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1530 lines
59 KiB
1530 lines
59 KiB
# Window guide {#window_guide} |
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[TOC] |
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This guide introduces the window related functions of GLFW. For details on |
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a specific function in this category, see the @ref window. There are also |
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guides for the other areas of GLFW. |
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- @ref intro_guide |
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- @ref context_guide |
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- @ref vulkan_guide |
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- @ref monitor_guide |
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- @ref input_guide |
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## Window objects {#window_object} |
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The @ref GLFWwindow object encapsulates both a window and a context. They are |
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created with @ref glfwCreateWindow and destroyed with @ref glfwDestroyWindow, or |
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@ref glfwTerminate, if any remain. As the window and context are inseparably |
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linked, the object pointer is used as both a context and window handle. |
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To see the event stream provided to the various window related callbacks, run |
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the `events` test program. |
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### Window creation {#window_creation} |
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A window and its OpenGL or OpenGL ES context are created with @ref |
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glfwCreateWindow, which returns a handle to the created window object. For |
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example, this creates a 640 by 480 windowed mode window: |
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```c |
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GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL); |
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``` |
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If window creation fails, `NULL` will be returned, so it is necessary to check |
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the return value. |
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The window handle is passed to all window related functions and is provided to |
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along with all input events, so event handlers can tell which window received |
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the event. |
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#### Full screen windows {#window_full_screen} |
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To create a full screen window, you need to specify which monitor the window |
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should use. In most cases, the user's primary monitor is a good choice. |
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For more information about retrieving monitors, see @ref monitor_monitors. |
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```c |
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GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL); |
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``` |
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Full screen windows cover the entire display area of a monitor, have no border |
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or decorations. |
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Windowed mode windows can be made full screen by setting a monitor with @ref |
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glfwSetWindowMonitor, and full screen ones can be made windowed by unsetting it |
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with the same function. |
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Each field of the @ref GLFWvidmode structure corresponds to a function parameter |
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or window hint and combine to form the _desired video mode_ for that window. |
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The supported video mode most closely matching the desired video mode will be |
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set for the chosen monitor as long as the window has input focus. For more |
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information about retrieving video modes, see @ref monitor_modes. |
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Video mode field | Corresponds to |
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---------------- | -------------- |
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GLFWvidmode.width | `width` parameter of @ref glfwCreateWindow |
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GLFWvidmode.height | `height` parameter of @ref glfwCreateWindow |
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GLFWvidmode.redBits | @ref GLFW_RED_BITS hint |
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GLFWvidmode.greenBits | @ref GLFW_GREEN_BITS hint |
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GLFWvidmode.blueBits | @ref GLFW_BLUE_BITS hint |
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GLFWvidmode.refreshRate | @ref GLFW_REFRESH_RATE hint |
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Once you have a full screen window, you can change its resolution, refresh rate |
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and monitor with @ref glfwSetWindowMonitor. If you only need change its |
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resolution you can also call @ref glfwSetWindowSize. In all cases, the new |
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video mode will be selected the same way as the video mode chosen by @ref |
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glfwCreateWindow. If the window has an OpenGL or OpenGL ES context, it will be |
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unaffected. |
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By default, the original video mode of the monitor will be restored and the |
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window iconified if it loses input focus, to allow the user to switch back to |
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the desktop. This behavior can be disabled with the |
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[GLFW_AUTO_ICONIFY](@ref GLFW_AUTO_ICONIFY_hint) window hint, for example if you |
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wish to simultaneously cover multiple monitors with full screen windows. |
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If a monitor is disconnected, all windows that are full screen on that monitor |
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will be switched to windowed mode. See @ref monitor_event for more information. |
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#### "Windowed full screen" windows {#window_windowed_full_screen} |
