reepblue Posted June 23, 2021 Posted June 23, 2021 Running current beta. This doesn't seem to work. However, this is fine. auto displays = UltraEngine::GetDisplays(); for (int k = 0; k < displays.size(); ++k) { Print("Display " + String(k) + ":"); Print(" Position: " + String(displays[k]->GetPosition())); Print(" Size: " + String(displays[k]->GetSize())); Print(" Scale: " + String(displays[k]->GetScale())); Print(" Graphics Modes:"); auto gfxmodes = displays[k]->graphicsmodes; for (int n = 0; n < gfxmodes.size(); ++n) { Print(" " + String(n) + ": " + String(gfxmodes[n])); } } 1 Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon!
Josh Posted June 23, 2021 Posted June 23, 2021 Okay, since I think the available resolutions will not change (unless it was a new display) I think the method GraphicsModes() will be removed and the read-only member graphicsmodes will be populated in GetDisplays() and then left as-is. This went through a little bit of change when I added Mac and Linux support. My job is to make tools you love, with the features you want, and performance you can't live without.
reepblue Posted June 23, 2021 Author Posted June 23, 2021 Ok, no problem. I just thought it was weird that it was missing while the documentation made it looked like it was a valid function. Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon!
Solution Josh Posted June 23, 2021 Solution Posted June 23, 2021 UAK isn't really for creating fullscreen windows since it's for GUI applications, but I included this functionality because I wanted to test early for what comes next. Thanks for the feedback! My job is to make tools you love, with the features you want, and performance you can't live without.
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