(win: Window) -> float
Device pixels per window coordinate unit; window sizes here are already in pixels.
#import "Window_Creation";
Device pixels per window coordinate unit; window sizes here are already in pixels.
Where the window's drawing area is on the screen and how big it is: x, y, width, height, success.
Where the mouse is, in window coordinates: x, y, success.
Switches the window between full screen and its normal size. Returns whether it worked and the new size.
Opens a window and returns it, or a null window when it could not be made.
The native window handle. Its type depends on the target: an X11.Window (an integer) on Linux,
an HWND on Windows, and a pointer on macOS (*NSWindow) and Android. So "no window" is 0
in one place and null in another, and window == null does not compile on Linux.
no_window: Window_Type;
assert(no_window == WT.INVALID_WINDOW);
window := no_window;
if window == WT.INVALID_WINDOW window = no_window;Doesn't run in the browser (skipped on wasm).