|
|
- /*!
-
- @page window_guide Window guide
-
- @tableofcontents
-
- This guide introduces the window related functions of GLFW. For details on
- a specific function in this category, see the @ref window. There are also
- guides for the other areas of GLFW.
-
- - @ref intro_guide
- - @ref context_guide
- - @ref vulkan_guide
- - @ref monitor_guide
- - @ref input_guide
-
-
- @section window_object Window objects
-
- The @ref GLFWwindow object encapsulates both a window and a context. They are
- created with @ref glfwCreateWindow and destroyed with @ref glfwDestroyWindow, or
- @ref glfwTerminate, if any remain. As the window and context are inseparably
- linked, the object pointer is used as both a context and window handle.
-
- To see the event stream provided to the various window related callbacks, run
- the `events` test program.
-
-
- @subsection window_creation Window creation
-
- A window and its OpenGL or OpenGL ES context are created with @ref
- glfwCreateWindow, which returns a handle to the created window object. For
- example, this creates a 640 by 480 windowed mode window:
-
- @code
- GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
- @endcode
-
- If window creation fails, `NULL` will be returned, so it is necessary to check
- the return value.
-
- The window handle is passed to all window related functions and is provided to
- along with all input events, so event handlers can tell which window received
- the event.
-
-
- @subsubsection window_full_screen Full screen windows
-
- To create a full screen window, you need to specify which monitor the window
- should use. In most cases, the user's primary monitor is a good choice.
- For more information about retrieving monitors, see @ref monitor_monitors.
-
- @code
- GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL);
- @endcode
-
- Full screen windows cover the entire display area of a monitor, have no border
- or decorations.
-
- Windowed mode windows can be made full screen by setting a monitor with @ref
- glfwSetWindowMonitor, and full screen ones can be made windowed by unsetting it
- with the same function.
-
- Each field of the @ref GLFWvidmode structure corresponds to a function parameter
- or window hint and combine to form the _desired video mode_ for that window.
- The supported video mode most closely matching the desired video mode will be
- set for the chosen monitor as long as the window has input focus. For more
- information about retrieving video modes, see @ref monitor_modes.
-
- Video mode field | Corresponds to
- ----------------------- | ------------------------
- GLFWvidmode.width | `width` parameter
- GLFWvidmode.height | `height` parameter
- GLFWvidmode.redBits | `GLFW_RED_BITS` hint
- GLFWvidmode.greenBits | `GLFW_GREEN_BITS` hint
- GLFWvidmode.blueBits | `GLFW_BLUE_BITS` hint
- GLFWvidmode.refreshRate | `GLFW_REFRESH_RATE` hint
-
- Once you have a full screen window, you can change its resolution, refresh rate
- and monitor with @ref glfwSetWindowMonitor. If you just need change its
- resolution you can also call @ref glfwSetWindowSize. In all cases, the new
- video mode will be selected the same way as the video mode chosen by @ref
- glfwCreateWindow. If the window has an OpenGL or OpenGL ES context, it will be
- unaffected.
-
- By default, the original video mode of the monitor will be restored and the
- window iconified if it loses input focus, to allow the user to switch back to
- the desktop. This behavior can be disabled with the `GLFW_AUTO_ICONIFY` window
- hint, for example if you wish to simultaneously cover multiple windows with full
- screen windows.
-
-
- @subsubsection window_windowed_full_screen "Windowed full screen" windows
-
- If the closest match for the desired video mode is the current one, the video
- mode will not be changed, making window creation faster and application
- switching much smoother. This is sometimes called _windowed full screen_ or
- _borderless full screen_ window and counts as a full screen window. To create
- such a window, simply request the current video mode.
-
- @code
- const GLFWvidmode* mode = glfwGetVideoMode(monitor);
-
- glfwWindowHint(GLFW_RED_BITS, mode->redBits);
- glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits);
- glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
- glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
-
- GLFWwindow* window = glfwCreateWindow(mode->width, mode->height, "My Title", monitor, NULL);
- @endcode
-
- This also works for windowed mode windows that are made full screen.
-
- @code
- const GLFWvidmode* mode = glfwGetVideoMode(monitor);
-
- glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
- @endcode
-
- Note that @ref glfwGetVideoMode returns the _current_ video mode of a monitor,
- so if you already have a full screen window on that monitor that you want to
- make windowed full screen, you need to have saved the desktop resolution before.
-
-
- @subsection window_destruction Window destruction
-
- When a window is no longer needed, destroy it with @ref glfwDestroyWindow.
-
- @code
- glfwDestroyWindow(window);
- @endcode
-
- Window destruction always succeeds. Before the actual destruction, all
- callbacks are removed so no further events will be delivered for the window.
- All windows remaining when @ref glfwTerminate is called are destroyed as well.
-
- When a full screen window is destroyed, the original video mode of its monitor
- is restored, but the gamma ramp is left untouched.
