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Dynamically change window icons / taskbar badges in GameMaker (GMS1, GMS2+) and Unity games!

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window_set_icon

Quick links: itch.io

This small extension allows you to dynamically change window icon (also seen in taskbar) and taskbar badges (commonly used for notifications and such) in your GameMaker games.

Functions (GameMaker)

  • window_set_icon(path_to_ico)
    Changes the window icon. Path should point to a valid ICO file.
  • window_set_icon_buffer(buffer_with_an_ico_inside)
    Changes the window icon. The buffer should contain a valid ICO file.
  • window_set_icon_surface(surface, set_big_icon)
    Changes the window icon to match the pixels in a surface.
    "big" (32x32) icon may used for display in taskbar.
  • window_reset_icon()
    Resets the window icon to whatever it was on game start.
  • window_set_overlay_icon(path_to_ico, ?description)
    Changes the little overlay/notification badge icon shown in the corner of the window. Path should point to a valid ICO file.
  • window_set_overlay_icon_buffer(buffer_with_an_ico_inside, ?description)
    Changes the little overlay/notification badge icon shown in the corner of the taskbar button. The buffer should contain a valid ICO file.
  • window_set_overlay_icon_surface(surface, ?description)
    Changes the little overlay/notification badge icon shown in the corner of the taskbar button to match pixels in a surface.
  • window_reset_overlay_icon()
    Resets/removes the little overlay/notification badge icon.

So, for example, if you had a "some.ico" in your Included Files, you could do

window_set_icon("some.ico");

Functions (C#)

  • WindowIconTools.SetIcon(texture2d or null, kind)
    Changes small or big icon for the window to match the given texture with format=BGRA32.
    In non-Unity C#, you provide an array of bgra bytes, width, and height instead of a texture.
  • WindowIconTools.SetOverlayIcon(texture2d or null, opt. description)
    Changes the overlay icon in the taskbar.
  • WindowIconTools.SetProgress(progressState, numCompleted, numTotal)
    This is an equivalent of the other extension I made and is only here because it didn't really "cost" anything to add.

Preparing to build

Needless to say, this requires basic familiarity with Visual Studio, Command Prompt/PowerShell, and Windows in general.

Setting up GmxGen

  1. Install Haxe (make sure to install Neko VM!)
  2. Download the source code (or check out the git repository)
  3. Compile the program: haxe build.hxml
  4. Create an executable: nekotools boot bin/GmxGen.n
  5. Copy bin/GmxGen.exe to a folder your PATH (e.g. to Haxe directory )

Setting up GmlCppExtFuncs

  1. (you should still have Haxe and Neko VM installed)
  2. Download the source code (or check out the git repository)
  3. Compile the program: haxe build.hxml
  4. Create an executable: nekotools boot bin/GmlCppExtFuncs.n
  5. Copy bin/GmlCppExtFuncs.exe to a folder your PATH (e.g. to Haxe directory )

Building

Open the .sln in Visual Studio (VS2019 was used as of writing this), compile for x86 - Release and then x64 - Release.

If you have correctly set up GmxGen and GmlCppExtFuncs, the project will generate the autogen.gml files for GML<->C++ interop during pre-build and will copy and [re-]link files during post-build.

Meta

Author: YellowAfterlife
License: MIT

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Dynamically change window icons / taskbar badges in GameMaker (GMS1, GMS2+) and Unity games!

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