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497 lines
19 KiB
Plaintext
497 lines
19 KiB
Plaintext
/*!
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@page window Window handling guide
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@tableofcontents
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The primary purpose of GLFW is to provide a simple interface to window
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management and OpenGL and OpenGL ES context creation. GLFW supports multiple
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windows, which can be either a normal desktop window or a full screen window.
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@section window_object Window handles
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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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@section window_creation Window creation
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The window and its context are created with @ref glfwCreateWindow, which
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returns a handle to the created window object. For example, this creates a 640
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by 480 windowed mode window:
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@code
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GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
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@endcode
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If window creation fails, `NULL` will be returned, so you need to check whether
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it did.
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This handle is then passed to all window related functions, and is provided to
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you along with input events, so you know which window received the input.
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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. For
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more information about monitors, see the @ref monitor.
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@code
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GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL);
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@endcode
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Full screen windows cover the entire display area of a monitor, have no border
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or decorations, and change the monitor's resolution to the one most closely
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matching the requested window size.
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For more control over how the window and its context are created, see @ref
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window_hints below.
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@section window_destruction Window destruction
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When you are done with the window, destroy it with the @ref glfwDestroyWindow
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function.
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@code
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glfwDestroyWindow(window);
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@endcode
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Once this function is called, no more events will be delivered for that window
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and its handle becomes invalid.
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@section window_userptr Window user pointer
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Each window has a user pointer that can be set with @ref
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glfwSetWindowUserPointer and fetched with @ref glfwGetWindowUserPointer. This
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can be used for any purpose you need and will not modified by GLFW throughout
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the life-time of the window.
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@section window_hints Window creation 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, can be set individually with @ref glfwWindowHint
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and reset all at once to their defaults with @ref glfwDefaultWindowHints.
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Note that hints need to be set *before* the creation of the window and context
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you wish to have the specified attributes.
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@subsection window_hints_hard Hard and soft constraints
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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 window and context may differ from what these hints requested. To
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find out the actual attributes of the created window and context, use the
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@ref glfwGetWindowAttrib function.
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The following hints are hard constraints:
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- `GLFW_STEREO`
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- `GLFW_CLIENT_API`
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The following additional hints are hard constraints if requesting an OpenGL
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context:
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- `GLFW_OPENGL_FORWARD_COMPAT`
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- `GLFW_OPENGL_PROFILE`
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Hints that do not apply to a given type of window or context are ignored.
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@subsection window_hints_wnd Window related hints
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The `GLFW_RESIZABLE` hint specifies whether the window will be resizable *by the
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user*. The window will still be resizable using the @ref glfwSetWindowSize
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function. This hint is ignored for full screen windows.
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The `GLFW_VISIBLE` hint specifies whether the window will be initially
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visible. This hint is ignored for full screen windows.
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The `GLFW_DECORATED` hint specifies whether the window will have window
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decorations such as a border, a close widget, etc. This hint is ignored for
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full screen windows. Note that even though a window may lack a close widget, it
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is usually still possible for the user to generate close events.
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@subsection window_hints_fb Framebuffer related hints
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The `GLFW_RED_BITS`, `GLFW_GREEN_BITS`, `GLFW_BLUE_BITS`, `GLFW_ALPHA_BITS`,
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`GLFW_DEPTH_BITS` and `GLFW_STENCIL_BITS` hints specify the desired bit
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depths of the various components of the default framebuffer.
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The `GLFW_ACCUM_RED_BITS`, `GLFW_ACCUM_GREEN_BITS`, `GLFW_ACCUM_BLUE_BITS`
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and `GLFW_ACCUM_ALPHA_BITS` hints specify the desired bit depths of the
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various components of the accumulation buffer.
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The `GLFW_AUX_BUFFERS` hint specifies the desired number of auxiliary
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buffers.
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The `GLFW_STEREO` hint specifies whether to use stereoscopic rendering.
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The `GLFW_SAMPLES` hint specifies the desired number of samples to use for
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multisampling. Zero disables multisampling.
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The `GLFW_SRGB_CAPABLE` hint specifies whether the framebuffer should be
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sRGB capable.
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The `GLFW_REFRESH_RATE` hint specifies the desired refresh rate for full screen
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windows. If set to zero, the highest available refresh rate will be used. This
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hint is ignored for windowed mode windows.
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@subsection window_hints_ctx Context related hints
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The `GLFW_CLIENT_API` hint specifies which client API to create the context
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for. Possible values are `GLFW_OPENGL_API` and `GLFW_OPENGL_ES_API`.