-
-
- @subsection window_hints Window creation hints
-
- There are a number of hints that can be set before the creation of a window and
- context. Some affect the window itself, others affect the framebuffer or
- context. These hints are set to their default values each time the library is
- initialized with @ref glfwInit, can be set individually with @ref glfwWindowHint
- and reset all at once to their defaults with @ref glfwDefaultWindowHints.
-
- Note that hints need to be set _before_ the creation of the window and context
- you wish to have the specified attributes.
-
-
- @subsubsection window_hints_hard Hard and soft constraints
-
- Some window hints are hard constraints. These must match the available
- capabilities _exactly_ for window and context creation to succeed. Hints
- that are not hard constraints are matched as closely as possible, but the
- resulting context and framebuffer may differ from what these hints requested.
-
- The following hints are always hard constraints:
- - `GLFW_STEREO`
- - `GLFW_DOUBLEBUFFER`
- - `GLFW_CLIENT_API`
- - `GLFW_CONTEXT_CREATION_API`
-
- The following additional hints are hard constraints when requesting an OpenGL
- context, but are ignored when requesting an OpenGL ES context:
- - `GLFW_OPENGL_FORWARD_COMPAT`
- - `GLFW_OPENGL_PROFILE`
-
-
- @subsubsection window_hints_wnd Window related hints
-
- `GLFW_RESIZABLE` specifies whether the windowed mode window will be resizable
- _by the user_. The window will still be resizable using the @ref
- glfwSetWindowSize function. This hint is ignored for full screen windows.
-
- `GLFW_VISIBLE` specifies whether the windowed mode window will be initially
- visible. This hint is ignored for full screen windows.
-
- `GLFW_DECORATED` specifies whether the windowed mode window will have window
- decorations such as a border, a close widget, etc. An undecorated window may
- still allow the user to generate close events on some platforms. This hint is
- ignored for full screen windows.
-
- `GLFW_FOCUSED` specifies whether the windowed mode window will be given input
- focus when created. This hint is ignored for full screen and initially hidden
- windows.
-
- `GLFW_AUTO_ICONIFY` specifies whether the full screen window will
- automatically iconify and restore the previous video mode on input focus loss.
- This hint is ignored for windowed mode windows.
-
- `GLFW_FLOATING` specifies whether the windowed mode window will be floating
- above other regular windows, also called topmost or always-on-top. This is
- intended primarily for debugging purposes and cannot be used to implement proper
- full screen windows. This hint is ignored for full screen windows.
-
- `GLFW_MAXIMIZED` specifies whether the windowed mode window will be maximized
- when created. This hint is ignored for full screen windows.
-
-
- @subsubsection window_hints_fb Framebuffer related hints
-
- `GLFW_RED_BITS`, `GLFW_GREEN_BITS`, `GLFW_BLUE_BITS`, `GLFW_ALPHA_BITS`,
- `GLFW_DEPTH_BITS` and `GLFW_STENCIL_BITS` specify the desired bit depths of the
- various components of the default framebuffer. `GLFW_DONT_CARE` means the
- application has no preference.
-
- `GLFW_ACCUM_RED_BITS`, `GLFW_ACCUM_GREEN_BITS`, `GLFW_ACCUM_BLUE_BITS` and
- `GLFW_ACCUM_ALPHA_BITS` specify the desired bit depths of the various components
- of the accumulation buffer. `GLFW_DONT_CARE` means the application has no
- preference.
-
- @par
- Accumulation buffers are a legacy OpenGL feature and should not be used in new
- code.
-
- `GLFW_AUX_BUFFERS` specifies the desired number of auxiliary buffers.
- `GLFW_DONT_CARE` means the application has no preference.
-
- @par
- Auxiliary buffers are a legacy OpenGL feature and should not be used in new
- code.
-
- `GLFW_STEREO` specifies whether to use stereoscopic rendering. This is a hard
- constraint.
-
- `GLFW_SAMPLES` specifies the desired number of samples to use for multisampling.
- Zero disables multisampling. `GLFW_DONT_CARE` means the application has no
- preference.
-
- `GLFW_SRGB_CAPABLE` specifies whether the framebuffer should be sRGB capable.
- If supported, a created OpenGL context will support the `GL_FRAMEBUFFER_SRGB`
- enable, also called `GL_FRAMEBUFFER_SRGB_EXT`) for controlling sRGB rendering
- and a created OpenGL ES context will always have sRGB rendering enabled.
-
- `GLFW_DOUBLEBUFFER` specifies whether the framebuffer should be double buffered.
- You nearly always want to use double buffering. This is a hard constraint.
-
-
- @subsubsection window_hints_mtr Monitor related hints
-
- `GLFW_REFRESH_RATE` specifies the desired refresh rate for full screen windows.
- If set to `GLFW_DONT_CARE`, the highest available refresh rate will be used.
- This hint is ignored for windowed mode windows.
