
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open override var height: Int
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open override var icon: Bitmap?
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val initialHeight: Int = 128
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val initialWidth: Int = 128
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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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open override val key: CoroutineContext.Key<*>
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Approximate on iOS

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Approximate on iOS

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open var preferredFps: Int
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open override var quality: GameWindow.Quality
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val timerCallback: Callback
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open override var title: String
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open override var visible: Boolean
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open var vsync: Boolean
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open override var width: Int
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Functions

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suspend fun DialogInterfaceProvider.alert(message: String)
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fun <T : BEvent> clearEvents(type: EventType<T>)
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open suspend fun clipboardRead(): ClipboardData?
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open suspend fun clipboardWrite(data: ClipboardData)
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open override fun close(exitCode: Int)
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fun GameWindow.configure(size: Size, title: String? = "GameWindow", icon: Bitmap? = null, fullscreen: Boolean? = null, bgcolor: RGBA = Colors.BLACK)
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override fun <T : BEvent> dispatch(event: T): Boolean
override fun <T : BEvent> dispatch(type: EventType<T>, event: T, result: EventResult?): Boolean

open override fun <T : BEvent> dispatch(type: EventType<T>, event: T, result: EventResult?, up: Boolean, down: Boolean): Boolean

Dispatched a event of type that will execute all the handlers registered with onEvents in this object and its children.

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open fun <T : BEvent> dispatchChildren(type: EventType<T>, event: T, result: EventResult?)
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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 dispatchKeyEventDownUp(id: Int, character: Char, key: Key, keyCode: Int, str: String? = null): Boolean
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fun dispatchKeyEventEx(type: KeyEvent.Type, id: Int, character: Char, key: Key, keyCode: Int, shift: Boolean = this.shift, ctrl: Boolean = this.ctrl, alt: Boolean = this.alt, meta: Boolean = this.meta, 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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open fun <T : BEvent> dispatchParent(type: EventType<T>, event: T, result: EventResult?)
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fun dispatchRenderEvent(update: Boolean = true, render: Boolean = true)
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fun dispatchReshapeEvent(x: Int, y: Int, width: Int, height: Int)
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fun dispatchReshapeEventEx(x: Int, y: Int, width: Int, height: Int, fullWidth: Int, fullHeight: Int)
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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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override fun <T : BEvent> dispatchWithResult(event: T, out: EventResult): EventResult
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fun entry(callback: suspend () -> Unit)
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fun executePending(availableTime: TimeSpan)
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fun exit(exitCode: Int = 0)
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open override fun <R> fold(initial: R, operation: (R, CoroutineContext.Element) -> R): R
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fun frame(doUpdate: Boolean = true, doRender: Boolean = true, frameStartTime: TimeSpan = PerformanceCounter.reference): TimeSpan
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fun frameRender(doUpdate: Boolean = true, doRender: Boolean = true)
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fun frameUpdate(startTime: TimeSpan)
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open operator override fun <E : CoroutineContext.Element> get(key: CoroutineContext.Key<E>): E?
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fun handleReshapeEventIfRequired(x: Int, y: Int, width: Int, height: Int)
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fun hide()
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open fun hideSoftKeyboard()
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open suspend override fun loop(entry: suspend GameWindow.() -> Unit)
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open override fun minusKey(key: CoroutineContext.Key<*>): CoroutineContext
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override fun <T : BEvent> onEvent(type: EventType<T>, handler: (T) -> Unit): CloseableCancellable

Registers a handler block to be executed when an event of type is dispatched

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override fun onEventCount(type: EventType<*>): Int
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open fun <T : BEvent> onEvents(vararg etypes: EventType<out T>, handler: (T) -> Unit): Closeable
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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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open operator fun plus(context: CoroutineContext): CoroutineContext
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suspend fun DialogInterfaceProvider.prompt(message: String, default: String = ""): String
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fun queue(callback: Runnable)
fun queue(callback: () -> Unit)
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fun <T> queueBlocking(callback: () -> T): T
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inline fun <T> registerTime(name: String, block: () -> T): T
open fun registerTime(name: String, time: TimeSpan)
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fun renderOpengl(update: Boolean = false)
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open override fun repaint()
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open fun setInputRectangle(windowRect: Rectangle)
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open override fun setSize(width: Int, height: Int)
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fun show()
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open fun showSoftKeyboard(force: Boolean = true, config: ISoftKeyboardConfig? = null)
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open fun updateGamepads()
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inline fun updateRenderLock(block: () -> Unit)
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suspend fun waitClose()
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