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If the closest match for the desired video mode is the current one, the video |
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mode will not be changed, making window creation faster and application |
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switching much smoother. This is sometimes called _windowed full screen_ or |
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_borderless full screen_ window and counts as a full screen window. To create |
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such a window, request the current video mode. |
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```c |
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const GLFWvidmode* mode = glfwGetVideoMode(monitor); |
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glfwWindowHint(GLFW_RED_BITS, mode->redBits); |
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glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits); |
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glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits); |
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glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate); |
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GLFWwindow* window = glfwCreateWindow(mode->width, mode->height, "My Title", monitor, NULL); |
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``` |
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This also works for windowed mode windows that are made full screen. |
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```c |
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const GLFWvidmode* mode = glfwGetVideoMode(monitor); |
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glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate); |
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``` |
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Note that @ref glfwGetVideoMode returns the _current_ video mode of a monitor, |
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so if you already have a full screen window on that monitor that you want to |
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make windowed full screen, you need to have saved the desktop resolution before. |
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### Window destruction {#window_destruction} |
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When a window is no longer needed, destroy it with @ref glfwDestroyWindow. |
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```c |
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glfwDestroyWindow(window); |
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``` |
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Window destruction always succeeds. Before the actual destruction, all |
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callbacks are removed so no further events will be delivered for the window. |
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All windows remaining when @ref glfwTerminate is called are destroyed as well. |
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When a full screen window is destroyed, the original video mode of its monitor |
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is restored, but the gamma ramp is left untouched. |
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### Window creation hints {#window_hints} |
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There are a number of hints that can be set before the creation of a window and |
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context. Some affect the window itself, others affect the framebuffer or |
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context. These hints are set to their default values each time the library is |
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initialized with @ref glfwInit. Integer value hints can be set individually |
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with @ref glfwWindowHint and string value hints with @ref glfwWindowHintString. |
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You can reset all at once to their defaults with @ref glfwDefaultWindowHints. |
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Some hints are platform specific. These are always valid to set on any |
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platform but they will only affect their specific platform. Other platforms |
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will ignore them. Setting these hints requires no platform specific headers or |
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calls. |
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@note Window hints need to be set before the creation of the window and context |
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you wish to have the specified attributes. They function as additional |
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arguments to @ref glfwCreateWindow. |
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#### Hard and soft constraints {#window_hints_hard} |
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Some window hints are hard constraints. These must match the available |
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capabilities _exactly_ for window and context creation to succeed. Hints |
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that are not hard constraints are matched as closely as possible, but the |
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resulting context and framebuffer may differ from what these hints requested. |
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The following hints are always hard constraints: |
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- @ref GLFW_STEREO |
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- @ref GLFW_DOUBLEBUFFER |
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- [GLFW_CLIENT_API](@ref GLFW_CLIENT_API_hint) |
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- [GLFW_CONTEXT_CREATION_API](@ref GLFW_CONTEXT_CREATION_API_hint) |
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The following additional hints are hard constraints when requesting an OpenGL |
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context, but are ignored when requesting an OpenGL ES context: |
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- [GLFW_OPENGL_FORWARD_COMPAT](@ref GLFW_OPENGL_FORWARD_COMPAT_hint) |
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- [GLFW_OPENGL_PROFILE](@ref GLFW_OPENGL_PROFILE_hint) |
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#### Window related hints {#window_hints_wnd} |
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@anchor GLFW_RESIZABLE_hint |
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__GLFW_RESIZABLE__ specifies whether the windowed mode window will be resizable |
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_by the user_. The window will still be resizable using the @ref |
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glfwSetWindowSize function. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. |
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This hint is ignored for full screen and undecorated windows. |
