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How to use RenderWindow.SetIcon in sfml.NET
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Topic: How to use RenderWindow.SetIcon in sfml.NET (Read 9926 times)
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Chikin_Bukit
Newbie
Posts: 2
How to use RenderWindow.SetIcon in sfml.NET
«
on:
May 02, 2021, 04:19:50 am »
Help, I have spent so long now scouring google to figure this out and all I can find is stuff that only works for the c++ version of sfml, so if anyone can help me figure it out, that would be great.
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kojack
Sr. Member
Posts: 343
C++/C# game dev teacher.
Re: How to use RenderWindow.SetIcon in sfml.NET
«
Reply #1 on:
May 02, 2021, 05:57:05 am »
SetIcon takes a width, a height and a byte array. Looking at the C++ header (where there's comments on how it works), the data it takes is RGBA pixels.
The Image class can load image files and provides a byte array of the pixels in RGBA. So you can make an icon like this:
Image image
=
new
Image
(
"icon.png"
)
;
window
.
SetIcon
(
image
.
Size
.
X
, image
.
Size
.
Y
, image
.
Pixels
)
;
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Chikin_Bukit
Newbie
Posts: 2
Re: How to use RenderWindow.SetIcon in sfml.NET
«
Reply #2 on:
May 02, 2021, 05:48:51 pm »
Thanks for the reply, it worked!
«
Last Edit: May 02, 2021, 10:15:00 pm by Chikin_Bukit
»
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How to use RenderWindow.SetIcon in sfml.NET