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Window_Windows::init() does not allow to control initial visibility and closeability #57
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Hi @ManuelKugelmann ! That's because these classes are not meant to be called externally. All of these settings are controlled over the display config, and we intend to keep it this way - for the sake of user friendliness. But if you provide us some more details what you want to achieve/do we can reconsider (see also my other replies) |
Hi @violinyanev is visibility and closeablity now controllable via the config? I did not see much new there, but I didn't look too deep this time (just wanted to do a quick update of my ramses Spout & Unity3D Plugin and thought I'd report a few of the stumbling blocks). When I'm using a ramses renderer inside the Plugin, I usually want it's window stay hidden (right from the start, without a flicker) and only see it for debugging purposes - in this case it should not be closeable by the user to not interfere with the plugin operation. |
Will see what we can do! |
Hi @ManuelKugelmann ! Would it be fine to make also this class extensible (similar to WGL_Context) and you can override it in your code with whatever logic you need? If you don't want to have code dupes with the built-implementation of init(), we could also split some parts of it into smaller methods that you can call from your code. Which parts do you need? |
Maybe change the signature to
Bool Window_WindowsX::init(bool visible, bool closeable)
and addand
setVisibility(visible);
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