class_name Desktop extends Control @export var the_game: Control # TheGame var current_window: Control = the_game # current window func _ready() -> void: DisplayServer.window_set_flag(DisplayServer.WINDOW_FLAG_BORDERLESS, true) func _process(_delta): #get_window().grab_focus() pass func _input(event: InputEvent): if event.is_action_pressed("HotKey_ToggleFullscreen"): # we can't maximize because godot considers borderless maximized to be fullscreen if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED) else: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)