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@anchor GLFW_VISIBLE_hint |
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__GLFW_VISIBLE__ specifies whether the windowed mode window will be initially |
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visible. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint is |
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ignored for full screen windows. |
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@anchor GLFW_DECORATED_hint |
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__GLFW_DECORATED__ specifies whether the windowed mode window will have window |
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decorations such as a border, a close widget, etc. An undecorated window will |
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not be resizable by the user but will still allow the user to generate close |
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events on some platforms. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. |
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This hint is ignored for full screen windows. |
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@anchor GLFW_FOCUSED_hint |
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__GLFW_FOCUSED__ specifies whether the windowed mode window will be given input |
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focus when created. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This |
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hint is ignored for full screen and initially hidden windows. |
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@anchor GLFW_AUTO_ICONIFY_hint |
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__GLFW_AUTO_ICONIFY__ specifies whether the full screen window will |
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automatically iconify and restore the previous video mode on input focus loss. |
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Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint is ignored for |
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windowed mode windows. |
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@anchor GLFW_FLOATING_hint |
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__GLFW_FLOATING__ specifies whether the windowed mode window will be floating |
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above other regular windows, also called topmost or always-on-top. This is |
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intended primarily for debugging purposes and cannot be used to implement proper |
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full screen windows. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This |
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hint is ignored for full screen windows. |
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@anchor GLFW_MAXIMIZED_hint |
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__GLFW_MAXIMIZED__ specifies whether the windowed mode window will be maximized |
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when created. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint is |
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ignored for full screen windows. |
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@anchor GLFW_CENTER_CURSOR_hint |
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__GLFW_CENTER_CURSOR__ specifies whether the cursor should be centered over |
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newly created full screen windows. Possible values are `GLFW_TRUE` and |
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`GLFW_FALSE`. This hint is ignored for windowed mode windows. |
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@anchor GLFW_TRANSPARENT_FRAMEBUFFER_hint |
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__GLFW_TRANSPARENT_FRAMEBUFFER__ specifies whether the window framebuffer will |
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be transparent. If enabled and supported by the system, the window framebuffer |
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alpha channel will be used to combine the framebuffer with the background. This |
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does not affect window decorations. Possible values are `GLFW_TRUE` and |
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`GLFW_FALSE`. |
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@anchor GLFW_FOCUS_ON_SHOW_hint |
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__GLFW_FOCUS_ON_SHOW__ specifies whether the window will be given input |
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focus when @ref glfwShowWindow is called. Possible values are `GLFW_TRUE` and |
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`GLFW_FALSE`. |
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@anchor GLFW_SCALE_TO_MONITOR |
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__GLFW_SCALE_TO_MONITOR__ specified whether the window content area should be |
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resized based on [content scale](@ref window_scale) changes. This can be |
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because of a global user settings change or because the window was moved to |
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a monitor with different scale settings. |
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This hint only has an effect on platforms where screen coordinates and pixels |
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always map 1:1, such as Windows and X11. On platforms like macOS the resolution |
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of the framebuffer can change independently of the window size. |
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@anchor GLFW_SCALE_FRAMEBUFFER_hint |
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@anchor GLFW_COCOA_RETINA_FRAMEBUFFER_hint |
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__GLFW_SCALE_FRAMEBUFFER__ specifies whether the framebuffer should be resized |
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based on [content scale](@ref window_scale) changes. This can be |
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because of a global user settings change or because the window was moved to |
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a monitor with different scale settings. |
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This hint only has an effect on platforms where screen coordinates can be scaled |
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relative to pixel coordinates, such as macOS and Wayland. On platforms like |
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Windows and X11 the framebuffer and window content area sizes always map 1:1. |
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This is the new name, introduced in GLFW 3.4. The older |
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`GLFW_COCOA_RETINA_FRAMEBUFFER` name is also available for compatibility. Both |
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names modify the same hint value. |
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@anchor GLFW_MOUSE_PASSTHROUGH_hint |
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__GLFW_MOUSE_PASSTHROUGH__ specifies whether the window is transparent to mouse |