-
-
- @subsubsection window_hints_ctx Context related hints
-
- `GLFW_CLIENT_API` specifies which client API to create the context for.
- Possible values are `GLFW_OPENGL_API`, `GLFW_OPENGL_ES_API` and `GLFW_NO_API`.
- This is a hard constraint.
-
- `GLFW_CONTEXT_CREATION_API` specifies which context creation API to use to
- create the context. Possible values are `GLFW_NATIVE_CONTEXT_API` and
- `GLFW_EGL_CONTEXT_API`. This is a hard constraint. If no client API is
- requested, this hint is ignored.
-
- @par
- __OS X:__ The EGL API is not available on this platform and requests to use it
- will fail.
-
- @par
- __Wayland, Mir:__ The EGL API _is_ the native context creation API, so this hint
- will have no effect.
-
- @note An OpenGL extension loader library that assumes it knows which context
- creation API is used on a given platform may fail if you change this hint. This
- can be resolved by having it load via @ref glfwGetProcAddress, which always uses
- the selected API.
-
- @bug On some Linux systems, creating contexts via both the native and EGL APIs
- in a single process will cause the application to segfault. Stick to one API or
- the other on Linux for now.
-
- `GLFW_CONTEXT_VERSION_MAJOR` and `GLFW_CONTEXT_VERSION_MINOR` specify the client
- API version that the created context must be compatible with. The exact
- behavior of these hints depend on the requested client API.
-
- @par
- __OpenGL:__ `GLFW_CONTEXT_VERSION_MAJOR` and `GLFW_CONTEXT_VERSION_MINOR` are
- not hard constraints, but creation will fail if the OpenGL version of the
- created context is less than the one requested. It is therefore perfectly safe
- to use the default of version 1.0 for legacy code and you will still get
- backwards-compatible contexts of version 3.0 and above when available.
-
- @par
- While there is no way to ask the driver for a context of the highest supported
- version, GLFW will attempt to provide this when you ask for a version 1.0
- context, which is the default for these hints.
-
- @par
- __OpenGL ES:__ `GLFW_CONTEXT_VERSION_MAJOR` and `GLFW_CONTEXT_VERSION_MINOR` are
- not hard constraints, but creation will fail if the OpenGL ES version of the
- created context is less than the one requested. Additionally, OpenGL ES 1.x
- cannot be returned if 2.0 or later was requested, and vice versa. This is
- because OpenGL ES 3.x is backward compatible with 2.0, but OpenGL ES 2.0 is not
- backward compatible with 1.x.
-
- `GLFW_OPENGL_FORWARD_COMPAT` specifies whether the OpenGL context should be
- forward-compatible, i.e. one where all functionality deprecated in the requested
- version of OpenGL is removed. This must only be used if the requested OpenGL
- version is 3.0 or above. If OpenGL ES is requested, this hint is ignored.
-
- @par
- Forward-compatibility is described in detail in the
- [OpenGL Reference Manual](https://www.opengl.org/registry/).
-
- `GLFW_OPENGL_DEBUG_CONTEXT` specifies whether to create a debug OpenGL context,
- which may have additional error and performance issue reporting functionality.
- If OpenGL ES is requested, this hint is ignored.
-
- `GLFW_OPENGL_PROFILE` specifies which OpenGL profile to create the context for.
- Possible values are one of `GLFW_OPENGL_CORE_PROFILE` or
- `GLFW_OPENGL_COMPAT_PROFILE`, or `GLFW_OPENGL_ANY_PROFILE` to not request
- a specific profile. If requesting an OpenGL version below 3.2,
- `GLFW_OPENGL_ANY_PROFILE` must be used. If OpenGL ES is requested,
- this hint is ignored.
-
- @par
- OpenGL profiles are described in detail in the
- [OpenGL Reference Manual](https://www.opengl.org/registry/).
-
- `GLFW_CONTEXT_ROBUSTNESS` specifies the robustness strategy to be used by the
- context. This can be one of `GLFW_NO_RESET_NOTIFICATION` or
- `GLFW_LOSE_CONTEXT_ON_RESET`, or `GLFW_NO_ROBUSTNESS` to not request
- a robustness strategy.
-
- `GLFW_CONTEXT_RELEASE_BEHAVIOR` specifies the release behavior to be
- used by the context. Possible values are one of `GLFW_ANY_RELEASE_BEHAVIOR`,
- `GLFW_RELEASE_BEHAVIOR_FLUSH` or `GLFW_RELEASE_BEHAVIOR_NONE`. If the
- behavior is `GLFW_ANY_RELEASE_BEHAVIOR`, the default behavior of the context
- creation API will be used. If the behavior is `GLFW_RELEASE_BEHAVIOR_FLUSH`,
- the pipeline will be flushed whenever the context is released from being the
- current one. If the behavior is `GLFW_RELEASE_BEHAVIOR_NONE`, the pipeline will
- not be flushed on release.
