mirror of
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a9cc7c7260
This adds the GLFW_SCALE_FRAMEBUFFER window hint, enabling control of framebuffer scaling across Wayland and macOS. On macOS, this window hint is a new name for GLFW_COCOA_RETINA_FRAMEBUFFER, and both hint names will modify the same hint. This is now a more symmetric counterpart to GLFW_SCALE_TO_MONITOR and, weirdly, they each apply neatly to half of the supported platforms. This commit is mostly documentation updates to better integrate and contrast these two scaling mechanisms.
1525 lines
59 KiB
Markdown
1525 lines
59 KiB
Markdown
# 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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@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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@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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@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
|
|
__GLFW_OPENGL_PROFILE__ specifies which OpenGL profile to create the context
|
|
for. Possible values are one of `GLFW_OPENGL_CORE_PROFILE` or
|
|
`GLFW_OPENGL_COMPAT_PROFILE`, or `GLFW_OPENGL_ANY_PROFILE` to not request
|
|
a specific profile. If requesting an OpenGL version below 3.2,
|
|
`GLFW_OPENGL_ANY_PROFILE` must be used. If OpenGL ES is requested, this hint
|
|
is ignored.
|
|
|
|
OpenGL profiles are described in detail in the
|
|
[OpenGL Reference Manual](https://www.opengl.org/registry/).
|
|
|
|
@anchor GLFW_CONTEXT_ROBUSTNESS_hint
|
|
__GLFW_CONTEXT_ROBUSTNESS__ specifies the robustness strategy to be used by the
|
|
context. This can be one of `GLFW_NO_RESET_NOTIFICATION` or
|
|
`GLFW_LOSE_CONTEXT_ON_RESET`, or `GLFW_NO_ROBUSTNESS` to not request
|
|
a robustness strategy.
|
|
|
|
@anchor GLFW_CONTEXT_RELEASE_BEHAVIOR_hint
|
|
__GLFW_CONTEXT_RELEASE_BEHAVIOR__ specifies the release behavior to be
|
|
used by the context. Possible values are one of `GLFW_ANY_RELEASE_BEHAVIOR`,
|
|
`GLFW_RELEASE_BEHAVIOR_FLUSH` or `GLFW_RELEASE_BEHAVIOR_NONE`. If the
|
|
behavior is `GLFW_ANY_RELEASE_BEHAVIOR`, the default behavior of the context
|
|
creation API will be used. If the behavior is `GLFW_RELEASE_BEHAVIOR_FLUSH`,
|
|
the pipeline will be flushed whenever the context is released from being the
|
|
current one. If the behavior is `GLFW_RELEASE_BEHAVIOR_NONE`, the pipeline will
|
|
not be flushed on release.
|
|
|
|
Context release behaviors are described in detail by the
|
|
[GL_KHR_context_flush_control][] extension.
|
|
|
|
[GL_KHR_context_flush_control]: https://www.opengl.org/registry/specs/KHR/context_flush_control.txt
|
|
|
|
@anchor GLFW_CONTEXT_NO_ERROR_hint
|
|
__GLFW_CONTEXT_NO_ERROR__ specifies whether errors should be generated by the
|
|
context. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. If enabled,
|
|
situations that would have generated errors instead cause undefined behavior.
|
|
|
|
The no error mode for OpenGL and OpenGL ES is described in detail by the
|
|
[GL_KHR_no_error][] 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`.
|
|
|
|
|
|
#### 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.
|
|
|
|
#### 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.
|
|
|
|
|
|
#### 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_X11_CLASS_NAME | `""` | An ASCII encoded `WM_CLASS` class name
|
|
GLFW_X11_INSTANCE_NAME | `""` | An ASCII encoded `WM_CLASS` instance name
|
|
GLFW_WAYLAND_APP_ID | `""` | An ASCII encoded Wayland `app_id` 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 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");
|
|
```
|
|
|
|
|
|
### 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
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@anchor GLFW_CONTEXT_REVISION_attrib
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__GLFW_CONTEXT_VERSION_MAJOR__, __GLFW_CONTEXT_VERSION_MINOR__ and
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__GLFW_CONTEXT_REVISION__ indicate the client API version of the window's
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context.
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@note Do not confuse these attributes with `GLFW_VERSION_MAJOR`,
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`GLFW_VERSION_MINOR` and `GLFW_VERSION_REVISION` which provide the API version
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of the GLFW header.
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@anchor GLFW_OPENGL_FORWARD_COMPAT_attrib
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__GLFW_OPENGL_FORWARD_COMPAT__ is `GLFW_TRUE` if the window's context is an
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OpenGL forward-compatible one, or `GLFW_FALSE` otherwise.
