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I want to be able to change the resolution of the game while I debug it. I have a very inelegant solution where I set the old window to nil and create a new window and get it's context.

 

What I came up with:

 

function App:Start()
   self.Fullscreen = false
end

function App:Loop()
   if (self.window:KeyDown(Key.F8)) and (self.Fullscreen == false) then
       self.window:Hide()
       self.window=Window:Create(self.title, 0, 0, 1920, 1080, Window.FullScreen)
       self.context=Context:Create(self.window,0)
       self.context:SetColor(0,0,0)
       self.context:Clear()
       self.context:Sync()
       self.context:SetColor(1,1,1)
       self.Fullscreen = true
   end
end

*add the code in the right functions

 

This will switch the window fullscreen, but the old window is still lurking about. Is there a way to close the window or would I need to make a topic in the suggestions sub forum?

 

Bonus: My setup for debug and relase

 

function App:Start()
   --Create a window
   if DEBUG then
       self.window=Window:Create(self.title)
   else
       self.window=Window:Create(self.title, 0, 0, 1920, 1080, Window.FullScreen)
   end
end

function App:Loop()
   self.context:SetBlendMode(Blend.Alpha)
   if DEBUG then
       self.context:SetColor(1,0,0,1)
       self.context:DrawText("Debug Mode",2,2)
       self.context:SetColor(1,1,1,1)
       self.context:DrawStats(2,22)
       self.context:SetBlendMode(Blend.Solid)
   else
       self.context:SetColor(1,1,1,1)
       self.context:DrawText("FPS: "..Math:Round(Time:UPS()),2,2)
       self.context:SetBlendMode(Blend.Solid)
   end
   --Refresh the screen
   if DEBUG then
       self.context:Sync(false)
   else
       self.context:Sync(true)
   end
end

 

*add the code in the right functions

 

This one runs debug in a window and release fullscreen

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