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author | sanine <sanine.not@pm.me> | 2022-08-23 13:38:27 -0500 |
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committer | sanine <sanine.not@pm.me> | 2022-08-23 13:38:27 -0500 |
commit | 3afbf2a13b2dada445fb667bf25600407fea480a (patch) | |
tree | 551329e6f74fc9f177616de0d6739e8b5331ae96 /libs/glfw-3.3.8/docs/window.dox | |
parent | 261e3f991221fbad6bbf262f5e65b773e4b6c73e (diff) | |
parent | 25ed7eb9f84e9a822f698ad803901fbb2a5354cf (diff) |
:wMerge branch 'gl-window' into main
Diffstat (limited to 'libs/glfw-3.3.8/docs/window.dox')
-rw-r--r-- | libs/glfw-3.3.8/docs/window.dox | 1412 |
1 files changed, 1412 insertions, 0 deletions
diff --git a/libs/glfw-3.3.8/docs/window.dox b/libs/glfw-3.3.8/docs/window.dox new file mode 100644 index 0000000..2fcf11f --- /dev/null +++ b/libs/glfw-3.3.8/docs/window.dox @@ -0,0 +1,1412 @@ +/*! + +@page window_guide Window guide + +@tableofcontents + +This guide introduces the window related functions of GLFW. For details on +a specific function in this category, see the @ref window. There are also +guides for the other areas of GLFW. + + - @ref intro_guide + - @ref context_guide + - @ref vulkan_guide + - @ref monitor_guide + - @ref input_guide + + +@section window_object Window objects + +The @ref GLFWwindow object encapsulates both a window and a context. They are +created with @ref glfwCreateWindow and destroyed with @ref glfwDestroyWindow, or +@ref glfwTerminate, if any remain. As the window and context are inseparably +linked, the object pointer is used as both a context and window handle. + +To see the event stream provided to the various window related callbacks, run +the `events` test program. + + +@subsection window_creation Window creation + +A window and its OpenGL or OpenGL ES context are created with @ref +glfwCreateWindow, which returns a handle to the created window object. For +example, this creates a 640 by 480 windowed mode window: + +@code +GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL); +@endcode + +If window creation fails, `NULL` will be returned, so it is necessary to check +the return value. + +The window handle is passed to all window related functions and is provided to +along with all input events, so event handlers can tell which window received +the event. + + +@subsubsection window_full_screen Full screen windows + +To create a full screen window, you need to specify which monitor the window +should use. In most cases, the user's primary monitor is a good choice. +For more information about retrieving monitors, see @ref monitor_monitors. + +@code +GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL); +@endcode + +Full screen windows cover the entire display area of a monitor, have no border +or decorations. + +Windowed mode windows can be made full screen by setting a monitor with @ref +glfwSetWindowMonitor, and full screen ones can be made windowed by unsetting it +with the same function. + +Each field of the @ref GLFWvidmode structure corresponds to a function parameter +or window hint and combine to form the _desired video mode_ for that window. +The supported video mode most closely matching the desired video mode will be +set for the chosen monitor as long as the window has input focus. For more +information about retrieving video modes, see @ref monitor_modes. + +Video mode field | Corresponds to +---------------- | -------------- +GLFWvidmode.width | `width` parameter of @ref glfwCreateWindow +GLFWvidmode.height | `height` parameter of @ref glfwCreateWindow +GLFWvidmode.redBits | @ref GLFW_RED_BITS hint +GLFWvidmode.greenBits | @ref GLFW_GREEN_BITS hint +GLFWvidmode.blueBits | @ref GLFW_BLUE_BITS hint +GLFWvidmode.refreshRate | @ref GLFW_REFRESH_RATE hint + +Once you have a full screen window, you can change its resolution, refresh rate +and monitor with @ref glfwSetWindowMonitor. If you only need change its +resolution you can also call @ref glfwSetWindowSize. In all cases, the new +video mode will be selected the same way as the video mode chosen by @ref +glfwCreateWindow. If the window has an OpenGL or OpenGL ES context, it will be +unaffected. + +By default, the original video mode of the monitor will be restored and the +window iconified if it loses input focus, to allow the user to switch back to +the desktop. This behavior can be disabled with the +[GLFW_AUTO_ICONIFY](@ref GLFW_AUTO_ICONIFY_hint) window hint, for example if you +wish to simultaneously cover multiple monitors with full screen windows. + +If a monitor is disconnected, all windows that are full screen on that monitor +will be switched to windowed mode. See @ref monitor_event for more information. + + +@subsubsection window_windowed_full_screen "Windowed full screen" windows + +If the closest match for the desired video mode is the current one, the video +mode will not be changed, making window creation faster and application +switching much smoother. This is sometimes called _windowed full screen_ or +_borderless full screen_ window and counts as a full screen window. To create +such a window, request the current video mode. + +@code +const GLFWvidmode* mode = glfwGetVideoMode(monitor); + +glfwWindowHint(GLFW_RED_BITS, mode->redBits); +glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits); +glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits); +glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate); + +GLFWwindow* window = glfwCreateWindow(mode->width, mode->height, "My Title", monitor, NULL); +@endcode + +This also works for windowed mode windows that are made full screen. + +@code +const GLFWvidmode* mode = glfwGetVideoMode(monitor); + +glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate); +@endcode + +Note that @ref glfwGetVideoMode returns the _current_ video mode of a monitor, +so if you already have a full screen window on that monitor that you want to +make windowed full screen, you need to have saved the desktop resolution before. + + +@subsection window_destruction Window destruction + +When a window is no longer needed, destroy it with @ref glfwDestroyWindow. + +@code +glfwDestroyWindow(window); +@endcode + +Window destruction always succeeds. Before the actual destruction, all +callbacks are removed so no further events will be delivered for the window. +All windows remaining when @ref glfwTerminate is called are destroyed as well. + +When a full screen window is destroyed, the original video mode of its monitor +is restored, but the gamma ramp is left untouched. + + +@subsection window_hints Window creation hints + +There are a number of hints that can be set before the creation of a window and +context. Some affect the window itself, others affect the framebuffer or +context. These hints are set to their default values each time the library is +initialized with @ref glfwInit. Integer value hints can be set individually +with @ref glfwWindowHint and string value hints with @ref glfwWindowHintString. +You