-
- @par
- Context release behaviors are described in detail by the
- [GL_KHR_context_flush_control](https://www.opengl.org/registry/specs/KHR/context_flush_control.txt)
- extension.
-
- `GLFW_CONTEXT_NO_ERROR` specifies whether errors should be generated by the
- context. If enabled, situations that would have generated errors instead cause
- undefined behavior.
-
- @par
- The no error mode for OpenGL and OpenGL ES is described in detail by the
- [GL_KHR_no_error](https://www.opengl.org/registry/specs/KHR/no_error.txt)
- extension.
-
- @note This hint is experimental in its current state. There are currently
- (October 2015) no corresponding WGL or GLX extensions. That makes this hint
- a [hard constraint](@ref window_hints_hard) for those backends, as creation will
- fail if unsupported context flags are requested. Once the extensions are
- available, they will be required and creation of `GL_KHR_no_error` contexts may
- fail on early drivers where this flag is supported without those extensions
- being listed.
-
-
- @subsubsection window_hints_values Supported and default values
-
- Window hint | Default value | Supported values
- ------------------------------- | --------------------------- | ----------------
- `GLFW_RESIZABLE` | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE`
- `GLFW_VISIBLE` | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE`
- `GLFW_DECORATED` | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE`
- `GLFW_FOCUSED` | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE`
- `GLFW_AUTO_ICONIFY` | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE`
- `GLFW_FLOATING` | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE`
- `GLFW_MAXIMIZED` | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE`
- `GLFW_RED_BITS` | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
- `GLFW_GREEN_BITS` | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
- `GLFW_BLUE_BITS` | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
- `GLFW_ALPHA_BITS` | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
- `GLFW_DEPTH_BITS` | 24 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
- `GLFW_STENCIL_BITS` | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
- `GLFW_ACCUM_RED_BITS` | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
- `GLFW_ACCUM_GREEN_BITS` | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
- `GLFW_ACCUM_BLUE_BITS` | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
- `GLFW_ACCUM_ALPHA_BITS` | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
- `GLFW_AUX_BUFFERS` | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
- `GLFW_SAMPLES` | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE`
- `GLFW_REFRESH_RATE` | `GLFW_DONT_CARE` | 0 to `INT_MAX` or `GLFW_DONT_CARE`
- `GLFW_STEREO` | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE`
- `GLFW_SRGB_CAPABLE` | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE`
- `GLFW_DOUBLEBUFFER` | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE`
- `GLFW_CLIENT_API` | `GLFW_OPENGL_API` | `GLFW_OPENGL_API`, `GLFW_OPENGL_ES_API` or `GLFW_NO_API`
- `GLFW_CONTEXT_CREATION_API` | `GLFW_NATIVE_CONTEXT_API` | `GLFW_NATIVE_CONTEXT_API` or `GLFW_EGL_CONTEXT_API`
- `GLFW_CONTEXT_VERSION_MAJOR` | 1 | Any valid major version number of the chosen client API
- `GLFW_CONTEXT_VERSION_MINOR` | 0 | Any valid minor version number of the chosen client API
- `GLFW_CONTEXT_ROBUSTNESS` | `GLFW_NO_ROBUSTNESS` | `GLFW_NO_ROBUSTNESS`, `GLFW_NO_RESET_NOTIFICATION` or `GLFW_LOSE_CONTEXT_ON_RESET`
- `GLFW_CONTEXT_RELEASE_BEHAVIOR` | `GLFW_ANY_RELEASE_BEHAVIOR` | `GLFW_ANY_RELEASE_BEHAVIOR`, `GLFW_RELEASE_BEHAVIOR_FLUSH` or `GLFW_RELEASE_BEHAVIOR_NONE`
- `GLFW_OPENGL_FORWARD_COMPAT` | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE`
- `GLFW_OPENGL_DEBUG_CONTEXT` | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE`
- `GLFW_OPENGL_PROFILE` | `GLFW_OPENGL_ANY_PROFILE` | `GLFW_OPENGL_ANY_PROFILE`, `GLFW_OPENGL_COMPAT_PROFILE` or `GLFW_OPENGL_CORE_PROFILE`
-
-
- @section window_events Window event processing
-
- See @ref events.
-
-
- @section window_properties Window properties and events
-
- @subsection window_userptr User pointer
-
- Each window has a user pointer that can be set with @ref
- glfwSetWindowUserPointer and fetched with @ref glfwGetWindowUserPointer. This
- can be used for any purpose you need and will not be modified by GLFW throughout
- the life-time of the window.
-
- The initial value of the pointer is `NULL`.
-
-
- @subsection window_close Window closing and close flag
-
- When the user attempts to close the window, for example by clicking the close
- widget or using a key chord like Alt+F4, the _close flag_ of the window is set.
- The window is however not actually destroyed and, unless you watch for this
- state change, nothing further happens.