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The `GLFW_CONTEXT_VERSION_MAJOR` and `GLFW_CONTEXT_VERSION_MINOR` hints
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specify the client API version that the created context must be compatible
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with.
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For OpenGL, these hints are *not* hard constraints, as they don't have to
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match exactly, but @ref glfwCreateWindow will still fail if the resulting
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OpenGL version is less than the one requested. It is therefore perfectly
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safe to use the default of version 1.0 for legacy code and you may still
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get backwards-compatible contexts of version 3.0 and above when available.
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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, most drivers provide this when you ask GLFW for a version
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1.0 context.
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For OpenGL ES, these hints are hard constraints.
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If an OpenGL context is requested, the `GLFW_OPENGL_FORWARD_COMPAT` hint
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specifies whether the OpenGL context should be forward-compatible, i.e. one
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where all functionality deprecated in the requested version of OpenGL is
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removed. This may only be used if the requested OpenGL version is 3.0 or
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above. If another client API is requested, this hint is ignored.
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If an OpenGL context is requested, the `GLFW_OPENGL_DEBUG_CONTEXT` hint
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specifies whether to create a debug OpenGL context, which may have
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additional error and performance issue reporting functionality. If another
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client API is requested, this hint is ignored.
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If an OpenGL context is requested, the `GLFW_OPENGL_PROFILE` hint specifies
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which OpenGL profile to create the context for. Possible values are one of
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`GLFW_OPENGL_CORE_PROFILE` or `GLFW_OPENGL_COMPAT_PROFILE`, or
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`GLFW_OPENGL_ANY_PROFILE` to not request a specific profile. If requesting
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an OpenGL version below 3.2, `GLFW_OPENGL_ANY_PROFILE` must be used. If
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another client API is requested, this hint is ignored.
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The `GLFW_CONTEXT_ROBUSTNESS` hint specifies the robustness strategy to be
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used by the 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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@subsection window_hints_values Supported and default values
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| Name | Default value | Supported values |
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| ---------------------------- | ------------------------- | ----------------------- |
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| `GLFW_RESIZABLE` | `GL_TRUE` | `GL_TRUE` or `GL_FALSE` |
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| `GLFW_VISIBLE` | `GL_TRUE` | `GL_TRUE` or `GL_FALSE` |
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| `GLFW_DECORATED` | `GL_TRUE` | `GL_TRUE` or `GL_FALSE` |
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| `GLFW_RED_BITS` | 8 | 0 to `INT_MAX` |
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| `GLFW_GREEN_BITS` | 8 | 0 to `INT_MAX` |
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| `GLFW_BLUE_BITS` | 8 | 0 to `INT_MAX` |
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| `GLFW_ALPHA_BITS` | 8 | 0 to `INT_MAX` |
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| `GLFW_DEPTH_BITS` | 24 | 0 to `INT_MAX` |
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| `GLFW_STENCIL_BITS` | 8 | 0 to `INT_MAX` |
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| `GLFW_ACCUM_RED_BITS` | 0 | 0 to `INT_MAX` |
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| `GLFW_ACCUM_GREEN_BITS` | 0 | 0 to `INT_MAX` |
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| `GLFW_ACCUM_BLUE_BITS` | 0 | 0 to `INT_MAX` |
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| `GLFW_ACCUM_ALPHA_BITS` | 0 | 0 to `INT_MAX` |
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| `GLFW_AUX_BUFFERS` | 0 | 0 to `INT_MAX` |
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| `GLFW_SAMPLES` | 0 | 0 to `INT_MAX` |
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| `GLFW_REFRESH_RATE` | 0 | 0 to `INT_MAX` |
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| `GLFW_STEREO` | `GL_FALSE` | `GL_TRUE` or `GL_FALSE` |
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| `GLFW_SRGB_CAPABLE` | `GL_FALSE` | `GL_TRUE` or `GL_FALSE` |
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| `GLFW_CLIENT_API` | `GLFW_OPENGL_API` | `GLFW_OPENGL_API` or `GLFW_OPENGL_ES_API` |
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| `GLFW_CONTEXT_VERSION_MAJOR` | 1 | Any valid major version number of the chosen client API |
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| `GLFW_CONTEXT_VERSION_MINOR` | 0 | Any valid minor version number of the chosen client API |
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| `GLFW_CONTEXT_ROBUSTNESS` | `GLFW_NO_ROBUSTNESS` | `GLFW_NO_ROBUSTNESS`, `GLFW_NO_RESET_NOTIFICATION` or `GLFW_LOSE_CONTEXT_ON_RESET` |
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| `GLFW_OPENGL_FORWARD_COMPAT` | `GL_FALSE` | `GL_TRUE` or `GL_FALSE` |
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| `GLFW_OPENGL_DEBUG_CONTEXT` | `GL_FALSE` | `GL_TRUE` or `GL_FALSE` |
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| `GLFW_OPENGL_PROFILE` | `GLFW_OPENGL_ANY_PROFILE` | `GLFW_OPENGL_ANY_PROFILE`, `GLFW_OPENGL_COMPAT_PROFILE` or `GLFW_OPENGL_CORE_PROFILE` |
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@section window_close Window close flag
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When the user attempts to close the window, for example by clicking the close
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widget or using a key chord like Alt+F4, the *close flag* of the window is set.