can reset all at once to their defaults with @ref glfwDefaultWindowHints. + +Some hints are platform specific. These are always valid to set on any +platform but they will only affect their specific platform. Other platforms +will ignore them. Setting these hints requires no platform specific headers or +calls. + +@note Window hints need to be set before the creation of the window and context +you wish to have the specified attributes. They function as additional +arguments to @ref glfwCreateWindow. + + +@subsubsection window_hints_hard Hard and soft constraints + +Some window hints are hard constraints. These must match the available +capabilities _exactly_ for window and context creation to succeed. Hints +that are not hard constraints are matched as closely as possible, but the +resulting context and framebuffer may differ from what these hints requested. + +The following hints are always hard constraints: +- @ref GLFW_STEREO +- @ref GLFW_DOUBLEBUFFER +- [GLFW_CLIENT_API](@ref GLFW_CLIENT_API_hint) +- [GLFW_CONTEXT_CREATION_API](@ref GLFW_CONTEXT_CREATION_API_hint) + +The following additional hints are hard constraints when requesting an OpenGL +context, but are ignored when requesting an OpenGL ES context: +- [GLFW_OPENGL_FORWARD_COMPAT](@ref GLFW_OPENGL_FORWARD_COMPAT_hint) +- [GLFW_OPENGL_PROFILE](@ref GLFW_OPENGL_PROFILE_hint) + + +@subsubsection window_hints_wnd Window related hints + +@anchor GLFW_RESIZABLE_hint +__GLFW_RESIZABLE__ specifies whether the windowed mode window will be resizable +_by the user_. The window will still be resizable using the @ref +glfwSetWindowSize function. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. +This hint is ignored for full screen and undecorated windows. + +@anchor GLFW_VISIBLE_hint +__GLFW_VISIBLE__ specifies whether the windowed mode window will be initially +visible. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint is +ignored for full screen windows. + +@anchor GLFW_DECORATED_hint +__GLFW_DECORATED__ specifies whether the windowed mode window will have window +decorations such as a border, a close widget, etc. An undecorated window will +not be resizable by the user but will still allow the user to generate close +events on some platforms. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. +This hint is ignored for full screen windows. + +@anchor GLFW_FOCUSED_hint +__GLFW_FOCUSED__ specifies whether the windowed mode window will be given input +focus when created. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This +hint is ignored for full screen and initially hidden windows. + +@anchor GLFW_AUTO_ICONIFY_hint +__GLFW_AUTO_ICONIFY__ specifies whether the full screen window will +automatically iconify and restore the previous video mode on input focus loss. +Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint is ignored for +windowed mode windows. + +@anchor GLFW_FLOATING_hint +__GLFW_FLOATING__ specifies whether the windowed mode window will be floating +above other regular windows, also called topmost or always-on-top. This is +intended primarily for debugging purposes and cannot be used to implement proper +full screen windows. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This +hint is ignored for full screen windows. + +@anchor GLFW_MAXIMIZED_hint +__GLFW_MAXIMIZED__ specifies whether the windowed mode window will be maximized +when created. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint is +ignored for full screen windows. + +@anchor GLFW_CENTER_CURSOR_hint +__GLFW_CENTER_CURSOR__ specifies whether the cursor should be centered over +newly created full screen windows. Possible values are `GLFW_TRUE` and +`GLFW_FALSE`. This hint is ignored for windowed mode windows. + +@anchor GLFW_TRANSPARENT_FRAMEBUFFER_hint +__GLFW_TRANSPARENT_FRAMEBUFFER__ specifies whether the window framebuffer will +be transparent. If enabled and supported by the system, the window framebuffer +alpha channel will be used to combine the framebuffer with the background. This +does not affect window decorations. Possible values are `GLFW_TRUE` and +`GLFW_FALSE`. + +@anchor GLFW_FOCUS_ON_SHOW_hint +__GLFW_FOCUS_ON_SHOW__ specifies whether the window will be given input +focus when @ref glfwShowWindow is called. Possible values are `GLFW_TRUE` and +`GLFW_FALSE`. + +@anchor GLFW_SCALE_TO_MONITOR +__GLFW_SCALE_TO_MONITOR__ specified whether the window content area should be +resized based on the [monitor content scale](@ref monitor_scale) of any monitor +it is placed on. This includes the initial placement when the window is +created. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. + +This hint only has an effect on platforms where screen coordinates and pixels +always map 1:1 such as Windows and X11. On platforms like macOS the resolution +of the framebuffer is changed independently of the window size. + + +@subsubsection window_hints_fb Framebuffer related hints + +@anchor GLFW_RED_BITS +@anchor GLFW_GREEN_BITS +@anchor GLFW_BLUE_BITS +@anchor GLFW_ALPHA_BITS +@anchor GLFW_DEPTH_BITS +@anchor GLFW_STENCIL_BITS +__GLFW_RED_BITS__, __GLFW_GREEN_BITS__, __GLFW_BLUE_BITS__, __GLFW_ALPHA_BITS__, +__GLFW_DEPTH_BITS__ and __GLFW_STENCIL_BITS__ specify the desired bit depths of +the various components of the default framebuffer. A value of `GLFW_DONT_CARE` +means the application has no preference. + +@anchor GLFW_ACCUM_RED_BITS +@anchor GLFW_ACCUM_GREEN_BITS +@anchor GLFW_ACCUM_BLUE_BITS +@anchor GLFW_ACCUM_ALPHA_BITS +__GLFW_ACCUM_RED_BITS__, __GLFW_ACCUM_GREEN_BITS__, __GLFW_ACCUM_BLUE_BITS__ and +__GLFW_ACCUM_ALPHA_BITS__ specify the desired bit depths of the various +components of the accumulation buffer. A value of `GLFW_DONT_CARE` means the +application has no preference. + +Accumulation buffers are a legacy OpenGL feature and should not be used in new +code. + +@anchor GLFW_AUX_BUFFERS +__GLFW_AUX_BUFFERS__ specifies the desired number of auxiliary buffers. A value +of `GLFW_DONT_CARE` means the application has no preference. + +Auxiliary buffers are a legacy OpenGL feature and should not be used in new +code. + +@anchor GLFW_STEREO +__GLFW_STEREO__ specifies whether to use OpenGL stereoscopic rendering. +Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This is a hard constraint. + +@anchor GLFW_SAMPLES +__GLFW_SAMPLES__ specifies the desired number of samples to use for +multisampling. Zero disables multisampling. A value of `GLFW_DONT_CARE` means +the application has no preference. + +@anchor GLFW_SRGB_CAPABLE +__GLFW_SRGB_CAPABLE__ specifies whether the framebuffer should be sRGB capable. +Possible values are `GLFW_TRUE` and `GLFW_FALSE`. + +@note __OpenGL:__ If enabled and supported by the system, the +`GL_FRAMEBUFFER_SRGB` enable will control sRGB rendering. By default, sRGB +rendering will be disabled. + +@note __OpenGL ES:__ If enabled and supported by the system, the context will +always have sRGB rendering enabled. + +@anchor GLFW_DOUBLEBUFFER +__GLFW_DOUBLEBUFFER__ specifies whether the framebuffer should be double +buffered. You nearly always want to use double buffering. This is a hard +constraint. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. + + +@subsubsection window_hints_mtr Monitor related hints + +@anchor GLFW_REFRESH_RATE +__GLFW_REFRESH_RATE__ specifies the desired refresh rate for full screen +windows. A value of `GLFW_DONT_CARE` means the highest available refresh rate +will be used. This hint is ignored for windowed mode windows. + + +@subsubsection window_hints_ctx Context related hints + +@anchor GLFW_CLIENT_API_hint +__GLFW_CLIENT_API__ specifies which client API to create the context for. +Possible values are `GLFW_OPENGL_API`, `GLFW_OPENGL_ES_API` and `GLFW_NO_API`. +This is a hard constraint. + +@anchor GLFW_CONTEXT_CREATION_API_hint +__GLFW_CONTEXT_CREATION_API__ specifies which context creation API to use to +create the context. Possible values are `GLFW_NATIVE_CONTEXT_API`, +`GLFW_EGL_CONTEXT_API` and `GLFW_OSMESA_CONTEXT_API`. This is a hard +constraint. If no client API is requested, this hint is ignored. + +An [extension loader library](@ref context_glext_auto) that assumes it knows +which API was used to create the current context may fail if you change this +hint. This can be resolved by having it load functions via @ref +glfwGetProcAddress. + +@note @wayland The EGL API _is_ the native context creation API, so this hint +will have no effect. + +@note @x11 On some Linux systems, creating contexts via both the native and EGL +APIs in a single process will cause the application to segfault. Stick to one +API or the other on Linux for now. + +@note __OSMesa:__ As its name implies, an OpenGL context created with OSMesa +does not update the window contents when its buffers are swapped. Use OpenGL +functions or the OSMesa native access functions @ref glfwGetOSMesaColorBuffer +and @ref glfwGetOSMesaDepthBuffer to retrieve the framebuffer contents. + +@anchor GLFW_CONTEXT_VERSION_MAJOR_hint +@anchor GLFW_CONTEXT_VERSION_MINOR_hint +__GLFW_CONTEXT_VERSION_MAJOR__ and __GLFW_CONTEXT_VERSION_MINOR__ specify the +client API version that the created context must be compatible with. The exact +behavior of these hints depend on the requested client API. + +While there is no way to ask the driver for a context of the highest supported +version, GLFW will attempt to provide this when you ask for a version 1.0 +context, which is the default for these hints. + +Do not confuse these hints with @ref GLFW_VERSION_MAJOR and @ref +GLFW_VERSION_MINOR, which provide the API version of the GLFW header. + +@note __OpenGL:__ These hints are not hard constraints, but creation will fail +if the OpenGL version of the created context is less than the one requested. It +is therefore perfectly safe to use the default of version 1.0 for legacy code +and you will still get backwards-compatible contexts of version 3.0 and above +when available. + +@note __OpenGL ES:__ These hints are not hard constraints, but creation will +fail if the OpenGL ES version of the created context is less than the one +requested. Additionally, OpenGL ES 1.x cannot be returned if 2.0 or later was +requested, and vice versa. This is because OpenGL ES 3.x is backward compatible +with 2.0, but OpenGL ES 2.0 is not backward compatible with 1.x. + +@note @macos The OS only supports forward-compatible core profile contexts for +OpenGL versions 3.2 and later. Before creating an OpenGL context of version +3.2 or later you must set the +[GLFW_OPENGL_FORWARD_COMPAT](@ref GLFW_OPENGL_FORWARD_COMPAT_hint) and +[GLFW_OPENGL_PROFILE](@ref GLFW_OPENGL_PROFILE_hint) hints accordingly. OpenGL +3.0 and 3.1 contexts are not supported at all on macOS. + +@anchor GLFW_OPENGL_FORWARD_COMPAT_hint +__GLFW_OPENGL_FORWARD_COMPAT__ specifies whether the OpenGL context should be +forward-compatible, i.e. one where all functionality deprecated in the requested +version of OpenGL is removed. This must only be used if the requested OpenGL +version is 3.0 or above. If OpenGL ES is requested, this hint is ignored. + +Forward-compatibility is described in detail in the +[OpenGL Reference Manual](https://www.opengl.org/registry/). + +@anchor GLFW_OPENGL_DEBUG_CONTEXT_hint +__GLFW_OPENGL_DEBUG_CONTEXT__ specifies whether the context should be created +in debug mode, which may provide additional error and diagnostic reporting +functionality. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. + +Debug contexts for OpenGL and OpenGL ES are described in detail by the +[GL_KHR_debug](https://www.khronos.org/registry/OpenGL/extensions/KHR/KHR_debug.txt) +extension. + +@anchor GLFW_OPENGL_PROFILE_hint +__GLFW_OPENGL_PROFILE__ specifies which OpenGL profile to create the context +for. Possible values are one of `GLFW_OPENGL_CORE_PROFILE` or +`GLFW_OPENGL_COMPAT_PROFILE`, or `GLFW_OPENGL_ANY_PROFILE` to not request +a specific profile. If requesting an OpenGL version below 3.2, +`GLFW_OPENGL_ANY_PROFILE` must be used. If OpenGL ES is requested, this hint +is ignored. + +OpenGL profiles are described in detail in the +[OpenGL Reference Manual](https://www.opengl.org/registry/). + +@anchor GLFW_CONTEXT_ROBUSTNESS_hint +__GLFW_CONTEXT_ROBUSTNESS__ specifies the robustness strategy to be used by the +context. This can be one of `GLFW_NO_RESET_NOTIFICATION` or +`GLFW_LOSE_CONTEXT_ON_RESET`, or `GLFW_NO_ROBUSTNESS` to not request +a robustness strategy. + +@anchor GLFW_CONTEXT_RELEASE_BEHAVIOR_hint +__GLFW_CONTEXT_RELEASE_BEHAVIOR__ specifies the release behavior to be +used by the context. Possible values are one of `GLFW_ANY_RELEASE_BEHAVIOR`, +`GLFW_RELEASE_BEHAVIOR_FLUSH` or `GLFW_RELEASE_BEHAVIOR_NONE`. If the +behavior is `GLFW_ANY_RELEASE_BEHAVIOR`, the default behavior of the context +creation API will be used. If the behavior is `GLFW_RELEASE_BEHAVIOR_FLUSH`, +the pipeline will be flushed whenever the context is released from being the +current one. If the behavior is `GLFW_RELEASE_BEHAVIOR_NONE`, the pipeline will +not be flushed on release. + +Context release behaviors are described in detail by the +[GL_KHR_context_flush_control](https://www.opengl.org/registry/specs/KHR/context_flush_control.txt) +extension. + +@anchor GLFW_CONTEXT_NO_ERROR_hint +__GLFW_CONTEXT_NO_ERROR__ specifies whether errors should be generated by the +context. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. If enabled, +situations that would have generated errors instead cause undefined behavior. + +The no error mode for OpenGL and OpenGL ES is described in detail by the +[GL_KHR_no_error](https://www.opengl.org/registry/specs/KHR/no_error.txt) +extension. + + +@subsubsection window_hints_osx macOS specific window hints + +@anchor GLFW_COCOA_RETINA_FRAMEBUFFER_hint +__GLFW_COCOA_RETINA_FRAMEBUFFER__ specifies whether to use full resolution +framebuffers on Retina displays. Possible values are `GLFW_TRUE` and +`GLFW_FALSE`. This is ignored on other platforms. + +@anchor GLFW_COCOA_FRAME_NAME_hint +__GLFW_COCOA_FRAME_NAME__ specifies the UTF-8 encoded name to use for autosaving +the window frame, or if empty disables frame autosaving for the window. This is +ignored on other platforms. This is set with @ref glfwWindowHintString. + +@anchor GLFW_COCOA_GRAPHICS_SWITCHING_hint +__GLFW_COCOA_GRAPHICS_SWITCHING__ specifies whether to in Automatic Graphics +Switching, i.e. to allow the system to choose the integrated GPU for the OpenGL +context and move it between GPUs if necessary or whether to force it to always +run on the discrete GPU. This only affects systems with both integrated and +discrete GPUs. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This is +ignored on other platforms. + +Simpler programs and tools may want to enable this to save power, while games +and other applications performing advanced rendering will want to leave it +disabled. + +A bundled application that wishes to participate in Automatic Graphics Switching +should also declare this in its `Info.plist` by setting the +`NSSupportsAutomaticGraphicsSwitching` key to `true`. + + +@subsubsection window_hints_x11 X11 specific window hints + +@anchor GLFW_X11_CLASS_NAME_hint +@anchor GLFW_X11_INSTANCE_NAME_hint +__GLFW_X11_CLASS_NAME__ and __GLFW_X11_INSTANCE_NAME__ specifies the desired +ASCII encoded class and instance parts of the ICCCM `WM_CLASS` window property. +These are set with @ref glfwWindowHintString. + + +@subsubsection window_hints_values Supported and default values + +Window hint | Default value | Supported values +----------------------------- | --------------------------- | ---------------- +GLFW_RESIZABLE | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_VISIBLE | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_DECORATED | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_FOCUSED | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_AUTO_ICONIFY | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_FLOATING | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_MAXIMIZED | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_CENTER_CURSOR | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_TRANSPARENT_FRAMEBUFFER | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_FOCUS_ON_SHOW | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_SCALE_TO_MONITOR | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_RED_BITS | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_GREEN_BITS | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_BLUE_BITS | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_ALPHA_BITS | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_DEPTH_BITS | 24 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_STENCIL_BITS | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_ACCUM_RED_BITS | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_ACCUM_GREEN_BITS | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_ACCUM_BLUE_BITS | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_ACCUM_ALPHA_BITS | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_AUX_BUFFERS | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_SAMPLES | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_REFRESH_RATE | `GLFW_DONT_CARE` | 0 to `INT_MAX` or `GLFW_DONT_CARE` +GLFW_STEREO | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_SRGB_CAPABLE | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_DOUBLEBUFFER | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_CLIENT_API | `GLFW_OPENGL_API` | `GLFW_OPENGL_API`, `GLFW_OPENGL_ES_API` or `GLFW_NO_API` +GLFW_CONTEXT_CREATION_API | `GLFW_NATIVE_CONTEXT_API` | `GLFW_NATIVE_CONTEXT_API`, `GLFW_EGL_CONTEXT_API` or `GLFW_OSMESA_CONTEXT_API` +GLFW_CONTEXT_VERSION_MAJOR | 1 | Any valid major version number of the chosen client API +GLFW_CONTEXT_VERSION_MINOR | 0 | Any valid minor version number of the chosen client API +GLFW_CONTEXT_ROBUSTNESS | `GLFW_NO_ROBUSTNESS` | `GLFW_NO_ROBUSTNESS`, `GLFW_NO_RESET_NOTIFICATION` or `GLFW_LOSE_CONTEXT_ON_RESET` +GLFW_CONTEXT_RELEASE_BEHAVIOR | `GLFW_ANY_RELEASE_BEHAVIOR` | `GLFW_ANY_RELEASE_BEHAVIOR`, `GLFW_RELEASE_BEHAVIOR_FLUSH` or `GLFW_RELEASE_BEHAVIOR_NONE` +GLFW_OPENGL_FORWARD_COMPAT | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_OPENGL_DEBUG_CONTEXT | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_OPENGL_PROFILE | `GLFW_OPENGL_ANY_PROFILE` | `GLFW_OPENGL_ANY_PROFILE`, `GLFW_OPENGL_COMPAT_PROFILE` or `GLFW_OPENGL_CORE_PROFILE` +GLFW_COCOA_RETINA_FRAMEBUFFER | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_COCOA_FRAME_NAME | `""` | A UTF-8 encoded frame autosave name +GLFW_COCOA_GRAPHICS_SWITCHING | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` +GLFW_X11_CLASS_NAME | `""` | An ASCII encoded `WM_CLASS` class name +GLFW_X11_INSTANCE_NAME | `""` | An ASCII encoded `WM_CLASS` instance name + + +@section window_events Window event processing + +See @ref events. + + +@section window_properties Window properties and events + +@subsection window_userptr User pointer + +Each window has a user pointer that can be set with @ref +glfwSetWindowUserPointer and queried with @ref glfwGetWindowUserPointer. This +can be used for any purpose you need and will not be modified by GLFW throughout +the life-time of the window. + +The initial value of the pointer is `NULL`. + + +@subsection window_close Window closing and close flag + +When the user attempts to close the window, for example by clicking the close +widget or using a key chord like Alt+F4, the _close flag_ of the window is set. +The window is however not actually destroyed and, unless you watch for this +state change, nothing further happens. + +The current state of the close flag is returned by @ref glfwWindowShouldClose +and can be set or cleared directly with @ref glfwSetWindowShouldClose. A common +pattern is to use the close flag as a main loop condition. + +@code +while (!glfwWindowShouldClose(window)) +{ + render(window); + + glfwSwapBuffers(window); + glfwPollEvents(); +} +@endcode + +If you wish to be notified when the user attempts to close a window, set a close +callback. + +@code +glfwSetWindowCloseCallback(window, window_close_callback); +@endcode + +The callback function is called directly _after_ the close flag has been set. +It can be used for example to filter close requests and clear the close flag +again unless certain conditions are met. + +@code +void window_close_callback(GLFWwindow* window) +{ + if (!time_to_close) + glfwSetWindowShouldClose(window, GLFW_FALSE); +} +@endcode + + +@subsection window_size Window size + +The size of a window can be changed with @ref glfwSetWindowSize. For windowed +mode windows, this sets the size, in +[screen coordinates](@ref coordinate_systems) of the _content area_ or _content +area_ of the window. The window system may impose limits on window size. + +@code +glfwSetWindowSize(window, 640, 480); +@endcode + +For full screen windows, the specified size becomes the new resolution