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- /*!
- @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 of @ref glfwCreateWindow
- GLFWvidmode.height | `height` parameter of @ref glfwCreateWindow
- GLFWvidmode.redBits | @ref GLFW_RED_BITS hint
- GLFWvidmode.greenBits | @ref GLFW_GREEN_BITS hint
- GLFWvidmode.blueBits | @ref GLFW_BLUE_BITS hint
- GLFWvidmode.refreshRate | @ref 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 only 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](@ref GLFW_AUTO_ICONIFY_hint) window hint, for example if you
- wish to simultaneously cover multiple monitors with full screen windows.
- If a monitor is disconnected, all windows that are full screen on that monitor
- will be switched to windowed mode. See @ref monitor_event for more information.
- @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, 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. Integer value hints can be set individually
- with @ref glfwWindowHint and string value hints with @ref glfwWindowHintString.
- You can reset all at once to their defaults with @ref glfwDefaultWindowHints.
- Some hints are platform specific. These are always valid to set on any
- platform but they will only affect their specific platform. Other platforms
- will ignore them. Setting these hints requires no platform specific headers or
- calls.
- @note Window hints need to be set before the creation of the window and context
- you wish to have the specified attributes. They function as additional
- arguments to @ref glfwCreateWindow.
- @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:
- - @ref GLFW_STEREO
- - @ref GLFW_DOUBLEBUFFER
- - [GLFW_CLIENT_API](@ref GLFW_CLIENT_API_hint)
- - [GLFW_CONTEXT_CREATION_API](@ref GLFW_CONTEXT_CREATION_API_hint)
- 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](@ref GLFW_OPENGL_FORWARD_COMPAT_hint)
- - [GLFW_OPENGL_PROFILE](@ref GLFW_OPENGL_PROFILE_hint)
- @subsubsection window_hints_wnd Window related hints
- @anchor GLFW_RESIZABLE_hint
- __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. Possible values are `GLFW_TRUE` and `GLFW_FALSE`.
- This hint is ignored for full screen and undecorated windows.
- @anchor GLFW_VISIBLE_hint
- __GLFW_VISIBLE__ specifies whether the windowed mode window will be initially
- visible. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint is
- ignored for full screen windows.
- @anchor GLFW_DECORATED_hint
- __GLFW_DECORATED__ specifies whether the windowed mode window will have window
- decorations such as a border, a close widget, etc. An undecorated window will
- not be resizable by the user but will still allow the user to generate close
- events on some platforms. Possible values are `GLFW_TRUE` and `GLFW_FALSE`.
- This hint is ignored for full screen windows.
- @anchor GLFW_FOCUSED_hint
- __GLFW_FOCUSED__ specifies whether the windowed mode window will be given input
- focus when created. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This
- hint is ignored for full screen and initially hidden windows.
- @anchor GLFW_AUTO_ICONIFY_hint
- __GLFW_AUTO_ICONIFY__ specifies whether the full screen window will
- automatically iconify and restore the previous video mode on input focus loss.
- Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint is ignored for
- windowed mode windows.
- @anchor GLFW_FLOATING_hint
- __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. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This
- hint is ignored for full screen windows.
- @anchor GLFW_MAXIMIZED_hint
- __GLFW_MAXIMIZED__ specifies whether the windowed mode window will be maximized
- when created. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint is
- ignored for full screen windows.
- @anchor GLFW_CENTER_CURSOR_hint
- __GLFW_CENTER_CURSOR__ specifies whether the cursor should be centered over
- newly created full screen windows. Possible values are `GLFW_TRUE` and
- `GLFW_FALSE`. This hint is ignored for windowed mode windows.
- @anchor GLFW_TRANSPARENT_FRAMEBUFFER_hint
- __GLFW_TRANSPARENT_FRAMEBUFFER__ specifies whether the window framebuffer will
- be transparent. If enabled and supported by the system, the window framebuffer
- alpha channel will be used to combine the framebuffer with the background. This
- does not affect window decorations. Possible values are `GLFW_TRUE` and
- `GLFW_FALSE`.