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The window is however not actually destroyed and, unless you watch for this
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state change, nothing further happens.
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The current state of the close flag is returned by @ref glfwWindowShouldClose
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and can be set or cleared directly with @ref glfwSetWindowShouldClose. A common
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pattern is to use the close flag as a main loop condition.
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@code
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while (!glfwWindowShouldClose(window))
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{
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render(window);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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@endcode
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If you wish to be notified when the user attempts to close a window, you can set
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the close callback with @ref glfwSetWindowCloseCallback. This callback is
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called directly *after* the close flag has been set.
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@code
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glfwSetWindowCloseCallback(window, window_close_callback);
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@endcode
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The callback function can be used for example to filter close requests and clear
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the close flag again unless certain conditions are met.
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@code
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void window_close_callback(GLFWwindow* window)
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{
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if (!time_to_close)
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glfwSetWindowShouldClose(window, GL_FALSE);
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}
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@endcode
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@section window_size Window size
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The size of a window can be changed with @ref glfwSetWindowSize. For windowed
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mode windows, this resizes the specified window so that its *client area* has
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the specified size. Note that the window system may put limitations on size.
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For full screen windows, it selects and sets the video mode most closely
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matching the specified size.
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@code
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void glfwSetWindowSize(window, 640, 480);
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@endcode
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If you wish to be notified when a window is resized, whether by the user or
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the system, you can set the size callback with @ref glfwSetWindowSizeCallback.
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@code
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glfwSetWindowSizeCallback(window, window_size_callback);
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@endcode
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The callback function receives the new size of the client area of the window.
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@code
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void window_size_callback(GLFWwindow* window, int width, int height)
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{
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}
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@endcode
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There is also @ref glfwGetWindowSize for directly retrieving the current size of
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a window.
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@code
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int width, height;
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glfwGetWindowSize(window, &width, &height);
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@endcode
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@section window_fbsize Window framebuffer size
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While the size of a window is measured in screen coordinates, OpenGL works with
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pixels. The size you pass into `glViewport`, for example, should be in pixels
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and not screen coordinates. On some platforms screen coordinates and pixels are
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the same, but this is not the case on all platforms supported by GLFW. There is
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a second set of functions to retrieve the size in pixels of the framebuffer of
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a window.
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If you wish to be notified when the framebuffer of a window is resized, whether
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by the user or the system, you can set the size callback with @ref
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glfwSetFramebufferSizeCallback.
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@code
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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@endcode
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The callback function receives the new size of the client area of the window,
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which can for example be used to update the OpenGL viewport.
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@code
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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@endcode
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There is also @ref glfwGetFramebufferSize for directly retrieving the current
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size of the framebuffer of a window.
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@code
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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glViewport(0, 0, width, height);
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@endcode
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Note that the size of a framebuffer may change independently of the size of
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a window, for example if the window is dragged between a regular monitor and
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a high-DPI one.
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@section window_pos Window position
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The position of a windowed-mode window can be changed with @ref
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glfwSetWindowPos. This moves the window so that the upper-left corner of its
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client area has the specified screen coordinates. Note that the window system
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may put limitations on placement.
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@code
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glfwSetWindowPos(window, 100, 100);
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@endcode
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If you wish to be notified when a window is moved, whether by the user or
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the system, you can set the position callback with @ref glfwSetWindowPosCallback.
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@code
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glfwSetWindowPosCallback(window, window_pos_callback);
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@endcode
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The callback function receives the new position of the upper-left corner of its
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client area.
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@code
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void window_size_callback(GLFWwindow* window, int xpos, int ypos)
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{
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}
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@endcode
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There is also @ref glfwGetWindowPos for directly retrieving the current position
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of the client area of the window.
