Copied from BYOND Features forum by Lummox JR
A project I am working on currently has two main windows. One is the login window which a slimmed down version of the default one (minus output boxes and all that). The other is the actual game window where all the meat of the game takes place.
You can't switch windows without the options and messages window popping up, so I had the idea of putting everything in a pane and then having the default window just be one giant child control. After the player creates their character or logs in, the window is resized and the pane is changed. The problem with that is that my interface uses no title bar, so there's no way to drag the window using this method.
I can think of a few workarounds. First, I could cut off the top part of my background image (which is kinda like the replacement of the title bar), and put it at the top of the new default window so that players may click and drag from there.
Alternatively, I can use a macro to temporarily show the menu bar so people can move the window and then hide it again.
Or (and this is what I'm doing now), I could just live with the options and messages popup. Right now the login window is not set as default so when a player first connects there is no task bar icon for the game, and the options and messages window sits behind it. After they create a character or login, the window switches to the default and they get a taskbar icon, but the options and messages remains unless closed by the user.
Using winset to change the size, background image, and show previously hidden controls is also an option, but I'd also have to wind up repositioning a bunch of labels and buttons. (I'm assuming this is possible at runtime, but have never tried and don't really view it as a practical solution).
All of these workarounds are fine, but in the future I would like to see some sort of checkbox while configuring a child control to enable window movement.