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input, letting any mouse events pass through to whatever window is behind it. |
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This is only supported for undecorated windows. Decorated windows with this |
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enabled will behave differently between platforms. Possible values are |
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`GLFW_TRUE` and `GLFW_FALSE`. |
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@anchor GLFW_POSITION_X |
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@anchor GLFW_POSITION_Y |
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__GLFW_POSITION_X__ and __GLFW_POSITION_Y__ specify the desired initial position |
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of the window. The window manager may modify or ignore these coordinates. If |
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either or both of these hints are set to `GLFW_ANY_POSITION` then the window |
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manager will position the window where it thinks the user will prefer it. |
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Possible values are any valid screen coordinates and `GLFW_ANY_POSITION`. |
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#### Framebuffer related hints {#window_hints_fb} |
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@anchor GLFW_RED_BITS |
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@anchor GLFW_GREEN_BITS |
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@anchor GLFW_BLUE_BITS |
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@anchor GLFW_ALPHA_BITS |
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@anchor GLFW_DEPTH_BITS |
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@anchor GLFW_STENCIL_BITS |
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__GLFW_RED_BITS__, __GLFW_GREEN_BITS__, __GLFW_BLUE_BITS__, __GLFW_ALPHA_BITS__, |
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__GLFW_DEPTH_BITS__ and __GLFW_STENCIL_BITS__ specify the desired bit depths of |
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the various components of the default framebuffer. A value of `GLFW_DONT_CARE` |
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means the application has no preference. |
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@anchor GLFW_ACCUM_RED_BITS |
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@anchor GLFW_ACCUM_GREEN_BITS |
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@anchor GLFW_ACCUM_BLUE_BITS |
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@anchor GLFW_ACCUM_ALPHA_BITS |
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__GLFW_ACCUM_RED_BITS__, __GLFW_ACCUM_GREEN_BITS__, __GLFW_ACCUM_BLUE_BITS__ and |
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__GLFW_ACCUM_ALPHA_BITS__ specify the desired bit depths of the various |
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components of the accumulation buffer. A value of `GLFW_DONT_CARE` means the |
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application has no preference. |
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Accumulation buffers are a legacy OpenGL feature and should not be used in new |
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code. |
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@anchor GLFW_AUX_BUFFERS |
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__GLFW_AUX_BUFFERS__ specifies the desired number of auxiliary buffers. A value |
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of `GLFW_DONT_CARE` means the application has no preference. |
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Auxiliary buffers are a legacy OpenGL feature and should not be used in new |
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code. |
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@anchor GLFW_STEREO |
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__GLFW_STEREO__ specifies whether to use OpenGL stereoscopic rendering. |
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Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This is a hard constraint. |
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@anchor GLFW_SAMPLES |
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__GLFW_SAMPLES__ specifies the desired number of samples to use for |
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multisampling. Zero disables multisampling. A value of `GLFW_DONT_CARE` means |
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the application has no preference. |
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@anchor GLFW_SRGB_CAPABLE |
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__GLFW_SRGB_CAPABLE__ specifies whether the framebuffer should be sRGB capable. |
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Possible values are `GLFW_TRUE` and `GLFW_FALSE`. |
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@note __OpenGL:__ If enabled and supported by the system, the |
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`GL_FRAMEBUFFER_SRGB` enable will control sRGB rendering. By default, sRGB |
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rendering will be disabled. |
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@note __OpenGL ES:__ If enabled and supported by the system, the context will |
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always have sRGB rendering enabled. |
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@anchor GLFW_DOUBLEBUFFER |
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@anchor GLFW_DOUBLEBUFFER_hint |
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__GLFW_DOUBLEBUFFER__ specifies whether the framebuffer should be double |
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buffered. You nearly always want to use double buffering. This is a hard |
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constraint. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. |
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#### Monitor related hints {#window_hints_mtr} |
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@anchor GLFW_REFRESH_RATE |
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__GLFW_REFRESH_RATE__ specifies the desired refresh rate for full screen |
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windows. A value of `GLFW_DONT_CARE` means the highest available refresh rate |
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will be used. This hint is ignored for windowed mode windows. |
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#### Context related hints {#window_hints_ctx} |
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@anchor GLFW_CLIENT_API_hint |
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__GLFW_CLIENT_API__ specifies which client API to create the context for. |
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Possible values are `GLFW_OPENGL_API`, `GLFW_OPENGL_ES_API` and `GLFW_NO_API`. |
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This is a hard constraint. |
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@anchor GLFW_CONTEXT_CREATION_API_hint |
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__GLFW_CONTEXT_CREATION_API__ specifies which context creation API to use to |