- @anchor GLFW_FOCUS_ON_SHOW_hint
- __GLFW_FOCUS_ON_SHOW__ specifies whether the window will be given input
- focus when @ref glfwShowWindow is called. Possible values are `GLFW_TRUE` and
- `GLFW_FALSE`.
- @anchor GLFW_SCALE_TO_MONITOR
- __GLFW_SCALE_TO_MONITOR__ specified whether the window content area should be
- resized based on the [monitor content scale](@ref monitor_scale) of any monitor
- it is placed on. This includes the initial placement when the window is
- created. Possible values are `GLFW_TRUE` and `GLFW_FALSE`.
- This hint only has an effect on platforms where screen coordinates and pixels
- always map 1:1 such as Windows and X11. On platforms like macOS the resolution
- of the framebuffer is changed independently of the window size.
- @subsubsection window_hints_fb Framebuffer related hints
- @anchor GLFW_RED_BITS
- @anchor GLFW_GREEN_BITS
- @anchor GLFW_BLUE_BITS
- @anchor GLFW_ALPHA_BITS
- @anchor GLFW_DEPTH_BITS
- @anchor GLFW_STENCIL_BITS
- __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. A value of `GLFW_DONT_CARE`
- means the application has no preference.
- @anchor GLFW_ACCUM_RED_BITS
- @anchor GLFW_ACCUM_GREEN_BITS
- @anchor GLFW_ACCUM_BLUE_BITS
- @anchor GLFW_ACCUM_ALPHA_BITS
- __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. A value of `GLFW_DONT_CARE` means the
- application has no preference.
- Accumulation buffers are a legacy OpenGL feature and should not be used in new
- code.
- @anchor GLFW_AUX_BUFFERS
- __GLFW_AUX_BUFFERS__ specifies the desired number of auxiliary buffers. A value
- of `GLFW_DONT_CARE` means the application has no preference.
- Auxiliary buffers are a legacy OpenGL feature and should not be used in new
- code.
- @anchor GLFW_STEREO
- __GLFW_STEREO__ specifies whether to use OpenGL stereoscopic rendering.
- Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This is a hard constraint.
- @anchor GLFW_SAMPLES
- __GLFW_SAMPLES__ specifies the desired number of samples to use for
- multisampling. Zero disables multisampling. A value of `GLFW_DONT_CARE` means
- the application has no preference.
- @anchor GLFW_SRGB_CAPABLE
- __GLFW_SRGB_CAPABLE__ specifies whether the framebuffer should be sRGB capable.
- Possible values are `GLFW_TRUE` and `GLFW_FALSE`.
- @note __OpenGL:__ If enabled and supported by the system, the
- `GL_FRAMEBUFFER_SRGB` enable will control sRGB rendering. By default, sRGB
- rendering will be disabled.
- @note __OpenGL ES:__ If enabled and supported by the system, the context will
- always have sRGB rendering enabled.
- @anchor GLFW_DOUBLEBUFFER
- __GLFW_DOUBLEBUFFER__ specifies whether the framebuffer should be double
- buffered. You nearly always want to use double buffering. This is a hard
- constraint. Possible values are `GLFW_TRUE` and `GLFW_FALSE`.
- @subsubsection window_hints_mtr Monitor related hints
- @anchor GLFW_REFRESH_RATE
- __GLFW_REFRESH_RATE__ specifies the desired refresh rate for full screen
- windows. A value of `GLFW_DONT_CARE` means the highest available refresh rate
- will be used. This hint is ignored for windowed mode windows.
- @subsubsection window_hints_ctx Context related hints
- @anchor GLFW_CLIENT_API_hint
- __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.
- @anchor GLFW_CONTEXT_CREATION_API_hint
- __GLFW_CONTEXT_CREATION_API__ specifies which context creation API to use to
- create the context. Possible values are `GLFW_NATIVE_CONTEXT_API`,
- `GLFW_EGL_CONTEXT_API` and `GLFW_OSMESA_CONTEXT_API`. This is a hard
- constraint. If no client API is requested, this hint is ignored.
