Open bsikar opened 2 years ago
does this help?
fn window_conf() -> Conf {
Conf {
window_title: "My game".to_owned(),
fullscreen: true,
//window_height: 500,
//window_width: 500,
..Default::default()
}
}
#[macroquad::main(window_conf)]
async fn main() {
}
That does not help because that makes the window fullscreen instead of windowed. Making a window windowed is different. A fullscreen window fills the entire screen and its fixed in place while a windowed screen will fill the entire screen, but you can move the window around (just not resize it).
I was thinking that it would be nice to have a window which fills to the dimensions of a monitor, but you can still move the window around. Something like this could work, but it isn't ideal.
use macroquad::prelude::*;
#[macroquad::main(window_conf)]
async fn main() {}
fn window_conf() -> Conf {
Conf {
window_height: get_max_screen_height(),
window_width: get_max_screen_width(),
window_resizable: false,
..Default::default()
}
}
get_max_screen_height()
and get_max_screen_width()
would have to be something internally in macroquad (well I guess miniquad). Maybe I should close this issue and open it up on the miniquad repo since Conf
is from miniquad?
Any updates?
bump
I was thinking that it would be really nice to have a field in macroquad::window::Conf where you could specify
windowed_fullscreen
ormaximize
which would make the window start maximized. I know that in the cratecoffee
there is a field in their window settings where you can maximize their window: coffee::graphics::WindowSettings, but I would love to have this implemented in macroquad since I prefer macroquad to any other lightweight game engine.