of the +window's desired video mode. The video mode most closely matching the new +desired video mode is set immediately. The window is resized to fit the +resolution of the set video mode. + +If you wish to be notified when a window is resized, whether by the user, the +system or your own code, set a size callback. + +@code +glfwSetWindowSizeCallback(window, window_size_callback); +@endcode + +The callback function receives the new size, in screen coordinates, of the +content area of the window when the window is resized. + +@code +void window_size_callback(GLFWwindow* window, int width, int height) +{ +} +@endcode + +There is also @ref glfwGetWindowSize for directly retrieving the current size of +a window. + +@code +int width, height; +glfwGetWindowSize(window, &width, &height); +@endcode + +@note Do not pass the window size to `glViewport` or other pixel-based OpenGL +calls. The window size is in screen coordinates, not pixels. Use the +[framebuffer size](@ref window_fbsize), which is in pixels, for pixel-based +calls. + +The above functions work with the size of the content area, but decorated +windows typically have title bars and window frames around this rectangle. You +can retrieve the extents of these with @ref glfwGetWindowFrameSize. + +@code +int left, top, right, bottom; +glfwGetWindowFrameSize(window, &left, &top, &right, &bottom); +@endcode + +The returned values are the distances, in screen coordinates, from the edges of +the content area to the corresponding edges of the full window. As they are +distances and not coordinates, they are always zero or positive. + + +@subsection window_fbsize Framebuffer size + +While the size of a window is measured in screen coordinates, OpenGL works with +pixels. The size you pass into `glViewport`, for example, should be in pixels. +On some machines screen coordinates and pixels are the same, but on others they +will not be. There is a second set of functions to retrieve the size, in +pixels, of the framebuffer of a window. + +If you wish to be notified when the framebuffer of a window is resized, whether +by the user or the system, set a size callback. + +@code +glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); +@endcode + +The callback function receives the new size of the framebuffer when it is +resized, which can for example be used to update the OpenGL viewport. + +@code +void framebuffer_size_callback(GLFWwindow* window, int width, int height) +{ + glViewport(0, 0, width, height); +} +@endcode + +There is also @ref glfwGetFramebufferSize for directly retrieving the current +size of the framebuffer of a window. + +@code +int width, height; +glfwGetFramebufferSize(window, &width, &height); +glViewport(0, 0, width, height); +@endcode + +The size of a framebuffer may change independently of the size of a window, for +example if the window is dragged between a regular monitor and a high-DPI one. + + +@subsection window_scale Window content scale + +The content scale for a window can be retrieved with @ref +glfwGetWindowContentScale. + +@code +float xscale, yscale; +glfwGetWindowContentScale(window, &xscale, &yscale); +@endcode + +The content scale is the ratio between the current DPI and the platform's +default DPI. This is especially important for text and any UI elements. If the +pixel dimensions of your UI scaled by this look appropriate on your machine then +it should appear at a reasonable size on other machines regardless of their DPI +and scaling settings. This relies on the system DPI and scaling settings being +somewhat correct. + +On systems where each monitors can have its own content scale, the window +content scale will depend on which monitor the system considers the window to be +on. + +If you wish to be notified when the content scale of a window changes, whether +because of a system setting change or because it was moved to a monitor with +a different scale, set a content scale callback. + +@code +glfwSetWindowContentScaleCallback(window, window_content_scale_callback); +@endcode + +The callback function receives the new content scale of the window. + +@code +void window_content_scale_callback(GLFWwindow* window, float xscale, float yscale) +{ + set_interface_scale(xscale, yscale); +} +@endcode + +On platforms where pixels and screen coordinates always map 1:1, the window +will need to be resized to appear the same size when it is moved to a monitor +with a different content scale. To have this done automatically both when the +window is created and when its content scale later changes, set the @ref +GLFW_SCALE_TO_MONITOR window hint. + + +@subsection window_sizelimits Window size limits + +The minimum and maximum size of the content area of a windowed mode window can +be enforced with @ref glfwSetWindowSizeLimits. The user may resize the window +to any size and aspect ratio within the specified limits, unless the aspect +ratio is also set. + +@code +glfwSetWindowSizeLimits(window, 200, 200, 400, 400); +@endcode + +To specify only a minimum size or only a maximum one, set the other pair to +`GLFW_DONT_CARE`. + +@code +glfwSetWindowSizeLimits(window, 640, 480, GLFW_DONT_CARE, GLFW_DONT_CARE); +@endcode + +To disable size limits for a window, set them all to `GLFW_DONT_CARE`. + +The aspect ratio of the content area of a windowed mode window can be enforced +with @ref glfwSetWindowAspectRatio. The user may resize the window freely +unless size limits are also set, but the size will be constrained to maintain +the aspect ratio. + +@code +glfwSetWindowAspectRatio(window, 16, 9); +@endcode + +The aspect ratio is specified as a numerator and denominator, corresponding to +the width and height, respectively. If you want a window to maintain its +current aspect ratio, use its current size as the ratio. + +@code +int width, height; +glfwGetWindowSize(window, &width, &height); +glfwSetWindowAspectRatio(window, width, height); +@endcode + +To disable the aspect ratio limit for a window, set both terms to +`GLFW_DONT_CARE`. + +You can have both size limits and aspect ratio set for a window, but the results +are undefined if they conflict. + + +@subsection window_pos Window position + +The position of a windowed-mode window can be changed with @ref +glfwSetWindowPos. This moves the window so that the upper-left corner of its +content area has the specified [screen coordinates](@ref coordinate_systems). +The window system may put limitations on window placement. + +@code +glfwSetWindowPos(window, 100, 100); +@endcode + +If you wish to be notified when a window is moved, whether by the user, the +system or your own code, set a position callback. + +@code +glfwSetWindowPosCallback(window, window_pos_callback); +@endcode + +The callback function receives the new position, in screen coordinates, of the +upper-left corner of the content area when the window is moved. + +@code +void window_pos_callback(GLFWwindow* window, int xpos, int ypos) +{ +} +@endcode + +There is also @ref