Files
FlaxEngine/Source/Engine/Engine/Windows/WindowsGame.cpp
2023-01-10 15:29:37 +01:00

71 lines
2.3 KiB
C++

// Copyright (c) 2012-2023 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