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@code
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int xpos, ypos;
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glfwGetWindowPos(window, &xpos, &ypos);
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@endcode
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@section window_title Window title
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All GLFW windows have a title, although undecorated or full screen windows may
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not display it or only display it in a task bar or similar interface. To change
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the title of a window, use @ref glfwSetWindowTitle.
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@code
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glfwSetWindowTitle(window, "My Window");
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@endcode
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The window title is a regular C string using the UTF-8 encoding. This means
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for example that, as long as your source file is encoded as UTF-8, you can use
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any Unicode characters.
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@code
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glfwSetWindowTitle(window, "さよなら絶望先生");
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@endcode
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@section window_attribs Window attributes
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Windows have a number of attributes that can be returned using @ref
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glfwGetWindowAttrib. Some reflect state that may change during the lifetime of
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the window, while others reflect the corresponding hints and are fixed at the
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time of creation.
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@code
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if (glfwGetWindowAttrib(window, GLFW_FOCUSED))
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{
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// window has input focus
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}
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@endcode
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@subsection window_attribs_window Window attributes
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The `GLFW_FOCUSED` attribute indicates whether the specified window currently
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has input focus.
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The `GLFW_ICONIFIED` attribute indicates whether the specified window is
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currently iconified, whether by the user or with @ref glfwIconifyWindow.
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The `GLFW_VISIBLE` attribute indicates whether the specified window is currently
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visible. Window visibility can be controlled with @ref glfwShowWindow and @ref
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glfwHideWindow and initial visibility is controlled by the
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[window hint](@ref window_hints) with the same name.
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The `GLFW_RESIZABLE` attribute indicates whether the specified window is
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resizable *by the user*. This is controlled by the
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[window hint](@ref window_hints) with the same name.
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The `GLFW_DECORATED` attribute indicates whether the specified window has
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decorations such as a border, a close widget, etc. This is controlled by the
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[window hint](@ref window_hints) with the same name.
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@subsection window_attribs_context Context attributes
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The `GLFW_CLIENT_API` attribute indicates the client API provided by the
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window's context; either `GLFW_OPENGL_API` or `GLFW_OPENGL_ES_API`.
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The `GLFW_CONTEXT_VERSION_MAJOR`, `GLFW_CONTEXT_VERSION_MINOR` and
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`GLFW_CONTEXT_REVISION` attributes indicate the client API version of the
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window's context.
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The `GLFW_OPENGL_FORWARD_COMPAT` attribute is `GL_TRUE` if the window's
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context is an OpenGL forward-compatible one, or `GL_FALSE` otherwise.
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The `GLFW_OPENGL_DEBUG_CONTEXT` attribute is `GL_TRUE` if the window's
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context is an OpenGL debug context, or `GL_FALSE` otherwise.
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The `GLFW_OPENGL_PROFILE` attribute indicates the OpenGL profile used by the
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context. This is `GLFW_OPENGL_CORE_PROFILE` or `GLFW_OPENGL_COMPAT_PROFILE`
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if the context uses a known profile, or `GLFW_OPENGL_ANY_PROFILE` if the
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OpenGL profile is unknown or the context is for another client API. Note that
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the returned profile may not match the profile bits of the context flags, as
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GLFW will try other means of detecting the profile when no bits are set.
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The `GLFW_CONTEXT_ROBUSTNESS` attribute indicates the robustness strategy
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used by the context. This is `GLFW_LOSE_CONTEXT_ON_RESET` or
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`GLFW_NO_RESET_NOTIFICATION` if the window's context supports robustness, or
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`GLFW_NO_ROBUSTNESS` otherwise.
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@section window_swap Swapping buffers
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GLFW windows are always double buffered. That means that you have two
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rendering buffers; a front buffer and a back buffer. The front buffer is
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the one being displayed and the back buffer the one you render to.
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When the entire frame has been rendered, it is time to swap the back and the
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front buffers in order to display what has been rendered and begin rendering
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a new frame. This is done with @ref glfwSwapBuffers.
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@code
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glfwSwapBuffers(window);
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@endcode
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Sometimes it can be useful to select when the buffer swap will occur. With the
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function @ref glfwSwapInterval it is possible to select the minimum number of
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monitor refreshes the driver should wait before swapping the buffers:
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@code
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glfwSwapInterval(1);
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@endcode
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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. It is also by default disabled on Windows Vista and later when using
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DWM (Aero), as using it there sometimes leads to severe jitter. You can
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forcibly enable it for machines using DWM using @ref compile_options_win32.
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*/
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