- An [extension loader library](@ref context_glext_auto) that assumes it knows
- which API was used to create the current context may fail if you change this
- hint. This can be resolved by having it load functions via @ref
- glfwGetProcAddress.
- @note @wayland The EGL API _is_ the native context creation API, so this hint
- will have no effect.
- @note @x11 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.
- @note __OSMesa:__ As its name implies, an OpenGL context created with OSMesa
- does not update the window contents when its buffers are swapped. Use OpenGL
- functions or the OSMesa native access functions @ref glfwGetOSMesaColorBuffer
- and @ref glfwGetOSMesaDepthBuffer to retrieve the framebuffer contents.
- @anchor GLFW_CONTEXT_VERSION_MAJOR_hint
- @anchor GLFW_CONTEXT_VERSION_MINOR_hint
- __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.
- 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.
- Do not confuse these hints with @ref GLFW_VERSION_MAJOR and @ref
- GLFW_VERSION_MINOR, which provide the API version of the GLFW header.
- @note __OpenGL:__ These hints 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.
- @note __OpenGL ES:__ These hints 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.
- @note @macos The OS only supports forward-compatible core profile contexts for
- OpenGL versions 3.2 and later. Before creating an OpenGL context of version
- 3.2 or later you must set the
- [GLFW_OPENGL_FORWARD_COMPAT](@ref GLFW_OPENGL_FORWARD_COMPAT_hint) and
- [GLFW_OPENGL_PROFILE](@ref GLFW_OPENGL_PROFILE_hint) hints accordingly. OpenGL
- 3.0 and 3.1 contexts are not supported at all on macOS.
- @anchor GLFW_OPENGL_FORWARD_COMPAT_hint
- __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.
- Forward-compatibility is described in detail in the
- [OpenGL Reference Manual](https://www.opengl.org/registry/).
- @anchor GLFW_OPENGL_DEBUG_CONTEXT_hint
- __GLFW_OPENGL_DEBUG_CONTEXT__ specifies whether the context should be created
- in debug mode, which may provide additional error and diagnostic reporting
- functionality. Possible values are `GLFW_TRUE` and `GLFW_FALSE`.
- Debug contexts for OpenGL and OpenGL ES are described in detail by the
- [GL_KHR_debug](https://www.khronos.org/registry/OpenGL/extensions/KHR/KHR_debug.txt)
- extension.
- @anchor GLFW_OPENGL_PROFILE_hint
- __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.
- OpenGL profiles are described in detail in the
- [OpenGL Reference Manual](https://www.opengl.org/registry/).
- @anchor GLFW_CONTEXT_ROBUSTNESS_hint
- __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.
- @anchor GLFW_CONTEXT_RELEASE_BEHAVIOR_hint
- __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.
- 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.
- @anchor GLFW_CONTEXT_NO_ERROR_hint
- __GLFW_CONTEXT_NO_ERROR__ specifies whether errors should be generated by the
- context. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. If enabled,
- situations that would have generated errors instead cause undefined behavior.
- 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.
- @subsubsection window_hints_osx macOS specific window hints
- @anchor GLFW_COCOA_RETINA_FRAMEBUFFER_hint
- __GLFW_COCOA_RETINA_FRAMEBUFFER__ specifies whether to use full resolution
- framebuffers on Retina displays. Possible values are `GLFW_TRUE` and
- `GLFW_FALSE`. This is ignored on other platforms.
- @anchor GLFW_COCOA_FRAME_NAME_hint
- __GLFW_COCOA_FRAME_NAME__ specifies the UTF-8 encoded name to use for autosaving
- the window frame, or if empty disables frame autosaving for the window. This is
- ignored on other platforms. This is set with @ref glfwWindowHintString.
