Comments (5)
It works, but you need to use Game.Window.Handle with SDL_SysWMinfo, as the example points out.
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New FNA example has been pushed to the Gist link, use that and you'll be fine.
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Great, I will give it a try, thank you. :)
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It worked well, but is there a cross platform solution? The only problem seems to be the user32.dll import.
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There is not. I would focus on putting your editor in the engine itself, possibly using something like ImGui to render:
https://github.com/ocornut/imgui
The last thing you want as a dependency is a UI lib like wx/GTK/Qt/Forms/etc... I make good money getting rid of stuff like that.
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Related Issues (20)
- Port working FNA game to XBOX/UWP HOT 23
- Add support for ContentManager's ReadAsset function to read from custom streams instead of only on the disk HOT 3
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- mono_thread_internal_set_priority: unknown policy 5
- Expose FAudioContext or Device Handle HOT 3
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- Add GitHub Actions HOT 1
- Terraria: sigsegv when using vulkan renderer in newer versions of FNA HOT 3
- Add DPI Awareness hint for Windows
- Migrate macOS workflow to iOS/tvOS workflow HOT 2
- Do a second take of #442 HOT 1
- Support for net8.0-ios targets HOT 2
- Incorrect Wiki instructions: Chapter 5 Creating New Projects HOT 1
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- VertexPositionColorNormalTexture HOT 3
- System.NullReferenceException when using BasicEffect HOT 2
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