-
- The current state of the close flag is returned by @ref glfwWindowShouldClose
- and can be set or cleared directly with @ref glfwSetWindowShouldClose. A common
- pattern is to use the close flag as a main loop condition.
-
- @code
- while (!glfwWindowShouldClose(window))
- {
- render(window);
-
- glfwSwapBuffers(window);
- glfwPollEvents();
- }
- @endcode
-
- If you wish to be notified when the user attempts to close a window, set a close
- callback.
-
- @code
- glfwSetWindowCloseCallback(window, window_close_callback);
- @endcode
-
- The callback function is called directly _after_ the close flag has been set.
- It can be used for example to filter close requests and clear the close flag
- again unless certain conditions are met.
-
- @code
- void window_close_callback(GLFWwindow* window)
- {
- if (!time_to_close)
- glfwSetWindowShouldClose(window, GLFW_FALSE);
- }
- @endcode
-
-
- @subsection window_size Window size
-
- The size of a window can be changed with @ref glfwSetWindowSize. For windowed
- mode windows, this sets the size, in
- [screen coordinates](@ref coordinate_systems) of the _client area_ or _content
- area_ of the window. The window system may impose limits on window size.
-
- @code
- glfwSetWindowSize(window, 640, 480);
- @endcode
-
- For full screen windows, the specified size becomes the new resolution of the
- window's desired video mode. The video mode most closely matching the new
- desired video mode is set immediately. The window is resized to fit the
- resolution of the set video mode.
-
- If you wish to be notified when a window is resized, whether by the user or
- the system, set a size callback.
-
- @code
- glfwSetWindowSizeCallback(window, window_size_callback);
- @endcode
-
- The callback function receives the new size, in screen coordinates, of the
- client area of the window when it is resized.
-
- @code
- void window_size_callback(GLFWwindow* window, int width, int height)
- {
- }
- @endcode
-
- There is also @ref glfwGetWindowSize for directly retrieving the current size of
- a window.
-
- @code
- int width, height;
- glfwGetWindowSize(window, &width, &height);
- @endcode
-
- @note Do not pass the window size to `glViewport` or other pixel-based OpenGL
- calls. The window size is in screen coordinates, not pixels. Use the
- [framebuffer size](@ref window_fbsize), which is in pixels, for pixel-based
- calls.
-
- The above functions work with the size of the client area, but decorated windows
- typically have title bars and window frames around this rectangle. You can
- retrieve the extents of these with @ref glfwGetWindowFrameSize.
-
- @code
- int left, top, right, bottom;
- glfwGetWindowFrameSize(window, &left, &top, &right, &bottom);
- @endcode
-
- The returned values are the distances, in screen coordinates, from the edges of
- the client area to the corresponding edges of the full window. As they are
- distances and not coordinates, they are always zero or positive.
-
-
- @subsection window_fbsize Framebuffer size
-
- While the size of a window is measured in screen coordinates, OpenGL works with
- pixels. The size you pass into `glViewport`, for example, should be in pixels.
- On some machines screen coordinates and pixels are the same, but on others they
- will not be. There is a second set of functions to retrieve the size, in
- pixels, of the framebuffer of a window.
-
- If you wish to be notified when the framebuffer of a window is resized, whether
- by the user or the system, set a size callback.
-
- @code
- glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
- @endcode
-
- The callback function receives the new size of the framebuffer when it is
- resized, which can for example be used to update the OpenGL viewport.
-
- @code
- void framebuffer_size_callback(GLFWwindow* window, int width, int height)
- {
- glViewport(0, 0, width, height);
- }
- @endcode
-
- There is also @ref glfwGetFramebufferSize for directly retrieving the current
- size of the framebuffer of a window.
-
- @code
- int width, height;
- glfwGetFramebufferSize(window, &width, &height);
- glViewport(0, 0, width, height);
- @endcode
-
- The size of a framebuffer may change independently of the size of a window, for
- example if the window is dragged between a regular monitor and a high-DPI one.
-
-
- @subsection window_sizelimits Window size limits
-
- The minimum and maximum size of the client area of a windowed mode window can be
- enforced with @ref glfwSetWindowSizeLimits. The user may resize the window to
- any size and aspect ratio within the specified limits, unless the aspect ratio
- is also set.
-
- @code
- glfwSetWindowSizeLimits(window, 200, 200, 400, 400);
- @endcode
-
- To specify only a minimum size or only a maximum one, set the other pair to
- `GLFW_DONT_CARE`.
-
- @code
- glfwSetWindowSizeLimits(window, 640, 480, GLFW_DONT_CARE, GLFW_DONT_CARE);
- @endcode
-
- To disable size limits for a window, set them all to `GLFW_DONT_CARE`.
-
- The aspect ratio of the client area of a windowed mode window can be enforced
- with @ref glfwSetWindowAspectRatio. The user may resize the window freely
- unless size limits are also set, but the size will be constrained to maintain
- the aspect ratio.