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create the context. Possible values are `GLFW_NATIVE_CONTEXT_API`, |
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`GLFW_EGL_CONTEXT_API` and `GLFW_OSMESA_CONTEXT_API`. This is a hard |
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constraint. If no client API is requested, this hint is ignored. |
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An [extension loader library](@ref context_glext_auto) that assumes it knows |
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which API was used to create the current context may fail if you change this |
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hint. This can be resolved by having it load functions via @ref |
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glfwGetProcAddress. |
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@note @wayland The EGL API _is_ the native context creation API, so this hint |
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will have no effect. |
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@note @x11 On some Linux systems, creating contexts via both the native and EGL |
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APIs in a single process will cause the application to segfault. Stick to one |
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API or the other on Linux for now. |
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@note __OSMesa:__ As its name implies, an OpenGL context created with OSMesa |
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does not update the window contents when its buffers are swapped. Use OpenGL |
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functions or the OSMesa native access functions @ref glfwGetOSMesaColorBuffer |
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and @ref glfwGetOSMesaDepthBuffer to retrieve the framebuffer contents. |
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@anchor GLFW_CONTEXT_VERSION_MAJOR_hint |
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@anchor GLFW_CONTEXT_VERSION_MINOR_hint |
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__GLFW_CONTEXT_VERSION_MAJOR__ and __GLFW_CONTEXT_VERSION_MINOR__ specify the |
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client API version that the created context must be compatible with. The exact |
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behavior of these hints depend on the requested client API. |
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While there is no way to ask the driver for a context of the highest supported |
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version, GLFW will attempt to provide this when you ask for a version 1.0 |
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context, which is the default for these hints. |
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Do not confuse these hints with @ref GLFW_VERSION_MAJOR and @ref |
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GLFW_VERSION_MINOR, which provide the API version of the GLFW header. |
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@note __OpenGL:__ These hints are not hard constraints, but creation will fail |
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if the OpenGL version of the created context is less than the one requested. It |
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is therefore perfectly safe to use the default of version 1.0 for legacy code |
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and you will still get backwards-compatible contexts of version 3.0 and above |
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when available. |
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@note __OpenGL ES:__ These hints are not hard constraints, but creation will |
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fail if the OpenGL ES version of the created context is less than the one |
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requested. Additionally, OpenGL ES 1.x cannot be returned if 2.0 or later was |
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requested, and vice versa. This is because OpenGL ES 3.x is backward compatible |
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with 2.0, but OpenGL ES 2.0 is not backward compatible with 1.x. |
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|
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@note @macos The OS only supports core profile contexts for OpenGL versions 3.2 |
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and later. Before creating an OpenGL context of version 3.2 or later you must |
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set the [GLFW_OPENGL_PROFILE](@ref GLFW_OPENGL_PROFILE_hint) hint accordingly. |
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OpenGL 3.0 and 3.1 contexts are not supported at all on macOS. |
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@anchor GLFW_OPENGL_FORWARD_COMPAT_hint |
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__GLFW_OPENGL_FORWARD_COMPAT__ specifies whether the OpenGL context should be |
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forward-compatible, i.e. one where all functionality deprecated in the requested |
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version of OpenGL is removed. This must only be used if the requested OpenGL |
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version is 3.0 or above. If OpenGL ES is requested, this hint is ignored. |
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Forward-compatibility is described in detail in the |
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[OpenGL Reference Manual](https://www.opengl.org/registry/). |
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|
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@anchor GLFW_CONTEXT_DEBUG_hint |
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@anchor GLFW_OPENGL_DEBUG_CONTEXT_hint |
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__GLFW_CONTEXT_DEBUG__ specifies whether the context should be created in debug |
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mode, which may provide additional error and diagnostic reporting functionality. |
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Possible values are `GLFW_TRUE` and `GLFW_FALSE`. |
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Debug contexts for OpenGL and OpenGL ES are described in detail by the |
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[GL_KHR_debug][] extension. |
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[GL_KHR_debug]: https://www.khronos.org/registry/OpenGL/extensions/KHR/KHR_debug.txt |
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|
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@note `GLFW_CONTEXT_DEBUG` is the new name introduced in GLFW 3.4. The older |
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`GLFW_OPENGL_DEBUG_CONTEXT` name is also available for compatibility. |
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@anchor GLFW_OPENGL_PROFILE_hint |
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__GLFW_OPENGL_PROFILE__ specifies which OpenGL profile to create the context |
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for. Possible values are one of `GLFW_OPENGL_CORE_PROFILE` or |
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`GLFW_OPENGL_COMPAT_PROFILE`, or `GLFW_OPENGL_ANY_PROFILE` to not request |
