public void SetResolution(int width, int height, bool isFullscreen) { mIsFullScreen = isFullscreen; mResolutionWidth = width; mResolutionHeight = height; ResetDevice(); #if !WINDOWS SizeOrOrientationChanged?.Invoke(this, null); #endif }
public void SetResolution(int width, int height, WindowedFullscreenMode windowedFullscreenMode) { this.windowedFullscreenMode = windowedFullscreenMode; mResolutionWidth = width; mResolutionHeight = height; ResetDevice(); #if !WINDOWS SizeOrOrientationChanged?.Invoke(this, null); #endif }
/// <summary> /// Sets the resolution /// </summary> /// <param name="width">The new width</param> /// <param name="height">The new height</param> #endregion public void SetResolution(int width, int height) { mHasResolutionBeenManuallySet = true; mResolutionWidth = width; mResolutionHeight = height; ResetDevice(); // Not sure why but the GameWindow's resolution change doesn't fire // That's okay, we now have a custom event for it. Glue will generate against this: #if !WINDOWS SizeOrOrientationChanged?.Invoke(this, null); #endif }
void HandleClientSizeOrOrientationChange(object sender, EventArgs e) { #if !WINDOWS SizeOrOrientationChanged?.Invoke(this, null); #endif }
internal void CallSizeOrOrientationChanged() { SizeOrOrientationChanged?.Invoke(this, null); }