- @anchor GLFW_COCOA_GRAPHICS_SWITCHING_hint
- __GLFW_COCOA_GRAPHICS_SWITCHING__ specifies whether to in Automatic Graphics
- Switching, i.e. to allow the system to choose the integrated GPU for the OpenGL
- context and move it between GPUs if necessary or whether to force it to always
- run on the discrete GPU. This only affects systems with both integrated and
- discrete GPUs. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This is
- ignored on other platforms.
- Simpler programs and tools may want to enable this to save power, while games
- and other applications performing advanced rendering will want to leave it
- disabled.
- A bundled application that wishes to participate in Automatic Graphics Switching
- should also declare this in its `Info.plist` by setting the
- `NSSupportsAutomaticGraphicsSwitching` key to `true`.
- @subsubsection window_hints_x11 X11 specific window hints
- @anchor GLFW_X11_CLASS_NAME_hint
- @anchor GLFW_X11_INSTANCE_NAME_hint
- __GLFW_X11_CLASS_NAME__ and __GLFW_X11_INSTANCE_NAME__ specifies the desired
- ASCII encoded class and instance parts of the ICCCM `WM_CLASS` window property.
- These are set with @ref glfwWindowHintString.
- @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_CENTER_CURSOR | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE`
- GLFW_TRANSPARENT_FRAMEBUFFER | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE`
- GLFW_FOCUS_ON_SHOW | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE`
- GLFW_SCALE_TO_MONITOR | `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`, `GLFW_EGL_CONTEXT_API` or `GLFW_OSMESA_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`
- GLFW_COCOA_RETINA_FRAMEBUFFER | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE`
- GLFW_COCOA_FRAME_NAME | `""` | A UTF-8 encoded frame autosave name
- GLFW_COCOA_GRAPHICS_SWITCHING | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE`
- GLFW_X11_CLASS_NAME | `""` | An ASCII encoded `WM_CLASS` class name
- GLFW_X11_INSTANCE_NAME | `""` | An ASCII encoded `WM_CLASS` instance name
- @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 queried 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 _content 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, the
- system or your own code, set a size callback.
- @code
- glfwSetWindowSizeCallback(window, window_size_callback);
- @endcode
- The callback function receives the new size, in screen coordinates, of the
- content area of the window when the window 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 content 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 content 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_scale Window content scale
- The content scale for a window can be retrieved with @ref
- glfwGetWindowContentScale.
- @code
- float xscale, yscale;
- glfwGetWindowContentScale(window, &xscale, &yscale);
- @endcode
- The content scale is the ratio between the current DPI and the platform's
- default DPI. This is especially important for text and any UI elements. If the
- pixel dimensions of your UI scaled by this look appropriate on your machine then
- it should appear at a reasonable size on other machines regardless of their DPI
- and scaling settings. This relies on the system DPI and scaling settings being
- somewhat correct.
- On systems where each monitors can have its own content scale, the window
- content scale will depend on which monitor the system considers the window to be
- on.
- If you wish to be notified when the content scale of a window changes, whether
- because of a system setting change or because it was moved to a monitor with
- a different scale, set a content scale callback.
- @code
- glfwSetWindowContentScaleCallback(window, window_content_scale_callback);
- @endcode
- The callback function receives the new content scale of the window.
- @code
- void window_content_scale_callback(GLFWwindow* window, float xscale, float yscale)
- {
- set_interface_scale(xscale, yscale);
- }
- @endcode
- On platforms where pixels and screen coordinates always map 1:1, the window
- will need to be resized to appear the same size when it is moved to a monitor
- with a different content scale. To have this done automatically both when the
- window is created and when its content scale later changes, set the @ref
- GLFW_SCALE_TO_MONITOR window hint.
- @subsection window_sizelimits Window size limits
- The minimum and maximum size of the content 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 content 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, 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
- content 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, the
- system or your own code, set a position callback.