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a specific profile. If requesting an OpenGL version below 3.2, |
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`GLFW_OPENGL_ANY_PROFILE` must be used. If OpenGL ES is requested, this hint |
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is ignored. |
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OpenGL profiles are described in detail in the |
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[OpenGL Reference Manual](https://www.opengl.org/registry/). |
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@anchor GLFW_CONTEXT_ROBUSTNESS_hint |
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__GLFW_CONTEXT_ROBUSTNESS__ specifies the robustness strategy to be used by the |
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context. This can be one of `GLFW_NO_RESET_NOTIFICATION` or |
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`GLFW_LOSE_CONTEXT_ON_RESET`, or `GLFW_NO_ROBUSTNESS` to not request |
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a robustness strategy. |
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@anchor GLFW_CONTEXT_RELEASE_BEHAVIOR_hint |
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__GLFW_CONTEXT_RELEASE_BEHAVIOR__ specifies the release behavior to be |
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used by the context. Possible values are one of `GLFW_ANY_RELEASE_BEHAVIOR`, |
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`GLFW_RELEASE_BEHAVIOR_FLUSH` or `GLFW_RELEASE_BEHAVIOR_NONE`. If the |
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behavior is `GLFW_ANY_RELEASE_BEHAVIOR`, the default behavior of the context |
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creation API will be used. If the behavior is `GLFW_RELEASE_BEHAVIOR_FLUSH`, |
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the pipeline will be flushed whenever the context is released from being the |
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current one. If the behavior is `GLFW_RELEASE_BEHAVIOR_NONE`, the pipeline will |
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not be flushed on release. |
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|
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Context release behaviors are described in detail by the |
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[GL_KHR_context_flush_control][] extension. |
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|
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[GL_KHR_context_flush_control]: https://www.opengl.org/registry/specs/KHR/context_flush_control.txt |
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@anchor GLFW_CONTEXT_NO_ERROR_hint |
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__GLFW_CONTEXT_NO_ERROR__ specifies whether errors should be generated by the |
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context. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. If enabled, |
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situations that would have generated errors instead cause undefined behavior. |
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|
|
The no error mode for OpenGL and OpenGL ES is described in detail by the |
|
[GL_KHR_no_error][] extension. |
|
|
|
[GL_KHR_no_error]: https://www.opengl.org/registry/specs/KHR/no_error.txt |
|
|
|
|
|
#### Win32 specific hints {#window_hints_win32} |
|
|
|
@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. |
|
|
|
@anchor GLFW_WIN32_SHOWDEFAULT_hint |
|
__GLFW_WIN32_SHOWDEFAULT__ specifies whether to show the window the way |
|
specified in the program's `STARTUPINFO` when it is shown for the first time. |
|
This is the same information as the `Run` option in the shortcut properties |
|
window. If this information was not specified when the program was started, |
|
GLFW behaves as if this hint was set to `GLFW_FALSE`. Possible values are |
|
`GLFW_TRUE` and `GLFW_FALSE`. This is ignored on other platforms. |
|
|
|
|
|
#### macOS specific hints {#window_hints_osx} |
|
|
|
@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`. |
|
|
|
|
|
#### Wayland specific window hints {#window_hints_wayland} |
|
|
|
@anchor GLFW_WAYLAND_APP_ID_hint |
|
__GLFW_WAYLAND_APP_ID__ specifies the Wayland app_id for a window, used |
|
by window managers to identify types of windows. This is set with |
|
@ref glfwWindowHintString. |
|
|
|
|
|
#### X11 specific window hints {#window_hints_x11} |
|
|
|
@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. Both |
|
hints need to be set to something other than an empty string for them to take effect. |
|
These are set with @ref glfwWindowHintString. |
|
|
|
|
|
#### Supported and default values {#window_hints_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_SCALE_FRAMEBUFFER | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` |
|
GLFW_MOUSE_PASSTHROUGH | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` |
|
GLFW_POSITION_X | `GLFW_ANY_POSITION` | Any valid screen x-coordinate or `GLFW_ANY_POSITION` |
|
GLFW_POSITION_Y | `GLFW_ANY_POSITION` | Any valid screen y-coordinate or `GLFW_ANY_POSITION` |
|
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_WIN32_SHOWDEFAULT | `GLFW_FALSE` | `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_WAYLAND_APP_ID | `""` | An ASCII encoded Wayland `app_id` name |
|
GLFW_X11_CLASS_NAME | `""` | An ASCII encoded `WM_CLASS` class name |
|
GLFW_X11_INSTANCE_NAME | `""` | An ASCII encoded `WM_CLASS` instance name |
|
|
|
|
|
## Window event processing {#window_events} |
|
|
|
See @ref events. |
|
|
|
|
|
## Window properties and events {#window_properties} |
|
|
|
### User pointer {#window_userptr} |
|
|
|
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`. |
|
|
|
|
|
### Window closing and close flag {#window_close} |
|
|
|
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. |
|
|
|
```c |
|
while (!glfwWindowShouldClose(window)) |
|
{ |
|
render(window); |
|
|
|
glfwSwapBuffers(window); |
|
glfwPollEvents(); |
|
} |
|
``` |
|
|
|
If you wish to be notified when the user attempts to close a window, set a close |
|
callback. |
|
|
|
```c |
|
glfwSetWindowCloseCallback(window, window_close_callback); |
|
``` |
|
|
|
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. |
|
|
|
```c |
|
void window_close_callback(GLFWwindow* window) |
|
{ |
|
if (!time_to_close) |
|
glfwSetWindowShouldClose(window, GLFW_FALSE); |
|
} |
|
``` |
|
|
|
|
|
### 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. |
|
|
|
```c |
|
glfwSetWindowSize(window, 640, 480); |
|
``` |
|
|
|
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. |
|
|
|
```c |
|
glfwSetWindowSizeCallback(window, window_size_callback); |
|
``` |
|
|
|
The callback function receives the new size, in screen coordinates, of the |
|
content area of the window when the window is resized. |
|
|
|
```c |
|
void window_size_callback(GLFWwindow* window, int width, int height) |
|
{ |
|
} |
|
``` |
|
|
|
There is also @ref glfwGetWindowSize for directly retrieving the current size of |
|
a window. |
|
|
|
```c |
|
int width, height; |
|
glfwGetWindowSize(window, &width, &height); |
|
``` |
|
|
|
@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. |
|
|
|
```c |
|
int left, top, right, bottom; |
|
glfwGetWindowFrameSize(window, &left, &top, &right, &bottom); |
|
``` |
|
|
|
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. |