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@anchor GLFW_CONTEXT_DEBUG_attrib
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@anchor GLFW_OPENGL_DEBUG_CONTEXT_attrib
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__GLFW_CONTEXT_DEBUG__ is `GLFW_TRUE` if the window's context is in debug
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mode, or `GLFW_FALSE` otherwise.
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This 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_attrib
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__GLFW_OPENGL_PROFILE__ indicates the OpenGL profile used by the context. This
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is `GLFW_OPENGL_CORE_PROFILE` or `GLFW_OPENGL_COMPAT_PROFILE` if the context
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uses a known profile, or `GLFW_OPENGL_ANY_PROFILE` if the OpenGL profile is
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unknown or the context is an OpenGL ES context. Note that the returned profile
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may not match the profile bits of the context flags, as GLFW will try other
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means of detecting the profile when no bits are set.
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@anchor GLFW_CONTEXT_RELEASE_BEHAVIOR_attrib
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__GLFW_CONTEXT_RELEASE_BEHAVIOR__ indicates the release used by the context.
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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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@anchor GLFW_CONTEXT_NO_ERROR_attrib
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__GLFW_CONTEXT_NO_ERROR__ indicates whether errors are generated by the context.
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Possible values are `GLFW_TRUE` and `GLFW_FALSE`. If enabled, situations that
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would have generated errors instead cause undefined behavior.
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@anchor GLFW_CONTEXT_ROBUSTNESS_attrib
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__GLFW_CONTEXT_ROBUSTNESS__ indicates the robustness strategy used by the
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context. This is `GLFW_LOSE_CONTEXT_ON_RESET` or `GLFW_NO_RESET_NOTIFICATION`
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if the window's context supports robustness, or `GLFW_NO_ROBUSTNESS` otherwise.
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#### Framebuffer related attributes {#window_attribs_fb}
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GLFW does not expose most attributes of the default framebuffer (i.e. the
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framebuffer attached to the window) as these can be queried directly with either
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OpenGL, OpenGL ES or Vulkan. The one exception is
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[GLFW_DOUBLEBUFFER](@ref GLFW_DOUBLEBUFFER_attrib), as this is not provided by
|
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OpenGL ES.
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If you are using version 3.0 or later of OpenGL or OpenGL ES, the
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`glGetFramebufferAttachmentParameteriv` function can be used to retrieve the
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|
number of bits for the red, green, blue, alpha, depth and stencil buffer
|
|
channels. Otherwise, the `glGetIntegerv` function can be used.
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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.
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|
Attribute | glGetIntegerv | glGetFramebufferAttachmentParameteriv
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------------ | ----------------- | -------------------------------------
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Red bits | `GL_RED_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE`
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Green bits | `GL_GREEN_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE`
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|
Blue bits | `GL_BLUE_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE`
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|
Alpha bits | `GL_ALPHA_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE`
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|
Depth bits | `GL_DEPTH_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE`
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|
Stencil bits | `GL_STENCIL_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE`
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|
MSAA samples | `GL_SAMPLES` | _Not provided by this function_
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|
|
|
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.
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@anchor GLFW_DOUBLEBUFFER_attrib
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|
__GLFW_DOUBLEBUFFER__ indicates whether the specified window is double-buffered
|
|
when rendering with OpenGL or OpenGL ES. This can be set before creation with
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the [GLFW_DOUBLEBUFFER](@ref GLFW_DOUBLEBUFFER_hint) window hint.
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## Buffer swapping {#buffer_swap}
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GLFW windows are by default 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
|
|
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
|
|
front buffers in order to display what has been rendered and begin rendering
|
|
a new frame. This is done with @ref glfwSwapBuffers.
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|
|
|
```c
|
|
glfwSwapBuffers(window);
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|
```
|
|
|
|
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:
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|
|
|
```c
|
|
glfwSwapInterval(1);
|
|
```
|
|
|
|
If the interval is zero, the swap will take place immediately when @ref
|
|
glfwSwapBuffers is called without waiting for a refresh. Otherwise at least
|
|
interval retraces will pass between each buffer swap. Using a swap interval of
|
|
zero can be useful for benchmarking purposes, when it is not desirable to
|
|
measure the time it takes to wait for the vertical retrace. However, a swap
|
|
interval of one lets you avoid tearing.
|
|
|
|
Note that this may not work on all machines, as some drivers have
|
|
user-controlled settings that override any swap interval the application
|
|
requests.
|
|
|
|
A context that supports either the `WGL_EXT_swap_control_tear` or the
|
|
`GLX_EXT_swap_control_tear` extension also accepts _negative_ swap intervals,
|
|
which allows the driver to swap immediately even if a frame arrives a little bit
|
|
late. This trades the risk of visible tears for greater framerate stability.
|
|
You can check for these extensions with @ref glfwExtensionSupported.
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