-
- @code
- glfwSetWindowAspectRatio(window, 16, 9);
- @endcode
-
- The aspect ratio is specified as a numerator and denominator, corresponding to
- the width and height, respectively. If you want a window to maintain its
- current aspect ratio, simply use its current size as the ratio.
-
- @code
- int width, height;
- glfwGetWindowSize(window, &width, &height);
- glfwSetWindowAspectRatio(window, width, height);
- @endcode
-
- To disable the aspect ratio limit for a window, set both terms to
- `GLFW_DONT_CARE`.
-
- You can have both size limits and aspect ratio set for a window, but the results
- are undefined if they conflict.
-
-
- @subsection window_pos Window position
-
- The position of a windowed-mode window can be changed with @ref
- glfwSetWindowPos. This moves the window so that the upper-left corner of its
- client area has the specified [screen coordinates](@ref coordinate_systems).
- The window system may put limitations on window placement.
-
- @code
- glfwSetWindowPos(window, 100, 100);
- @endcode
-
- If you wish to be notified when a window is moved, whether by the user, system
- or your own code, set a position callback.
-
- @code
- glfwSetWindowPosCallback(window, window_pos_callback);
- @endcode
-
- The callback function receives the new position of the upper-left corner of the
- client area when the window is moved.
-
- @code
- void window_pos_callback(GLFWwindow* window, int xpos, int ypos)
- {
- }
- @endcode
-
- There is also @ref glfwGetWindowPos for directly retrieving the current position
- of the client area of the window.
-
- @code
- int xpos, ypos;
- glfwGetWindowPos(window, &xpos, &ypos);
- @endcode
-
-
- @subsection window_title Window title
-
- All GLFW windows have a title, although undecorated or full screen windows may
- not display it or only display it in a task bar or similar interface. You can
- set a UTF-8 encoded window title with @ref glfwSetWindowTitle.
-
- @code
- glfwSetWindowTitle(window, "My Window");
- @endcode
-
- The specified string is copied before the function returns, so there is no need
- to keep it around.
-
- As long as your source file is encoded as UTF-8, you can use any Unicode
- characters directly in the source.
-
- @code
- glfwSetWindowTitle(window, "カウボーイビバップ");
- @endcode
-
- If you are using C++11 or C11, you can use a UTF-8 string literal.
-
- @code
- glfwSetWindowTitle(window, u8"This is always a UTF-8 string");
- @endcode
-
-
- @subsection window_icon Window icon
-
- Decorated windows have icons on some platforms. You can set this icon by
- specifying a list of candidate images with @ref glfwSetWindowIcon.
-
- @code
- GLFWimage images[2];
- images[0] = load_icon("my_icon.png");
- images[1] = load_icon("my_icon_small.png");
-
- glfwSetWindowIcon(window, 2, images);
- @endcode
-
- To revert to the default window icon, pass in an empty image array.
-
- @code
- glfwSetWindowIcon(window, 0, NULL);
- @endcode
-
-
- @subsection window_monitor Window monitor
-
- Full screen windows are associated with a specific monitor. You can get the
- handle for this monitor with @ref glfwGetWindowMonitor.
-
- @code
- GLFWmonitor* monitor = glfwGetWindowMonitor(window);
- @endcode
-
- This monitor handle is one of those returned by @ref glfwGetMonitors.
-
- For windowed mode windows, this function returns `NULL`. This is how to tell
- full screen windows from windowed mode windows.
-
- You can move windows between monitors or between full screen and windowed mode
- with @ref glfwSetWindowMonitor. When making a window full screen on the same or
- on a different monitor, specify the desired monitor, resolution and refresh
- rate. The position arguments are ignored.
-
- @code
- const GLFWvidmode* mode = glfwGetVideoMode(monitor);
-
- glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
- @endcode
-
- When making the window windowed, specify the desired position and size. The
- refresh rate argument is ignored.
-
- @code
- glfwSetWindowMonitor(window, NULL, xpos, ypos, width, height, 0);
- @endcode
-
- This restores any previous window settings such as whether it is decorated,
- floating, resizable, has size or aspect ratio limits, etc.. To restore a window
- that was originally windowed to its original size and position, save these
- before making it full screen and then pass them in as above.
-
-
- @subsection window_iconify Window iconification
-
- Windows can be iconified (i.e. minimized) with @ref glfwIconifyWindow.
-
- @code
- glfwIconifyWindow(window);
- @endcode
-
- When a full screen window is iconified, the original video mode of its monitor
- is restored until the user or application restores the window.
-
- Iconified windows can be restored with @ref glfwRestoreWindow.
-
- @code
- glfwRestoreWindow(window);
- @endcode
-
- When a full screen window is restored, the desired video mode is restored to its
- monitor as well.