glfwGetWindowPos for directly retrieving the current position +of the content area of the window. + +@code +int xpos, ypos; +glfwGetWindowPos(window, &xpos, &ypos); +@endcode + + +@subsection window_title Window title + +All GLFW windows have a title, although undecorated or full screen windows may +not display it or only display it in a task bar or similar interface. You can +set a UTF-8 encoded window title with @ref glfwSetWindowTitle. + +@code +glfwSetWindowTitle(window, "My Window"); +@endcode + +The specified string is copied before the function returns, so there is no need +to keep it around. + +As long as your source file is encoded as UTF-8, you can use any Unicode +characters directly in the source. + +@code +glfwSetWindowTitle(window, "ラストエグザイル"); +@endcode + +If you are using C++11 or C11, you can use a UTF-8 string literal. + +@code +glfwSetWindowTitle(window, u8"This is always a UTF-8 string"); +@endcode + + +@subsection window_icon Window icon + +Decorated windows have icons on some platforms. You can set this icon by +specifying a list of candidate images with @ref glfwSetWindowIcon. + +@code +GLFWimage images[2]; +images[0] = load_icon("my_icon.png"); +images[1] = load_icon("my_icon_small.png"); + +glfwSetWindowIcon(window, 2, images); +@endcode + +The image data is 32-bit, little-endian, non-premultiplied RGBA, i.e. eight bits +per channel with the red channel first. The pixels are arranged canonically as +sequential rows, starting from the top-left corner. + +To revert to the default window icon, pass in an empty image array. + +@code +glfwSetWindowIcon(window, 0, NULL); +@endcode + + +@subsection window_monitor Window monitor + +Full screen windows are associated with a specific monitor. You can get the +handle for this monitor with @ref glfwGetWindowMonitor. + +@code +GLFWmonitor* monitor = glfwGetWindowMonitor(window); +@endcode + +This monitor handle is one of those returned by @ref glfwGetMonitors. + +For windowed mode windows, this function returns `NULL`. This is how to tell +full screen windows from windowed mode windows. + +You can move windows between monitors or between full screen and windowed mode +with @ref glfwSetWindowMonitor. When making a window full screen on the same or +on a different monitor, specify the desired monitor, resolution and refresh +rate. The position arguments are ignored. + +@code +const GLFWvidmode* mode = glfwGetVideoMode(monitor); + +glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate); +@endcode + +When making the window windowed, specify the desired position and size. The +refresh rate argument is ignored. + +@code +glfwSetWindowMonitor(window, NULL, xpos, ypos, width, height, 0); +@endcode + +This restores any previous window settings such as whether it is decorated, +floating, resizable, has size or aspect ratio limits, etc.. To restore a window +that was originally windowed to its original size and position, save these +before making it full screen and then pass them in as above. + + +@subsection window_iconify Window iconification + +Windows can be iconified (i.e. minimized) with @ref glfwIconifyWindow. + +@code +glfwIconifyWindow(window); +@endcode + +When a full screen window is iconified, the original video mode of its monitor +is restored until the user or application restores the window. + +Iconified windows can be restored with @ref glfwRestoreWindow. This function +also restores windows from maximization. + +@code +glfwRestoreWindow(window); +@endcode + +When a full screen window is restored, the desired video mode is restored to its +monitor as well. + +If you wish to be notified when a window is iconified or restored, whether by +the user, system or your own code, set an iconify callback. + +@code +glfwSetWindowIconifyCallback(window, window_iconify_callback); +@endcode + +The callback function receives changes in the iconification state of the window. + +@code +void window_iconify_callback(GLFWwindow* window, int iconified) +{ + if (iconified) + { + // The window was iconified + } + else + { + // The window was restored + } +} +@endcode + +You can also get the current iconification state with @ref glfwGetWindowAttrib. + +@code +int iconified = glfwGetWindowAttrib(window, GLFW_ICONIFIED); +@endcode + + +@subsection window_maximize Window maximization + +Windows can be maximized (i.e. zoomed) with @ref glfwMaximizeWindow. + +@code +glfwMaximizeWindow(window); +@endcode + +Full screen windows cannot be maximized and passing a full screen window to this +function does nothing. + +Maximized windows can be restored with @ref glfwRestoreWindow. This function +also restores windows from iconification. + +@code +glfwRestoreWindow(window); +@endcode + +If you wish to be notified when a window is maximized or restored, whether by +the user, system or your own code, set a maximize callback. + +@code +glfwSetWindowMaximizeCallback(window, window_maximize_callback); +@endcode + +The callback function receives changes in the maximization state of the window. + +@code +void window_maximize_callback(GLFWwindow* window, int maximized) +{ + if (maximized) + { + // The window was maximized + } + else + { + // The window was restored + } +} +@endcode + +You can also get the current maximization state with @ref glfwGetWindowAttrib. + +@code +int maximized = glfwGetWindowAttrib(window, GLFW_MAXIMIZED); +@endcode + +By default, newly created windows are not maximized. You can change this +behavior by setting the [GLFW_MAXIMIZED](@ref GLFW_MAXIMIZED_hint) window hint +before creating the window. + +@code +glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE); +@endcode + + +@subsection window_hide Window visibility + +Windowed mode windows can be hidden with @ref glfwHideWindow. + +@code +glfwHideWindow(window); +@endcode + +This makes the window completely invisible to the user, including removing it +from the task bar, dock or window list. Full screen windows cannot be hidden +and calling @ref glfwHideWindow on a full screen window does nothing. + +Hidden windows can be shown with @ref glfwShowWindow. + +@code +glfwShowWindow(window); +@endcode + +By default, this function will also set the input focus to that window. Set +the [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_hint) window hint to change +this behavior for all newly created windows, or change the behavior for an +existing window with @ref glfwSetWindowAttrib. + +You can also get the current visibility state with @ref glfwGetWindowAttrib. + +@code +int visible = glfwGetWindowAttrib(window, GLFW_VISIBLE); +@endcode + +By default, newly created windows are visible. You can change this behavior by +setting the [GLFW_VISIBLE](@ref GLFW_VISIBLE_hint) window hint before creating +the window. + +@code +glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); +@endcode + +Windows created hidden are completely invisible to the user until shown. This +can be useful if you need to set up your window further before showing