![]() ![]() LarsG Enthusiast Posts: 713 Joined: Mon 12:06 pm Location: Norway. WindowID is the handle of the window on which the screen will be opened. PBWindowMinimizeGadget: Adds the minimize gadget to the window title bar. Flags (optional) Can be a combination of the following values: PBWindowSystemMenu: Enables the system menu on the window title bar (default). ![]() Title The title of the newly created window. This means, the program runs not in fullscreen, but in windowed mode. The required client area, in pixels (without borders and window decorations). Hi guys im having a problem, i have a program that needs the more speed the better and what im doing in order to get this speed is using a windowedscreen, the point is that i dont want to use initmouse cause it traps the mouse inside the screen so what im using is a canvas gadget being displayed behind the windowed screen in order to grab this. I obviously don't know the reasoning behind the way PureBasic does it, and I'm sure there was a good reason, but it would be very nice to have more flexibility with regards to handling the mouse. This function opens a screen on a window. Here a small example: OpenWindow (0,0,0,400,150,PBWindowScreenCenteredPBWindowSystemMenu,'MouseOver example') CreateGadgetList (WindowID ()) ButtonGadget (0,10,10,380,20,'Button 1') ButtonGadget (1,10,40,380,20. It would be nice for this to be possible without having to make the user press a key to allow it. You can check the mouseover without CallBack. Is there a reason the system cursor is hidden when using ExamineMouse()? Could we not have the option as to whether or not it should be hidden? (Such as a HideMouse(true) function.)Īlso, unless I'm doing something wrong, I cannot get the mouse to leave the game window (OpenWindowedScreen()) to go to another application. I understand that the intention is for us to supply our own sprite as a cursor, but I would still really like to be able to use the standard system cursor. functions with OpenWindowedScreen(), but this is not an option for full screen. The procedure runs fine, until I have to open a small, windowed screen in the child window to facilitate Keyboard input. Would it be possible to make changes to how the mouse is handled with screens? I would like to simply use the standard system cursor in my game, but it doesn't seem to be possible. Native PureBasic Gadgets are located in the top half of the Gadget Creator window and.
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