-
- If you wish to be notified when a window is iconified or restored, whether by
- the user, system or your own code, set a iconify callback.
-
- @code
- glfwSetWindowIconifyCallback(window, window_iconify_callback);
- @endcode
-
- The callback function receives changes in the iconification state of the window.
-
- @code
- void window_iconify_callback(GLFWwindow* window, int iconified)
- {
- if (iconified)
- {
- // The window was iconified
- }
- else
- {
- // The window was restored
- }
- }
- @endcode
-
- You can also get the current iconification state with @ref glfwGetWindowAttrib.
-
- @code
- int iconified = glfwGetWindowAttrib(window, GLFW_ICONIFIED);
- @endcode
-
-
- @subsection window_hide Window visibility
-
- Windowed mode windows can be hidden with @ref glfwHideWindow.
-
- @code
- glfwHideWindow(window);
- @endcode
-
- This makes the window completely invisible to the user, including removing it
- from the task bar, dock or window list. Full screen windows cannot be hidden
- and calling @ref glfwHideWindow on a full screen window does nothing.
-
- Hidden windows can be shown with @ref glfwShowWindow.
-
- @code
- glfwShowWindow(window);
- @endcode
-
- Windowed mode windows can be created initially hidden with the `GLFW_VISIBLE`
- [window hint](@ref window_hints_wnd). Windows created hidden are completely
- invisible to the user until shown. This can be useful if you need to set up
- your window further before showing it, for example moving it to a specific
- location.
-
- You can also get the current visibility state with @ref glfwGetWindowAttrib.
-
- @code
- int visible = glfwGetWindowAttrib(window, GLFW_VISIBLE);
- @endcode
-
-
- @subsection window_focus Window input focus
-
- Windows can be given input focus and brought to the front with @ref
- glfwFocusWindow.
-
- @code
- glfwFocusWindow(window);
- @endcode
-
- If you wish to be notified when a window gains or loses input focus, whether by
- the user, system or your own code, set a focus callback.
-
- @code
- glfwSetWindowFocusCallback(window, window_focus_callback);
- @endcode
-
- The callback function receives changes in the input focus state of the window.
-
- @code
- void window_focus_callback(GLFWwindow* window, int focused)
- {
- if (focused)
- {
- // The window gained input focus
- }
- else
- {
- // The window lost input focus
- }
- }
- @endcode
-
- You can also get the current input focus state with @ref glfwGetWindowAttrib.
-
- @code
- int focused = glfwGetWindowAttrib(window, GLFW_FOCUSED);
- @endcode
-
-
- @subsection window_refresh Window damage and refresh
-
- If you wish to be notified when the contents of a window is damaged and needs
- to be refreshed, set a window refresh callback.
-
- @code
- glfwSetWindowRefreshCallback(m_handle, window_refresh_callback);
- @endcode
-
- The callback function is called when the contents of the window needs to be
- refreshed.
-
- @code
- void window_refresh_callback(GLFWwindow* window)
- {
- draw_editor_ui(window);
- glfwSwapBuffers(window);
- }
- @endcode
-
- @note On compositing window systems such as Aero, Compiz or Aqua, where the
- window contents are saved off-screen, this callback might only be called when
- the window or framebuffer is resized.
-
-
- @subsection window_attribs Window attributes
-
- Windows have a number of attributes that can be returned using @ref
- glfwGetWindowAttrib. Some reflect state that may change during the lifetime of
- the window, while others reflect the corresponding hints and are fixed at the
- time of creation. Some are related to the actual window and others to its
- context.
-
- @code
- if (glfwGetWindowAttrib(window, GLFW_FOCUSED))
- {
- // window has input focus
- }
- @endcode
-
-
- @subsubsection window_attribs_wnd Window related attributes
-
- `GLFW_FOCUSED` indicates whether the specified window has input focus. Initial
- input focus is controlled by the [window hint](@ref window_hints_wnd) with the
- same name.
-
- `GLFW_ICONIFIED` indicates whether the specified window is iconified, whether by
- the user or with @ref glfwIconifyWindow.
-
- `GLFW_MAXIMIZED` indicates whether the specified window is maximized, whether by
- the user or with @ref glfwMaximizeWindow.
-
- `GLFW_VISIBLE` indicates whether the specified window is visible. Window
- visibility can be controlled with @ref glfwShowWindow and @ref glfwHideWindow
- and initial visibility is controlled by the [window hint](@ref window_hints_wnd)
- with the same name.
-
- `GLFW_RESIZABLE` indicates whether the specified window is resizable _by the
- user_. This is set on creation with the [window hint](@ref window_hints_wnd)
- with the same name.
-
- `GLFW_DECORATED` indicates whether the specified window has decorations such as
- a border, a close widget, etc. This is set on creation with the
- [window hint](@ref window_hints_wnd) with the same name.