- @code
- glfwSetWindowPosCallback(window, window_pos_callback);
- @endcode
- The callback function receives the new position, in screen coordinates, of the
- upper-left corner of the content 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 content 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, "ラストエグザイル");
- @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
- The image data is 32-bit, little-endian, non-premultiplied RGBA, i.e. eight bits
- per channel with the red channel first. The pixels are arranged canonically as
- sequential rows, starting from the top-left corner.
- 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. This function
- also restores windows from maximization.
- @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 an 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_maximize Window maximization
- Windows can be maximized (i.e. zoomed) with @ref glfwMaximizeWindow.
- @code
- glfwMaximizeWindow(window);
- @endcode
- Full screen windows cannot be maximized and passing a full screen window to this
- function does nothing.
- Maximized windows can be restored with @ref glfwRestoreWindow. This function
- also restores windows from iconification.
- @code
- glfwRestoreWindow(window);
- @endcode
- If you wish to be notified when a window is maximized or restored, whether by
- the user, system or your own code, set a maximize callback.
- @code
- glfwSetWindowMaximizeCallback(window, window_maximize_callback);
- @endcode
- The callback function receives changes in the maximization state of the window.
- @code
- void window_maximize_callback(GLFWwindow* window, int maximized)
- {
- if (maximized)
- {
- // The window was maximized
- }
- else
- {
- // The window was restored
- }
- }
- @endcode
- You can also get the current maximization state with @ref glfwGetWindowAttrib.
- @code
- int maximized = glfwGetWindowAttrib(window, GLFW_MAXIMIZED);
- @endcode
- By default, newly created windows are not maximized. You can change this
- behavior by setting the [GLFW_MAXIMIZED](@ref GLFW_MAXIMIZED_hint) window hint
- before creating the window.
- @code
- glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE);
- @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
- By default, this function will also set the input focus to that window. Set
- the [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_hint) window hint to change
- this behavior for all newly created windows, or change the behavior for an
- existing window with @ref glfwSetWindowAttrib.
- You can also get the current visibility state with @ref glfwGetWindowAttrib.
- @code
- int visible = glfwGetWindowAttrib(window, GLFW_VISIBLE);
- @endcode
- By default, newly created windows are visible. You can change this behavior by
- setting the [GLFW_VISIBLE](@ref GLFW_VISIBLE_hint) window hint before creating
- the window.
- @code
- glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
- @endcode
- 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.
- @subsection window_focus Window input focus
- Windows can be given input focus and brought to the front with @ref
- glfwFocusWindow.
- @code
- glfwFocusWindow(window);
- @endcode
- Keep in mind that it can be very disruptive to the user when a window is forced
- to the top. For a less disruptive way of getting the user's attention, see
- [attention requests](@ref window_attention).
- 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
- By default, newly created windows are given input focus. You can change this
- behavior by setting the [GLFW_FOCUSED](@ref GLFW_FOCUSED_hint) window hint
- before creating the window.
- @code
- glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);
- @endcode
- @subsection window_attention Window attention request
- If you wish to notify the user of an event without interrupting, you can request
- attention with @ref glfwRequestWindowAttention.
- @code
- glfwRequestWindowAttention(window);
- @endcode
- The system will highlight the specified window, or on platforms where this is
- not supported, the application as a whole. Once the user has given it
- attention, the system will automatically end the request.
- @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_transparency Window transparency
- GLFW supports two kinds of transparency for windows; framebuffer transparency
- and whole window transparency. A single window may not use both methods. The
- results of doing this are undefined.
- Both methods require the platform to support it and not every version of every
- platform GLFW supports does this, so there are mechanisms to check whether the
- window really is transparent.
- Window framebuffers can be made transparent on a per-pixel per-frame basis with
- the [GLFW_TRANSPARENT_FRAMEBUFFER](@ref GLFW_TRANSPARENT_FRAMEBUFFER_hint)
- window hint.
- @code
- glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE);
- @endcode
- If supported by the system, the window content area will be composited with the
- background using the framebuffer per-pixel alpha channel. This requires desktop
- compositing to be enabled on the system. It does not affect window decorations.
