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diff --git a/3rdparty/glfw/source/docs/window.dox b/3rdparty/glfw/source/docs/window.dox deleted file mode 100644 index 32271e3..0000000 --- a/3rdparty/glfw/source/docs/window.dox +++ /dev/null @@ -1,1457 +0,0 @@ -/*! - -@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. - -@anchor GLFW_MOUSE_PASSTHROUGH_hint -__GLFW_MOUSE_PASSTHROUGH__ specifies whether the window is transparent to mouse -input, letting any mouse events pass through to whatever window is behind it. -This is only supported for undecorated windows. Decorated windows with this -enabled will behave differently between platforms. Possible values are -`GLFW_TRUE` and `GLFW_FALSE`. - - -@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 -@anchor GLFW_DOUBLEBUFFER_hint -__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 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_PROFILE](@ref GLFW_OPENGL_PROFILE_hint) hint 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_CONTEXT_DEBUG_hint -@anchor GLFW_OPENGL_DEBUG_CONTEXT_hint -__GLFW_CONTEXT_DEBUG__ 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. - -@note `GLFW_CONTEXT_DEBUG` is the new name introduced in GLFW 3.4. The older -`GLFW_OPENGL_DEBUG_CONTEXT` name is also available for compatibility. - -@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_win32 Win32 specific hints - -@anchor GLFW_WIN32_KEYBOARD_MENU_hint -__GLFW_WIN32_KEYBOARD_MENU__ specifies whether to allow access to the window -menu via the Alt+Space and Alt-and-then-Space keyboard shortcuts. This is -ignored on other platforms. - - -@subsubsection window_hints_osx macOS specific 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_MOUSE_PASSTHROUGH | `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_CONTEXT_DEBUG | `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_WIN32_KEYBOARD_MENU | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` -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 `window`. - -If you want to use either of these transparency methods to display a temporary -overlay like for example a notification, the @ref GLFW_FLOATING and @ref -GLFW_MOUSE_PASSTHROUGH window hints and attributes may be useful. - - -@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. - -@anchor GLFW_MOUSE_PASSTHROUGH_attrib -__GLFW_MOUSE_PASSTHROUGH__ specifies whether the window is transparent to mouse -input, letting any mouse events pass through to whatever window is behind it. -This can be set before creation with the -[GLFW_MOUSE_PASSTHROUGH](@ref GLFW_MOUSE_PASSTHROUGH_hint) window hint or after -with @ref glfwSetWindowAttrib. This is only supported for undecorated windows. -Decorated windows with this enabled will behave differently between platforms. - - -@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_CONTEXT_DEBUG_attrib -@anchor GLFW_OPENGL_DEBUG_CONTEXT_attrib -__GLFW_CONTEXT_DEBUG__ is `GLFW_TRUE` if the window's context is in debug -mode, or `GLFW_FALSE` otherwise. - -@par -This is the new name, introduced in GLFW 3.4. The older -`GLFW_OPENGL_DEBUG_CONTEXT` name is also available for compatibility. - -@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 most 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. The one exception is -[GLFW_DOUBLEBUFFER](@ref GLFW_DOUBLEBUFFER_attrib), as this is not provided by -OpenGL ES. - -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. - -@anchor GLFW_DOUBLEBUFFER_attrib -__GLFW_DOUBLEBUFFER__ indicates whether the specified window is double-buffered -when rendering with OpenGL or OpenGL ES. This can be set before creation with -the [GLFW_DOUBLEBUFFER](@ref GLFW_DOUBLEBUFFER_hint) window hint. - - -@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. - -*/ |