it, for +example moving it to a specific location. + + +@subsection window_focus Window input focus + +Windows can be given input focus and brought to the front with @ref +glfwFocusWindow. + +@code +glfwFocusWindow(window); +@endcode + +Keep in mind that it can be very disruptive to the user when a window is forced +to the top. For a less disruptive way of getting the user's attention, see +[attention requests](@ref window_attention). + +If you wish to be notified when a window gains or loses input focus, whether by +the user, system or your own code, set a focus callback. + +@code +glfwSetWindowFocusCallback(window, window_focus_callback); +@endcode + +The callback function receives changes in the input focus state of the window. + +@code +void window_focus_callback(GLFWwindow* window, int focused) +{ + if (focused) + { + // The window gained input focus + } + else + { + // The window lost input focus + } +} +@endcode + +You can also get the current input focus state with @ref glfwGetWindowAttrib. + +@code +int focused = glfwGetWindowAttrib(window, GLFW_FOCUSED); +@endcode + +By default, newly created windows are given input focus. You can change this +behavior by setting the [GLFW_FOCUSED](@ref GLFW_FOCUSED_hint) window hint +before creating the window. + +@code +glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE); +@endcode + + +@subsection window_attention Window attention request + +If you wish to notify the user of an event without interrupting, you can request +attention with @ref glfwRequestWindowAttention. + +@code +glfwRequestWindowAttention(window); +@endcode + +The system will highlight the specified window, or on platforms where this is +not supported, the application as a whole. Once the user has given it +attention, the system will automatically end the request. + + +@subsection window_refresh Window damage and refresh + +If you wish to be notified when the contents of a window is damaged and needs +to be refreshed, set a window refresh callback. + +@code +glfwSetWindowRefreshCallback(m_handle, window_refresh_callback); +@endcode + +The callback function is called when the contents of the window needs to be +refreshed. + +@code +void window_refresh_callback(GLFWwindow* window) +{ + draw_editor_ui(window); + glfwSwapBuffers(window); +} +@endcode + +@note On compositing window systems such as Aero, Compiz or Aqua, where the +window contents are saved off-screen, this callback might only be called when +the window or framebuffer is resized. + + +@subsection window_transparency Window transparency + +GLFW supports two kinds of transparency for windows; framebuffer transparency +and whole window transparency. A single window may not use both methods. The +results of doing this are undefined. + +Both methods require the platform to support it and not every version of every +platform GLFW supports does this, so there are mechanisms to check whether the +window really is transparent. + +Window framebuffers can be made transparent on a per-pixel per-frame basis with +the [GLFW_TRANSPARENT_FRAMEBUFFER](@ref GLFW_TRANSPARENT_FRAMEBUFFER_hint) +window hint. + +@code +glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); +@endcode + +If supported by the system, the window content area will be composited with the +background using the framebuffer per-pixel alpha channel. This requires desktop +compositing to be enabled on the system. It does not affect window decorations. + +You can check whether the window framebuffer was successfully made transparent +with the +[GLFW_TRANSPARENT_FRAMEBUFFER](@ref GLFW_TRANSPARENT_FRAMEBUFFER_attrib) +window attribute. + +@code +if (glfwGetWindowAttrib(window, GLFW_TRANSPARENT_FRAMEBUFFER)) +{ + // window framebuffer is currently transparent +} +@endcode + +GLFW comes with an example that enabled framebuffer transparency called `gears`. + +The opacity of the whole window, including any decorations, can be set with @ref +glfwSetWindowOpacity. + +@code +glfwSetWindowOpacity(window, 0.5f); +@endcode + +The opacity (or alpha) value is a positive finite number between zero and one, +where 0 (zero) is fully transparent and 1 (one) is fully opaque. The initial +opacity value for newly created windows is 1. + +The current opacity of a window can be queried with @ref glfwGetWindowOpacity. + +@code +float opacity = glfwGetWindowOpacity(window); +@endcode + +If the system does not support whole window transparency, this function always +returns one. + +GLFW comes with a test program that lets you control whole window transparency +at run-time called `opacity`. + + +@subsection window_attribs Window attributes + +Windows have a number of attributes that can be returned using @ref +glfwGetWindowAttrib. Some reflect state that may change as a result of user +interaction, (e.g. whether it has input focus), while others reflect inherent +properties of the window (e.g. what kind of border it has). Some are related to +the window and others to its OpenGL or OpenGL ES context. + +@code +if (glfwGetWindowAttrib(window, GLFW_FOCUSED)) +{ + // window has input focus +} +@endcode + +The [GLFW_DECORATED](@ref GLFW_DECORATED_attrib), +[GLFW_RESIZABLE](@ref GLFW_RESIZABLE_attrib), +[GLFW_FLOATING](@ref GLFW_FLOATING_attrib), +[GLFW_AUTO_ICONIFY](@ref GLFW_AUTO_ICONIFY_attrib) and +[GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_attrib) window attributes can be +changed with @ref glfwSetWindowAttrib. + +@code +glfwSetWindowAttrib(window, GLFW_RESIZABLE, GLFW_FALSE); +@endcode + + + +@subsubsection window_attribs_wnd Window related attributes + +@anchor GLFW_FOCUSED_attrib +__GLFW_FOCUSED__ indicates whether the specified window has input focus. See +@ref window_focus for details. + +@anchor GLFW_ICONIFIED_attrib +__GLFW_ICONIFIED__ indicates whether the specified window is iconified. +See @ref window_iconify for details. + +@anchor GLFW_MAXIMIZED_attrib +__GLFW_MAXIMIZED__ indicates whether the specified window is maximized. See +@ref window_maximize for details. + +@anchor GLFW_HOVERED_attrib +__GLFW_HOVERED__ indicates whether the cursor is currently directly over the +content area of the window, with no other windows between. See @ref +cursor_enter for details. + +@anchor GLFW_VISIBLE_attrib +__GLFW_VISIBLE__ indicates whether the specified window is visible. See @ref +window_hide for details. + +@anchor GLFW_RESIZABLE_attrib +__GLFW_RESIZABLE__ indicates whether the specified window is resizable _by the +user_. This can be set before creation with the +[GLFW_RESIZABLE](@ref GLFW_RESIZABLE_hint) window hint or after with @ref +glfwSetWindowAttrib. + +@anchor GLFW_DECORATED_attrib +__GLFW_DECORATED__ indicates whether the specified window has decorations such +as a border, a close widget, etc. This can be set before creation with the +[GLFW_DECORATED](@ref GLFW_DECORATED_hint) window hint or after with @ref +glfwSetWindowAttrib. + +@anchor GLFW_AUTO_ICONIFY_attrib +__GLFW_AUTO_ICONIFY__ indicates whether the