|
|
|
|
|
### Framebuffer size {#window_fbsize} |
|
|
|
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. |
|
|
|
```c |
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); |
|
``` |
|
|
|
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. |
|
|
|
```c |
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height) |
|
{ |
|
glViewport(0, 0, width, height); |
|
} |
|
``` |
|
|
|
There is also @ref glfwGetFramebufferSize for directly retrieving the current |
|
size of the framebuffer of a window. |
|
|
|
```c |
|
int width, height; |
|
glfwGetFramebufferSize(window, &width, &height); |
|
glViewport(0, 0, width, height); |
|
``` |
|
|
|
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. |
|
|
|
|
|
### Window content scale {#window_scale} |
|
|
|
The content scale for a window can be retrieved with @ref |
|
glfwGetWindowContentScale. |
|
|
|
```c |
|
float xscale, yscale; |
|
glfwGetWindowContentScale(window, &xscale, &yscale); |
|
``` |
|
|
|
The content scale can be thought of as the ratio between the current DPI and the |
|
platform's default DPI. It is intended to be a scaling factor to apply to the |
|
pixel dimensions of text and other UI elements. If the dimensions scaled by |
|
this factor looks appropriate on your machine then it should appear at |
|
a reasonable size on other machines with different DPI and scaling settings. |
|
|
|
This relies on the DPI and scaling settings on both machines being appropriate. |
|
|
|
The content scale may depend on both the monitor resolution and pixel density |
|
and on user settings like DPI or a scaling percentage. It may be very different |
|
from the raw DPI calculated from the physical size and current resolution. |
|
|
|
On systems where each monitors can have its own content scale, the window |
|
content scale will depend on which monitor or monitors 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. |
|
|
|
```c |
|
glfwSetWindowContentScaleCallback(window, window_content_scale_callback); |
|
``` |
|
|
|
The callback function receives the new content scale of the window. |
|
|
|
```c |
|
void window_content_scale_callback(GLFWwindow* window, float xscale, float yscale) |
|
{ |
|
set_interface_scale(xscale, yscale); |
|
} |
|
``` |
|
|
|
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. |
|
|
|
On platforms where pixels do not necessarily equal screen coordinates, the |
|
framebuffer will instead need to be sized to provide a full resolution image |
|
for the window. When the window moves between monitors with different content |
|
scales, the window size will remain the same but the framebuffer size will |
|
change. This is done automatically by default. To disable this resizing, set |
|
the @ref GLFW_SCALE_FRAMEBUFFER window hint. |
|
|
|
Both of these hints also apply when the window is created. Every window starts |
|
out with a content scale of one. A window with one or both of these hints set |
|
will adapt to the appropriate scale in the process of being created, set up and |
|
shown. |
|
|
|
|
|
### Window size limits {#window_sizelimits} |
|
|
|
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. |
|
|
|
```c |
|
glfwSetWindowSizeLimits(window, 200, 200, 400, 400); |
|
``` |
|
|
|
To specify only a minimum size or only a maximum one, set the other pair to |
|
`GLFW_DONT_CARE`. |
|
|
|
```c |
|
glfwSetWindowSizeLimits(window, 640, 480, GLFW_DONT_CARE, GLFW_DONT_CARE); |
|
``` |
|
|
|
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. |
|
|
|
```c |
|
glfwSetWindowAspectRatio(window, 16, 9); |
|
``` |
|
|
|
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. |
|
|
|
```c |
|
int width, height; |
|
glfwGetWindowSize(window, &width, &height); |
|
glfwSetWindowAspectRatio(window, width, height); |
|
``` |
|
|
|
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. |
|
|
|
|
|
### Window position {#window_pos} |
|
|
|
By default, the window manager chooses the position of new windowed mode |
|
windows, based on its size and which monitor the user appears to be working on. |
|
This is most often the right choice. If you need to create a window at |
|
a specific position, you can set the desired position with the @ref |
|
GLFW_POSITION_X and @ref GLFW_POSITION_Y window hints. |
|
|
|
```c |
|
glfwWindowHint(GLFW_POSITION_X, 70); |
|
glfwWindowHint(GLFW_POSITION_Y, 83); |
|
``` |
|
|
|
To restore the previous behavior, set these hints to `GLFW_ANY_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. |
|
|
|
```c |
|
glfwSetWindowPos(window, 100, 100); |
|
``` |
|
|
|
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. |
|
|
|
```c |
|
glfwSetWindowPosCallback(window, window_pos_callback); |
|
``` |
|
|
|
The callback function receives the new position, in screen coordinates, of the |
|
upper-left corner of the content area when the window is moved. |
|
|
|
```c |
|
void window_pos_callback(GLFWwindow* window, int xpos, int ypos) |
|
{ |
|
} |
|
``` |
|
|
|
There is also @ref glfwGetWindowPos for directly retrieving the current position |
|
of the content area of the window. |
|
|
|
```c |
|
int xpos, ypos; |
|
glfwGetWindowPos(window, &xpos, &ypos); |
|
``` |
|
|
|
|
|
### 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 new UTF-8 encoded window title with @ref glfwSetWindowTitle. |
|
|
|
```c |
|
glfwSetWindowTitle(window, "My Window"); |
|
``` |
|
|
|
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. |
|
|
|
```c |
|
glfwSetWindowTitle(window, "ラストエグザイル"); |
|
``` |
|
|
|
If you are using C++11 or C11, you can use a UTF-8 string literal. |
|
|
|
```c |
|
glfwSetWindowTitle(window, u8"This is always a UTF-8 string"); |
|
``` |
|
|
|
The current window title can be queried with @ref glfwGetWindowTitle. |
|
|
|
```c |
|
const char* title = glfwGetWindowTitle(window); |
|
``` |
|
|
|
### 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. |
|
|
|
```c |
|
GLFWimage images[2]; |
|
images[0] = load_icon("my_icon.png"); |
|
images[1] = load_icon("my_icon_small.png"); |
|
|
|
glfwSetWindowIcon(window, 2, images); |
|
``` |
|
|
|
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. |
|
|
|
```c |
|
glfwSetWindowIcon(window, 0, NULL); |
|
``` |
|
|
|
|
|
### Window monitor {#window_monitor} |
|
|
|
Full screen windows are associated with a specific monitor. You can get the |
|
handle for this monitor with @ref glfwGetWindowMonitor. |
|
|
|
```c |
|
GLFWmonitor* monitor = glfwGetWindowMonitor(window); |
|
``` |
|
|
|
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. |
|
|
|
```c |
|
const GLFWvidmode* mode = glfwGetVideoMode(monitor); |
|
|
|
glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate); |
|
``` |
|
|
|
When making the window windowed, specify the desired position and size. The |
|
refresh rate argument is ignored. |
|
|
|
```c |
|
glfwSetWindowMonitor(window, NULL, xpos, ypos, width, height, 0); |
|
``` |
|
|
|
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. |
|
|
|
|
|
### Window iconification {#window_iconify} |
|
|
|
Windows can be iconified (i.e. minimized) with @ref glfwIconifyWindow. |
|
|
|
```c |
|
glfwIconifyWindow(window); |
|
``` |
|
|
|
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. |
|
|
|
```c |
|
glfwRestoreWindow(window); |
|
``` |
|
|
|
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. |
|
|
|
```c |
|
glfwSetWindowIconifyCallback(window, window_iconify_callback); |
|
``` |
|
|
|
The callback function receives changes in the iconification state of the window. |