- You can check whether the window framebuffer was successfully made transparent
- with the
- [GLFW_TRANSPARENT_FRAMEBUFFER](@ref GLFW_TRANSPARENT_FRAMEBUFFER_attrib)
- window attribute.
- @code
- if (glfwGetWindowAttrib(window, GLFW_TRANSPARENT_FRAMEBUFFER))
- {
- // window framebuffer is currently transparent
- }
- @endcode
- GLFW comes with an example that enabled framebuffer transparency called `gears`.
- The opacity of the whole window, including any decorations, can be set with @ref
- glfwSetWindowOpacity.
- @code
- glfwSetWindowOpacity(window, 0.5f);
- @endcode
- The opacity (or alpha) value is a positive finite number between zero and one,
- where 0 (zero) is fully transparent and 1 (one) is fully opaque. The initial
- opacity value for newly created windows is 1.
- The current opacity of a window can be queried with @ref glfwGetWindowOpacity.
- @code
- float opacity = glfwGetWindowOpacity(window);
- @endcode
- If the system does not support whole window transparency, this function always
- returns one.
- GLFW comes with a test program that lets you control whole window transparency
- at run-time called `opacity`.
- @subsection window_attribs Window attributes
- Windows have a number of attributes that can be returned using @ref
- glfwGetWindowAttrib. Some reflect state that may change as a result of user
- interaction, (e.g. whether it has input focus), while others reflect inherent
- properties of the window (e.g. what kind of border it has). Some are related to
- the window and others to its OpenGL or OpenGL ES context.
- @code
- if (glfwGetWindowAttrib(window, GLFW_FOCUSED))
- {
- // window has input focus
- }
- @endcode
- The [GLFW_DECORATED](@ref GLFW_DECORATED_attrib),
- [GLFW_RESIZABLE](@ref GLFW_RESIZABLE_attrib),
- [GLFW_FLOATING](@ref GLFW_FLOATING_attrib),
- [GLFW_AUTO_ICONIFY](@ref GLFW_AUTO_ICONIFY_attrib) and
- [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_attrib) window attributes can be
- changed with @ref glfwSetWindowAttrib.
- @code
- glfwSetWindowAttrib(window, GLFW_RESIZABLE, GLFW_FALSE);
- @endcode
- @subsubsection window_attribs_wnd Window related attributes
- @anchor GLFW_FOCUSED_attrib
- __GLFW_FOCUSED__ indicates whether the specified window has input focus. See
- @ref window_focus for details.
- @anchor GLFW_ICONIFIED_attrib
- __GLFW_ICONIFIED__ indicates whether the specified window is iconified.
- See @ref window_iconify for details.
- @anchor GLFW_MAXIMIZED_attrib
- __GLFW_MAXIMIZED__ indicates whether the specified window is maximized. See
- @ref window_maximize for details.
- @anchor GLFW_HOVERED_attrib
- __GLFW_HOVERED__ indicates whether the cursor is currently directly over the
- content area of the window, with no other windows between. See @ref
- cursor_enter for details.
- @anchor GLFW_VISIBLE_attrib
- __GLFW_VISIBLE__ indicates whether the specified window is visible. See @ref
- window_hide for details.
- @anchor GLFW_RESIZABLE_attrib
- __GLFW_RESIZABLE__ indicates whether the specified window is resizable _by the
- user_. This can be set before creation with the
- [GLFW_RESIZABLE](@ref GLFW_RESIZABLE_hint) window hint or after with @ref
- glfwSetWindowAttrib.
- @anchor GLFW_DECORATED_attrib
- __GLFW_DECORATED__ indicates whether the specified window has decorations such
- as a border, a close widget, etc. This can be set before creation with the
- [GLFW_DECORATED](@ref GLFW_DECORATED_hint) window hint or after with @ref
- glfwSetWindowAttrib.
