Comments (7)
To set the Window icon, you can either use SDL_SetWindowIcon yourself or use this:
We load a bitmap with the same name as the game, then set that as the icon. This works on both Windows and Linux (and OSX just uses the Mac app icns, so no need to worry there).
We don't use the built-in assembly icon due to it depending on Winforms, which has a ton of dependencies and is not portable.
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I see :). Thanks for clearing that up, whilst i have you one final question concerning the application, when i run the .exe the following debug window is present;
http://i.imgur.com/5pBkcMM.png
It only ever says that 1 line. Just wondering if there's anyway to hide/get rid of it?
from fna-mghistory.
Odd, it really produces a separate console for that?
You can just def these out for your -DDEBUG configuration, if you need to:
https://github.com/flibitijibibo/MonoGame/blob/monogame-sdl2/MonoGame.Framework/SDL2/SDL2_GameWindow.cs#L252
https://github.com/flibitijibibo/MonoGame/blob/monogame-sdl2/MonoGame.Framework/SDL2/SDL2_GameWindow.cs#L256
EDIT: Also noteworthy is SDL2_GamePad:
I think those are the only places where we print in MG-SDL2, currently. VideoPlayer also prints some information, and those lines are pretty easy to pick out.
from fna-mghistory.
No change (except for the fact the window no contains no text), the cmd window is still be created :/ (Should note that this is when i run the .exe separately outside of xamarin studio and not actually in xamarin studio, also it creates the cmd window in debug (to be expected) but also in release mode as-well)
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To be honest, I'm not sure. For Mac/Linux I just use stock MonoDevelop and for Windows I use Visual Studio Express... I haven't seen a console window for any of them, so maybe Xamarin Studio is adding some property to the assemblies?
If you find out why the console shows up on Windows, let me know. I know for sure that Mac/Linux keep things in stdout without generating a terminal, so it's gotta be specific to that OS.
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Maybe this has something to do with it?
http://stackoverflow.com/questions/3563744/how-can-i-hide-a-console-window
Google'd for "Windows .NET console window".
from fna-mghistory.
Indeed so :). I changed the type of compile target from "Executable" to "Executable with GUI" and now no more cmd window appears (I don't notice any adhere effects so i'm gunna hope this is the ticket :P). Thanks for the help Ethan +1
from fna-mghistory.
Related Issues (20)
- shader normalmap not work HOT 3
- Can't run on machine without audio device HOT 9
- [OpenGL] VMware/VBox Support? HOT 7
- [MojoShader] MOJOSHADER_glSetVertexAttribDivisor causes 'System.AccessViolationException' on some computers HOT 3
- [Keyboard] Proposal for Keyboard.GetLayoutEXT() HOT 1
- Microsoft.Xna.Framework.Input.GamePad.INTERNAL_AddInstance throws "An element with the same key already exists in the dictionary" HOT 2
- Triangle color is wrong with fairly simple shader + access violation exception HOT 7
- Unable to load a texture (.PNG) from stream HOT 9
- Initialization order mishap HOT 3
- GraphicsDeviceManager never set in Game HOT 1
- GL Object Disposal Wrappers are not thread-safe HOT 3
- DynamicSoundEffectInstance behavior incompatible with XNA4 HOT 8
- OpenGL 3.2+ Core Profile support HOT 4
- Starting game in full screen bug HOT 8
- Null reference when disposing sound effect after checking sound device exists HOT 5
- [QUESTIONS] learning, using FNA HOT 3
- More spec-compliant Touch Support HOT 34
- FNA Binary Release HOT 1
- RasterizerState.MultiSampleAntiAlias not implemented HOT 8
- Set Render Target to Another Window HOT 2
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