|
|
|
```c |
|
void window_iconify_callback(GLFWwindow* window, int iconified) |
|
{ |
|
if (iconified) |
|
{ |
|
// The window was iconified |
|
} |
|
else |
|
{ |
|
// The window was restored |
|
} |
|
} |
|
``` |
|
|
|
You can also get the current iconification state with @ref glfwGetWindowAttrib. |
|
|
|
```c |
|
int iconified = glfwGetWindowAttrib(window, GLFW_ICONIFIED); |
|
``` |
|
|
|
|
|
### Window maximization {#window_maximize} |
|
|
|
Windows can be maximized (i.e. zoomed) with @ref glfwMaximizeWindow. |
|
|
|
```c |
|
glfwMaximizeWindow(window); |
|
``` |
|
|
|
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. |
|
|
|
```c |
|
glfwRestoreWindow(window); |
|
``` |
|
|
|
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. |
|
|
|
```c |
|
glfwSetWindowMaximizeCallback(window, window_maximize_callback); |
|
``` |
|
|
|
The callback function receives changes in the maximization state of the window. |
|
|
|
```c |
|
void window_maximize_callback(GLFWwindow* window, int maximized) |
|
{ |
|
if (maximized) |
|
{ |
|
// The window was maximized |
|
} |
|
else |
|
{ |
|
// The window was restored |
|
} |
|
} |
|
``` |
|
|
|
You can also get the current maximization state with @ref glfwGetWindowAttrib. |
|
|
|
```c |
|
int maximized = glfwGetWindowAttrib(window, GLFW_MAXIMIZED); |
|
``` |
|
|
|
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. |
|
|
|
```c |
|
glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE); |
|
``` |
|
|
|
|
|
### Window visibility {#window_hide} |
|
|
|
Windowed mode windows can be hidden with @ref glfwHideWindow. |
|
|
|
```c |
|
glfwHideWindow(window); |
|
``` |
|
|
|
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. |
|
|
|
```c |
|
glfwShowWindow(window); |
|
``` |
|
|
|
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. |
|
|
|
```c |
|
int visible = glfwGetWindowAttrib(window, GLFW_VISIBLE); |
|
``` |
|
|
|
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. |
|
|
|
```c |
|
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); |
|
``` |
|
|
|
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. |
|
|
|
|
|
### Window input focus {#window_focus} |
|
|
|
Windows can be given input focus and brought to the front with @ref |
|
glfwFocusWindow. |
|
|
|
```c |
|
glfwFocusWindow(window); |
|
``` |
|
|
|
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. |
|
|
|
```c |
|
glfwSetWindowFocusCallback(window, window_focus_callback); |
|
``` |
|
|
|
The callback function receives changes in the input focus state of the window. |
|
|
|
```c |
|
void window_focus_callback(GLFWwindow* window, int focused) |
|
{ |
|
if (focused) |
|
{ |
|
// The window gained input focus |
|
} |
|
else |
|
{ |
|
// The window lost input focus |
|
} |
|
} |
|
``` |
|
|
|
You can also get the current input focus state with @ref glfwGetWindowAttrib. |
|
|
|
```c |
|
int focused = glfwGetWindowAttrib(window, GLFW_FOCUSED); |
|
``` |
|
|
|
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. |
|
|
|
```c |
|
glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE); |
|
``` |
|
|
|
|
|
### Window attention request {#window_attention} |
|
|
|
If you wish to notify the user of an event without interrupting, you can request |
|
attention with @ref glfwRequestWindowAttention. |
|
|
|
```c |
|
glfwRequestWindowAttention(window); |
|
``` |
|
|
|
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. |
|
|
|
|
|
### Window damage and refresh {#window_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. |
|
|
|
```c |
|
glfwSetWindowRefreshCallback(m_handle, window_refresh_callback); |
|
``` |
|
|
|
The callback function is called when the contents of the window needs to be |
|
refreshed. |
|
|
|
```c |
|
void window_refresh_callback(GLFWwindow* window) |
|
{ |
|
draw_editor_ui(window); |
|
glfwSwapBuffers(window); |
|
} |
|
``` |
|
|
|
@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. |
|
|
|
|
|
### 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. |
|
|
|
```c |
|
glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); |
|
``` |
|
|
|
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. |
|
|
|
```c |
|
if (glfwGetWindowAttrib(window, GLFW_TRANSPARENT_FRAMEBUFFER)) |
|
{ |
|
// window framebuffer is currently transparent |
|
} |
|
``` |
|
|
|
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. |
|
|
|
```c |
|
glfwSetWindowOpacity(window, 0.5f); |
|
``` |
|
|
|
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. |
|
|
|
```c |
|
float opacity = glfwGetWindowOpacity(window); |
|
``` |
|
|
|
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. |
|
|
|
|
|
### Window attributes {#window_attribs} |
|
|
|
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. |
|
|
|
```c |
|
if (glfwGetWindowAttrib(window, GLFW_FOCUSED)) |
|
{ |
|
// window has input focus |
|
} |
|
``` |
|
|
|
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. |
|
|
|
```c |
|
glfwSetWindowAttrib(window, GLFW_RESIZABLE, GLFW_FALSE); |
|
``` |
|
|
|
|
|
|
|
#### Window related attributes {#window_attribs_wnd} |
|
|
|
@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. |
|
|
|
|
|
#### Context related attributes {#window_attribs_ctx} |
|
|
|
@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. |
|
|
|
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. |
|
|
|
|
|
#### Framebuffer related attributes {#window_attribs_fb} |
|
|
|
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. |
|
|
|
|
|
## Buffer swapping {#buffer_swap} |
|
|
|
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. |
|
|
|
```c |
|
glfwSwapBuffers(window); |
|
``` |
|
|
|
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: |
|
|
|
```c |
|
glfwSwapInterval(1); |
|
``` |
|
|
|
If the interval is zero, the swap will take place immediately when @ref |
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glfwSwapBuffers is called without waiting for a refresh. Otherwise at least |
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interval retraces will pass between each buffer swap. Using a swap interval of |
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zero can be useful for benchmarking purposes, when it is not desirable to |
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measure the time it takes to wait for the vertical retrace. However, a swap |
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interval of one lets you avoid tearing. |
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Note that this may not work on all machines, as some drivers have |
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user-controlled settings that override any swap interval the application |
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requests. |
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A context that supports either the `WGL_EXT_swap_control_tear` or the |
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`GLX_EXT_swap_control_tear` extension also accepts _negative_ swap intervals, |
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which allows the driver to swap immediately even if a frame arrives a little bit |
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late. This trades the risk of visible tears for greater framerate stability. |
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You can check for these extensions with @ref glfwExtensionSupported. |
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