-
- `GLFW_FLOATING` indicates whether the specified window is floating, also called
- topmost or always-on-top. This is controlled by the
- [window hint](@ref window_hints_wnd) with the same name.
-
-
- @subsubsection window_attribs_ctx Context related attributes
-
- `GLFW_CLIENT_API` indicates the client API provided by the window's context;
- either `GLFW_OPENGL_API`, `GLFW_OPENGL_ES_API` or `GLFW_NO_API`.
-
- `GLFW_CONTEXT_CREATION_API` indicates the context creation API used to create
- the window's context; either `GLFW_NATIVE_CONTEXT_API` or
- `GLFW_EGL_CONTEXT_API`.
-
- `GLFW_CONTEXT_VERSION_MAJOR`, `GLFW_CONTEXT_VERSION_MINOR` and
- `GLFW_CONTEXT_REVISION` indicate the client API version of the window's context.
-
- `GLFW_OPENGL_FORWARD_COMPAT` is `GLFW_TRUE` if the window's context is an OpenGL
- forward-compatible one, or `GLFW_FALSE` otherwise.
-
- `GLFW_OPENGL_DEBUG_CONTEXT` is `GLFW_TRUE` if the window's context is an OpenGL
- debug context, or `GLFW_FALSE` otherwise.
-
- `GLFW_OPENGL_PROFILE` indicates the OpenGL profile used by the context. This is
- `GLFW_OPENGL_CORE_PROFILE` or `GLFW_OPENGL_COMPAT_PROFILE` if the context uses
- a known profile, or `GLFW_OPENGL_ANY_PROFILE` if the OpenGL profile is unknown
- or the context is an OpenGL ES context. Note that the returned profile may not
- match the profile bits of the context flags, as GLFW will try other means of
- detecting the profile when no bits are set.
-
- `GLFW_CONTEXT_ROBUSTNESS` indicates the robustness strategy used by the context.
- This is `GLFW_LOSE_CONTEXT_ON_RESET` or `GLFW_NO_RESET_NOTIFICATION` if the
- window's context supports robustness, or `GLFW_NO_ROBUSTNESS` otherwise.
-
-
- @subsubsection window_attribs_fb Framebuffer related attributes
-
- GLFW does not expose attributes of the default framebuffer (i.e. the framebuffer
- attached to the window) as these can be queried directly with either OpenGL,
- OpenGL ES or Vulkan.
-
- If you are using version 3.0 or later of OpenGL or OpenGL ES, the
- `glGetFramebufferAttachmentParameteriv` function can be used to retrieve the
- number of bits for the red, green, blue, alpha, depth and stencil buffer
- channels. Otherwise, the `glGetIntegerv` function can be used.
-
- The number of MSAA samples are always retrieved with `glGetIntegerv`. For
- contexts supporting framebuffer objects, the number of samples of the currently
- bound framebuffer is returned.
-
- Attribute | glGetIntegerv | glGetFramebufferAttachmentParameteriv
- ------------ | ----------------- | -------------------------------------
- Red bits | `GL_RED_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE`
- Green bits | `GL_GREEN_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE`
- Blue bits | `GL_BLUE_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE`
- Alpha bits | `GL_ALPHA_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE`
- Depth bits | `GL_DEPTH_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE`
- Stencil bits | `GL_STENCIL_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE`
- MSAA samples | `GL_SAMPLES` | _Not provided by this function_
-
- When calling `glGetFramebufferAttachmentParameteriv`, the red, green, blue and
- alpha sizes are queried from the `GL_BACK_LEFT`, while the depth and stencil
- sizes are queried from the `GL_DEPTH` and `GL_STENCIL` attachments,
- respectively.
-
-
- @section buffer_swap Buffer swapping
-
- GLFW windows are by default double buffered. That means that you have two
- rendering buffers; a front buffer and a back buffer. The front buffer is
- the one being displayed and the back buffer the one you render to.
-
- When the entire frame has been rendered, it is time to swap the back and the
- front buffers in order to display what has been rendered and begin rendering
- a new frame. This is done with @ref glfwSwapBuffers.
-
- @code
- glfwSwapBuffers(window);
- @endcode
-
- Sometimes it can be useful to select when the buffer swap will occur. With the
- function @ref glfwSwapInterval it is possible to select the minimum number of
- monitor refreshes the driver wait should from the time @ref glfwSwapBuffers was
- called before swapping the buffers:
-
- @code
- glfwSwapInterval(1);
- @endcode
-
- If the interval is zero, the swap will take place immediately when @ref
- glfwSwapBuffers is called without waiting for a refresh. Otherwise at least
- interval retraces will pass between each buffer swap. Using a swap interval of
- zero can be useful for benchmarking purposes, when it is not desirable to
- measure the time it takes to wait for the vertical retrace. However, a swap
- interval of one lets you avoid tearing.
-
- Note that this may not work on all machines, as some drivers have
- user-controlled settings that override any swap interval the application
- requests.
-
- */
|