#include "ILogger.h"\r
#include "position2d.h"\r
#include "path.h"\r
-#include "IrrCompileConfig.h"\r
+#include "IrrCompileConfig.h" // for IRRLICHT_SDK_VERSION\r
\r
namespace irr\r
{\r
//! Constructs a SIrrlichtCreationParameters structure with default values.\r
SIrrlichtCreationParameters() :\r
DeviceType(EIDT_BEST),\r
- DriverType(video::EDT_BURNINGSVIDEO),\r
+ DriverType(video::EDT_OPENGL),\r
WindowSize(core::dimension2d<u32>(800, 600)),\r
WindowPosition(core::position2di(-1,-1)),\r
Bits(32),\r
ZBufferBits(24),\r
Fullscreen(false),\r
+ WindowMaximized(false),\r
WindowResizable(2),\r
Stencilbuffer(true),\r
Vsync(false),\r
UsePerformanceTimer(true),\r
SDK_version_do_not_use(IRRLICHT_SDK_VERSION),\r
PrivateData(0),\r
-#if defined(_IRR_COMPILE_WITH_IOS_DEVICE_) || defined(_IRR_ANDROID_PLATFORM_) || defined(_IRR_EMSCRIPTEN_PLATFORM_)\r
+#ifdef IRR_MOBILE_PATHS\r
OGLES2ShaderPath("media/Shaders/")\r
#else\r
OGLES2ShaderPath("../../media/Shaders/")\r
Bits = other.Bits;\r
ZBufferBits = other.ZBufferBits;\r
Fullscreen = other.Fullscreen;\r
+ WindowMaximized = other.WindowMaximized;\r
WindowResizable = other.WindowResizable;\r
Stencilbuffer = other.Stencilbuffer;\r
Vsync = other.Vsync;\r
/** Otherwise the device runs in windowed mode. Default: false. */\r
bool Fullscreen;\r
\r
+ //! Maximised window. (Only supported on SDL.) Default: false\r
+ bool WindowMaximized;\r
+\r
//! Should a non-fullscreen window be resizable.\r
/** Might not be supported by all devices. Ignored when Fullscreen is true.\r
Values: 0 = not resizable, 1 = resizable, 2 = system decides default itself\r
/** If this is set to a value other than 0, the Irrlicht Engine\r
will be created in an already existing window.\r
For Windows, set this to the HWND of the window you want.\r
- For iOS, assign UIView to this variable.\r
The windowSize and FullScreen options will be ignored when using\r
the WindowId parameter. Default this is set to 0.\r
To make Irrlicht run inside the custom window, you still will\r