// Copyright (c) Wojciech Figat. All rights reserved. #if PLATFORM_WINDOWS && !USE_EDITOR #include "WindowsGame.h" #include "Engine/Engine/Globals.h" #include "Engine/Engine/CommandLine.h" #include "Engine/Core/Config/PlatformSettings.h" void WindowsGame::InitMainWindowSettings(CreateWindowSettings& settings) { // TODO: restore window size and fullscreen mode from the cached local settings saved after previous session const auto platformSettings = WindowsPlatformSettings::Get(); auto windowMode = platformSettings->WindowMode; // Use command line switches if (CommandLine::Options.Fullscreen.IsTrue()) windowMode = GameWindowMode::Fullscreen; else if (CommandLine::Options.Windowed.IsTrue()) windowMode = GameWindowMode::Windowed; settings.Fullscreen = windowMode == GameWindowMode::Fullscreen; settings.HasSizingFrame = platformSettings->ResizableWindow; // Fullscreen - put window to cover the whole desktop area if (windowMode == GameWindowMode::FullscreenBorderless || windowMode == GameWindowMode::Fullscreen) { settings.Size = Platform::GetDesktopSize(); settings.Position = Float2::Zero; } // Not fullscreen - put window in the middle of the screen else if (windowMode == GameWindowMode::Windowed || windowMode == GameWindowMode::Borderless) { settings.Size = Float2((float)platformSettings->ScreenWidth, (float)platformSettings->ScreenHeight); settings.Position = (Platform::GetDesktopSize() - settings.Size) * 0.5f; } // Windowed mode settings.HasBorder = windowMode == GameWindowMode::Windowed || windowMode == GameWindowMode::Fullscreen; settings.AllowMinimize = platformSettings->ResizableWindow; } bool WindowsGame::Init() { const auto platformSettings = WindowsPlatformSettings::Get(); // Create mutex if need to if (platformSettings->ForceSingleInstance) { if (Platform::CreateMutex(*Globals::ProductName)) { Platform::ReleaseMutex(); Platform::Error(String::Format(TEXT("Only one instance of {0} can be run at the same time."), Globals::ProductName)); return true; } } return GameBase::Init(); } void WindowsGame::BeforeExit() { Platform::ReleaseMutex(); GameBase::BeforeExit(); } #endif