window movement
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eb214924dc
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@ -543,6 +543,26 @@ class ModchartState
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Application.current.window.y = y;
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Application.current.window.y = y;
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});
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});
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Lua_helper.add_callback(lua,"getWindowX",function() {
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return Application.current.window.x;
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});
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Lua_helper.add_callback(lua,"getWindowY",function() {
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return Application.current.window.y;
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});
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Lua_helper.add_callback(lua,"resizeWindow",function(Width:Int,Height:Int) {
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Application.current.window.resize(Width,Height);
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});
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Lua_helper.add_callback(lua,"getScreenWidth",function() {
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return Application.current.window.displayMode.width;
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});
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Lua_helper.add_callback(lua,"getScreenHeight",function() {
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return Application.current.window.displayMode.height;
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});
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// tweens
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// tweens
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@ -330,14 +330,14 @@ class FPSCapOption extends Option
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override function right():Bool {
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override function right():Bool {
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if (FlxG.save.data.fpsCap >= 290)
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if (FlxG.save.data.fpsCap >= 290)
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{
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{
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FlxG.save.data.fpsCap = 800; // set it really high lol, I mean. if you hit that cap, it really doesn't do much lol.
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FlxG.save.data.fpsCap = 290;
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(cast (Lib.current.getChildAt(0), Main)).setFPSCap(290);
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(cast (Lib.current.getChildAt(0), Main)).setFPSCap(290);
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}
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}
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else
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else
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FlxG.save.data.fpsCap = FlxG.save.data.fpsCap + 10;
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FlxG.save.data.fpsCap = FlxG.save.data.fpsCap + 10;
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(cast (Lib.current.getChildAt(0), Main)).setFPSCap(FlxG.save.data.fpsCap);
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(cast (Lib.current.getChildAt(0), Main)).setFPSCap(FlxG.save.data.fpsCap);
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OptionsMenu.versionShit.text = "Current FPS Cap: " + (FlxG.save.data.fpsCap > 290 ? "Unlimited (In Gameplay)" : FlxG.save.data.fpsCap) + " - Description - " + description;
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OptionsMenu.versionShit.text = "Current FPS Cap: " + FlxG.save.data.fpsCap + " - Description - " + description;
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return true;
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return true;
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}
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}
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