func Fullscreen(fs bool) { if fs { C.SDL_SetWindowFullscreen(win, C.SDL_WINDOW_FULLSCREEN_DESKTOP) } else { C.SDL_SetWindowFullscreen(win, 0) } }
func (win *Window) SetFullscreen(flags WindowFlags) error { if C.SDL_SetWindowFullscreen(win.c, C.Uint32(flags)) != 0 { return getError() } return nil }
func (window *Window) SetFullscreen(fullscreen bool) { var _fullscreen uint32 if fullscreen { _fullscreen = 1 } C.SDL_SetWindowFullscreen(window.window, C.Uint32(_fullscreen)) }
func (win *Window) SetFullscreen(fs bool) error { cfs := C.SDL_bool(C.SDL_FALSE) if fs { cfs = C.SDL_TRUE } if C.SDL_SetWindowFullscreen(win.c, cfs) != 0 { return getError() } return nil }
func (w *Window) SetFullscreen(flags uint32) { C.SDL_SetWindowFullscreen(w.cWindow, C.Uint32(flags)) }
func (window *Window) SetFullscreen(flags uint32) int { _window := (*C.SDL_Window)(unsafe.Pointer(window)) _flags := (C.Uint32)(flags) return (int)(C.SDL_SetWindowFullscreen(_window, _flags)) }
// Window (https://wiki.libsdl.org/SDL_SetWindowFullscreen) func (window *Window) SetFullscreen(flags uint32) error { if C.SDL_SetWindowFullscreen(window.cptr(), C.Uint32(flags)) != 0 { return GetError() } return nil }
// LeaveFullScreen leaves full screen mode for the window. func (win *Window) LeaveFullScreen() (err error) { if C.SDL_SetWindowFullscreen(win.cWin, C.SDL_FALSE) != 0 { return getError() } return nil }
// EnterFullScreen enters full screen mode for the window. func (win *Window) EnterFullScreen() (err error) { if C.SDL_SetWindowFullscreen(win.cWin, C.SDL_TRUE) != 0 { return getError() } return nil }
func (w *Window) Windowed() { C.SDL_SetWindowFullscreen(w.win, 0) }
func (w *Window) Fullscreen() { C.SDL_SetWindowFullscreen(w.win, C.SDL_WINDOW_FULLSCREEN) }
func (w *Window) SetFullscreen(flags uint32) { GlobalMutex.Lock() defer GlobalMutex.Unlock() C.SDL_SetWindowFullscreen(w.cWindow, C.Uint32(flags)) }
func (window *Window) SetFullscreen(flags uint32) int { return int(C.SDL_SetWindowFullscreen(window.cptr(), C.Uint32(flags))) }