Add fullscreen property to Renderer. Still needs to be properly implemented for RaylibRenderer.
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@@ -5,6 +5,7 @@ using DaggerFramework.Rendering;
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using DaggerFramework.Audio;
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using DaggerFramework.Resources;
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using DaggerFramework.SceneGraph;
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using DaggerFramework.Utils;
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public class TestGame : Game
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@@ -26,7 +27,7 @@ public class TestGame : Game
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}, new RendererSettings()
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{
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UseVSync = true,
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Fullscreen = false
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Fullscreen = true
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});
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_audioBackend.Initialize();
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@@ -71,6 +72,7 @@ public class TestGame : Game
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{
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_inputHandler!.AddInputMapping("play", new InputAction[] { new KeyInputAction(KeyboardKey.Spacebar) });
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_inputHandler.AddInputMapping("sprint", new InputAction[] { new KeyInputAction(KeyboardKey.LeftShift) });
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_inputHandler.AddInputMapping("toggle_fullscreen", new InputAction[] { new KeyInputAction(KeyboardKey.F11) });
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_scene!.AddLayer("World", _worldLayer!);
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@@ -78,14 +80,6 @@ public class TestGame : Game
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_worldLayer.AddEntity(new TestPlayer());
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_scene.AddLayer("UI", _uiLayer!);
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SerializedScene serializedScene;
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if (_scene!.TrySerialize(out serializedScene))
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{
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_resourceManager.TrySave(Path.Combine(_resourceManager.ResourceRoot, "main.scene"), in serializedScene);
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}
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_scene.Start();
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}
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@@ -94,6 +88,13 @@ public class TestGame : Game
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while (_scene!.ShouldRun)
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{
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_scene.Update();
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if (_inputHandler!.IsActionPressed("toggle_fullscreen"))
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{
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_renderer!.Fullscreen = !_renderer.Fullscreen;
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_logger.Info($"Fullscreen: {_renderer.Fullscreen}");
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}
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_scene.BeginDraw();
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_scene.EndDraw();
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}
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@@ -109,4 +110,5 @@ public class TestGame : Game
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private UiLayer? _uiLayer;
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private EntityLayer? _worldLayer;
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private Logger _logger = new(nameof(TestGame));
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}
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