KernelAPI reference
Class GameScreen
Namespace: MicroEngine.Core
Assembly: MicroEngine.dll
Guide: Game lifecycle and time
The game’s screen while it runs (Screen): the displays, which one the game is on, and the options that can change without restarting. Changes apply where the platform allows; read a property back to see what applies (a browser or phone keeps its own window, a headless run has none).
public sealed class GameScreenInheritance
Properties
Adapter
The graphics adapter (GPU) in use where the platform can identify it; null otherwise.
public string? Adapter { get; }Property Value
CanChange
Whether this platform can change the window and VSync while running (false headless, in browsers and on phones).
public bool CanChange { get; }Property Value
Current
The options in effect, to save and return from Settings at the next start: the start-only options as the game started, the others as they are now.
public GraphicsSettings Current { get; }Property Value
Display
The display the game is on, or null when unknown.
public DisplayInfo? Display { get; }Property Value
Displays
The displays the system reports; empty where the platform cannot tell.
public IReadOnlyList<DisplayInfo> Displays { get; }Property Value
FrameRateLimit
The most frames per second to draw; 0 for no limit. Applies at once on every platform that runs in real time.
public int FrameRateLimit { get; set; }Property Value
Exceptions
The value is negative.
RefreshRate
The refresh rate frames are paced to (the display’s while VSync is on), in hertz; 0 when nothing paces them to a display (VSync off, scripted and headless runs).
public double RefreshRate { get; }Property Value
Renderer
The graphics API in use (“direct3d11”, “opengl”…) where the platform reports it; null otherwise.
public string? Renderer { get; }Property Value
VSync
Whether frames wait for the display’s refresh. Setting it applies where CanChange; read it back.
public bool VSync { get; set; }Property Value
WindowMode
The window’s mode. Setting it applies where CanChange; read it back.
public WindowMode WindowMode { get; set; }Property Value
Methods
MoveToDisplay(int)
Moves the game to display index of Displays; returns whether it applied.
public bool MoveToDisplay(int index)Parameters
index int
Returns
ToggleFullscreen()
Switches between a window and full screen: through the platform’s display control where it has one, otherwise by asking the platform (ToggleFullscreen; the headless platform counts the request). The engine calls it when the full-screen action is pressed (Fullscreen).
public bool ToggleFullscreen()Returns
Whether the window’s mode changed through the display control.