- @anchor GLFW_AUTO_ICONIFY_attrib
- __GLFW_AUTO_ICONIFY__ indicates whether the specified full screen window is
- iconified on focus loss, a close widget, etc. This can be set before creation
- with the [GLFW_AUTO_ICONIFY](@ref GLFW_AUTO_ICONIFY_hint) window hint or after
- with @ref glfwSetWindowAttrib.
- @anchor GLFW_FLOATING_attrib
- __GLFW_FLOATING__ indicates whether the specified window is floating, also
- called topmost or always-on-top. This can be set before creation with the
- [GLFW_FLOATING](@ref GLFW_FLOATING_hint) window hint or after with @ref
- glfwSetWindowAttrib.
- @anchor GLFW_TRANSPARENT_FRAMEBUFFER_attrib
- __GLFW_TRANSPARENT_FRAMEBUFFER__ indicates whether the specified window has
- a transparent framebuffer, i.e. the window contents is composited with the
- background using the window framebuffer alpha channel. See @ref
- window_transparency for details.
- @anchor GLFW_FOCUS_ON_SHOW_attrib
- __GLFW_FOCUS_ON_SHOW__ specifies whether the window will be given input
- focus when @ref glfwShowWindow is called. This can be set before creation
- with the [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_hint) window hint or
- after with @ref glfwSetWindowAttrib.
- @subsubsection window_attribs_ctx Context related attributes
- @anchor GLFW_CLIENT_API_attrib
- __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`.
- @anchor GLFW_CONTEXT_CREATION_API_attrib
- __GLFW_CONTEXT_CREATION_API__ indicates the context creation API used to create
- the window's context; either `GLFW_NATIVE_CONTEXT_API`, `GLFW_EGL_CONTEXT_API`
- or `GLFW_OSMESA_CONTEXT_API`.
- @anchor GLFW_CONTEXT_VERSION_MAJOR_attrib
- @anchor GLFW_CONTEXT_VERSION_MINOR_attrib
- @anchor GLFW_CONTEXT_REVISION_attrib
- __GLFW_CONTEXT_VERSION_MAJOR__, __GLFW_CONTEXT_VERSION_MINOR__ and
- __GLFW_CONTEXT_REVISION__ indicate the client API version of the window's
- context.
- @note Do not confuse these attributes with `GLFW_VERSION_MAJOR`,
- `GLFW_VERSION_MINOR` and `GLFW_VERSION_REVISION` which provide the API version
- of the GLFW header.
- @anchor GLFW_OPENGL_FORWARD_COMPAT_attrib
- __GLFW_OPENGL_FORWARD_COMPAT__ is `GLFW_TRUE` if the window's context is an
- OpenGL forward-compatible one, or `GLFW_FALSE` otherwise.
- @anchor GLFW_OPENGL_DEBUG_CONTEXT_attrib
- __GLFW_OPENGL_DEBUG_CONTEXT__ is `GLFW_TRUE` if the window's context is in debug
- mode, or `GLFW_FALSE` otherwise.
- @anchor GLFW_OPENGL_PROFILE_attrib
- __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.
- @anchor GLFW_CONTEXT_RELEASE_BEHAVIOR_attrib
- __GLFW_CONTEXT_RELEASE_BEHAVIOR__ indicates the release 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.
- @anchor GLFW_CONTEXT_NO_ERROR_attrib
- __GLFW_CONTEXT_NO_ERROR__ indicates whether errors are generated by the context.
- Possible values are `GLFW_TRUE` and `GLFW_FALSE`. If enabled, situations that
- would have generated errors instead cause undefined behavior.
- @anchor GLFW_CONTEXT_ROBUSTNESS_attrib
- __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 should wait 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.
- A context that supports either the `WGL_EXT_swap_control_tear` or the
- `GLX_EXT_swap_control_tear` extension also accepts _negative_ swap intervals,
- which allows the driver to swap immediately even if a frame arrives a little bit
- late. This trades the risk of visible tears for greater framerate stability.
- You can check for these extensions with @ref glfwExtensionSupported.
- */
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