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under d47c6ed935 Change maximizing logic
Before this, maximizing a window functioned by reparenting it to a
margincontainer. Now, maximizing a window is a matter of setting its
anchors and offsets. It will require more code but the reparenting
strategy was causing problems because maximized windows were always
displayed below windowed ones. This could technically be solved by
modifying z-indexes of windows individually but this seems like a less
annoying solution than that in the long run.
2024-03-20 13:42:53 -07:00
RetroWindowsGUI Change maximizing logic 2024-03-20 13:42:53 -07:00
.gitignore ok 2024-03-19 17:52:57 +10:00
FullscreenToggler.gd Move fullscreen toggle from _process to _input 2024-03-20 13:13:31 -07:00
InteractToggleVisible.gd initial 2024-03-14 21:50:53 +10:00
InteractiveItems.gd initial 2024-03-14 21:50:53 +10:00
icon.svg initial 2024-03-14 21:50:53 +10:00
icon.svg.import initial 2024-03-14 21:50:53 +10:00
project.godot Borderless=false, default project=thirdPerson.tscn 2024-03-20 11:13:05 -07:00
readme.md Added readme 2024-03-19 17:54:42 +10:00
remesh.txt ok 2024-03-14 22:50:47 +10:00
thirdPerson.tscn initial 2024-03-14 21:50:53 +10:00

readme.md

LGDG Example Project

Made the fullscreen toggle resize floating windows (on toggle back to windowed mode you can't see al lthe floating window as half of it is off the bottom of the screen).