====== Frameless Window Draggable ====== Below is a complete sample of the code needed to perform a frameless window with dragging capabilities. public class Game1 : Game { private GraphicsDeviceManager _graphics; private SpriteBatch _spriteBatch; // Fields to track dragging state private bool _isDragging = false; private Point _dragOffset; public Game1() { _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; IsMouseVisible = true; // Hide the window frame Window.IsBorderless = true; } protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) Exit(); // Get the keyboard state var keyboardState = Keyboard.GetState(); // If keyboard spacekey pressed toggle Window Borderless if (keyboardState.IsKeyDown(Keys.Space)) { Window.IsBorderless = !Window.IsBorderless; } // Handle window dragging only if the window frame is hidden if (Window.IsBorderless) { var mouseState = Mouse.GetState(); if (mouseState.LeftButton == ButtonState.Pressed) { if (!_isDragging) { // Start dragging if the mouse is near the top of the window if (mouseState.Y < 30) // Adjust the value as needed { _isDragging = true; _dragOffset = new Point(mouseState.X, mouseState.Y); } } else { // Move the window var newPosition = new Point(mouseState.X - _dragOffset.X, mouseState.Y - _dragOffset.Y); Window.Position = new Point(Window.Position.X + newPosition.X, Window.Position.Y + newPosition.Y); } } else { _isDragging = false; } } // TODO: Add your update logic here base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here base.Draw(gameTime); } } ===== Known Issues ===== When capturing the screen using Snippint Tool, with window frameless enabled, the game window will shift off screen, untested on a single display, but this throws it off screen onto another screen on a multi monitor setup. the window toggle was added to help remedy this.