forked from LGDG/ExampleProject
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1801c8e5ba
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under | 1801c8e5ba | |
under | 35a8fc2f1a |
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@ -7,18 +7,3 @@ var current_window: Control = the_game # current window
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func _ready() -> void:
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func _ready() -> void:
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DisplayServer.window_set_flag(DisplayServer.WINDOW_FLAG_BORDERLESS, true)
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DisplayServer.window_set_flag(DisplayServer.WINDOW_FLAG_BORDERLESS, true)
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func _process(_delta):
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#get_window().grab_focus()
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pass
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func _input(event: InputEvent):
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if event.is_action_pressed("HotKey_ToggleFullscreen"):
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# we can't maximize because godot considers borderless maximized to be fullscreen
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if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN:
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
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else:
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
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@ -7,13 +7,31 @@ extends Control
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var windowed_rect: Rect2
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var windowed_rect: Rect2
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func _input(event: InputEvent):
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func get_descendants(node: Node) -> Array[Node]:
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var nodes: Array[Node] = []
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for child in node.get_children():
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if child.get_child_count() > 0:
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nodes.append(child)
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nodes.append_array(get_descendants(child))
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else:
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nodes.append(child)
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return nodes
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func _ready() -> void:
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for descendant in get_descendants(self):
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descendant.gui_input.connect(_gui_input)
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func _gui_input(event: InputEvent) -> void:
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if event is InputEventMouseButton:
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if event is InputEventMouseButton:
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if event.pressed:
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if event.pressed:
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if get_global_rect().has_point(get_global_mouse_position()):
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if get_global_rect().has_point(get_global_mouse_position()):
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desktop.current_window = self
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desktop.current_window = self
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get_parent().move_child(self, get_parent().get_child_count())
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get_parent().move_child(self, get_parent().get_child_count())
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elif event is InputEventKey:
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func _input(event: InputEvent):
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if event is InputEventKey:
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if event.keycode == KEY_F11:
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if event.keycode == KEY_F11:
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if event.pressed:
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if event.pressed:
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if desktop.current_window == self:
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if desktop.current_window == self:
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