specified full screen window is +iconified on focus loss, a close widget, etc. This can be set before creation +with the [GLFW_AUTO_ICONIFY](@ref GLFW_AUTO_ICONIFY_hint) window hint or after +with @ref glfwSetWindowAttrib. + +@anchor GLFW_FLOATING_attrib +__GLFW_FLOATING__ indicates whether the specified window is floating, also +called topmost or always-on-top. This can be set before creation with the +[GLFW_FLOATING](@ref GLFW_FLOATING_hint) window hint or after with @ref +glfwSetWindowAttrib. + +@anchor GLFW_TRANSPARENT_FRAMEBUFFER_attrib +__GLFW_TRANSPARENT_FRAMEBUFFER__ indicates whether the specified window has +a transparent framebuffer, i.e. the window contents is composited with the +background using the window framebuffer alpha channel. See @ref +window_transparency for details. + +@anchor GLFW_FOCUS_ON_SHOW_attrib +__GLFW_FOCUS_ON_SHOW__ specifies whether the window will be given input +focus when @ref glfwShowWindow is called. This can be set before creation +with the [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_hint) window hint or +after with @ref glfwSetWindowAttrib. + +@subsubsection window_attribs_ctx Context related attributes + +@anchor GLFW_CLIENT_API_attrib +__GLFW_CLIENT_API__ indicates the client API provided by the window's context; +either `GLFW_OPENGL_API`, `GLFW_OPENGL_ES_API` or `GLFW_NO_API`. + +@anchor GLFW_CONTEXT_CREATION_API_attrib +__GLFW_CONTEXT_CREATION_API__ indicates the context creation API used to create +the window's context; either `GLFW_NATIVE_CONTEXT_API`, `GLFW_EGL_CONTEXT_API` +or `GLFW_OSMESA_CONTEXT_API`. + +@anchor GLFW_CONTEXT_VERSION_MAJOR_attrib +@anchor GLFW_CONTEXT_VERSION_MINOR_attrib +@anchor GLFW_CONTEXT_REVISION_attrib +__GLFW_CONTEXT_VERSION_MAJOR__, __GLFW_CONTEXT_VERSION_MINOR__ and +__GLFW_CONTEXT_REVISION__ indicate the client API version of the window's +context. + +@note Do not confuse these attributes with `GLFW_VERSION_MAJOR`, +`GLFW_VERSION_MINOR` and `GLFW_VERSION_REVISION` which provide the API version +of the GLFW header. + +@anchor GLFW_OPENGL_FORWARD_COMPAT_attrib +__GLFW_OPENGL_FORWARD_COMPAT__ is `GLFW_TRUE` if the window's context is an +OpenGL forward-compatible one, or `GLFW_FALSE` otherwise. + +@anchor GLFW_OPENGL_DEBUG_CONTEXT_attrib +__GLFW_OPENGL_DEBUG_CONTEXT__ is `GLFW_TRUE` if the window's context is in debug +mode, or `GLFW_FALSE` otherwise. + +@anchor GLFW_OPENGL_PROFILE_attrib +__GLFW_OPENGL_PROFILE__ indicates the OpenGL profile used by the context. This +is `GLFW_OPENGL_CORE_PROFILE` or `GLFW_OPENGL_COMPAT_PROFILE` if the context +uses a known profile, or `GLFW_OPENGL_ANY_PROFILE` if the OpenGL profile is +unknown or the context is an OpenGL ES context. Note that the returned profile +may not match the profile bits of the context flags, as GLFW will try other +means of detecting the profile when no bits are set. + +@anchor GLFW_CONTEXT_RELEASE_BEHAVIOR_attrib +__GLFW_CONTEXT_RELEASE_BEHAVIOR__ indicates the release used by the context. +Possible values are one of `GLFW_ANY_RELEASE_BEHAVIOR`, +`GLFW_RELEASE_BEHAVIOR_FLUSH` or `GLFW_RELEASE_BEHAVIOR_NONE`. If the +behavior is `GLFW_ANY_RELEASE_BEHAVIOR`, the default behavior of the context +creation API will be used. If the behavior is `GLFW_RELEASE_BEHAVIOR_FLUSH`, +the pipeline will be flushed whenever the context is released from being the +current one. If the behavior is `GLFW_RELEASE_BEHAVIOR_NONE`, the pipeline will +not be flushed on release. + +@anchor GLFW_CONTEXT_NO_ERROR_attrib +__GLFW_CONTEXT_NO_ERROR__ indicates whether errors are generated by the context. +Possible values are `GLFW_TRUE` and `GLFW_FALSE`. If enabled, situations that +would have generated errors instead cause undefined behavior. + +@anchor GLFW_CONTEXT_ROBUSTNESS_attrib +__GLFW_CONTEXT_ROBUSTNESS__ indicates the robustness strategy used by the +context. This is `GLFW_LOSE_CONTEXT_ON_RESET` or `GLFW_NO_RESET_NOTIFICATION` +if the window's context supports robustness, or `GLFW_NO_ROBUSTNESS` otherwise. + + +@subsubsection window_attribs_fb Framebuffer related attributes + +GLFW does not expose attributes of the default framebuffer (i.e. the framebuffer +attached to the window) as these can be queried directly with either OpenGL, +OpenGL ES or Vulkan. + +If you are using version 3.0 or later of OpenGL or OpenGL ES, the +`glGetFramebufferAttachmentParameteriv` function can be used to retrieve the +number of bits for the red, green, blue, alpha, depth and stencil buffer +channels. Otherwise, the `glGetIntegerv` function can be used. + +The number of MSAA samples are always retrieved with `glGetIntegerv`. For +contexts supporting framebuffer objects, the number of samples of the currently +bound framebuffer is returned. + +Attribute | glGetIntegerv | glGetFramebufferAttachmentParameteriv +------------ | ----------------- | ------------------------------------- +Red bits | `GL_RED_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE` +Green bits | `GL_GREEN_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE` +Blue bits | `GL_BLUE_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE` +Alpha bits | `GL_ALPHA_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE` +Depth bits | `GL_DEPTH_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE` +Stencil bits | `GL_STENCIL_BITS` | `GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE` +MSAA samples | `GL_SAMPLES` | _Not provided by this function_ + +When calling `glGetFramebufferAttachmentParameteriv`, the red, green, blue and +alpha sizes are queried from the `GL_BACK_LEFT`, while the depth and stencil +sizes are queried from the `GL_DEPTH` and `GL_STENCIL` attachments, +respectively. + + +@section buffer_swap Buffer swapping + +GLFW windows are by default double buffered. That means that you have two +rendering buffers; a front buffer and a back buffer. The front buffer is +the one being displayed and the back buffer the one you render to. + +When the entire frame has been rendered, it is time to swap the back and the +front buffers in order to display what has been rendered and begin rendering +a new frame. This is done with @ref glfwSwapBuffers. + +@code +glfwSwapBuffers(window); +@endcode + +Sometimes it can be useful to select when the buffer swap will occur. With the +function @ref glfwSwapInterval it is possible to select the minimum number of +monitor refreshes the driver should wait from the time @ref glfwSwapBuffers was +called before swapping the buffers: + +@code +glfwSwapInterval(1); +@endcode + +If the interval is zero, the swap will take place immediately when @ref +glfwSwapBuffers is called without waiting for a refresh. Otherwise at least +interval retraces will pass between each buffer swap. Using a swap interval of +zero can be useful for benchmarking purposes, when it is not desirable to +measure the time it takes to wait for the vertical retrace. However, a swap +interval of one lets you avoid tearing. + +Note that this may not work on all machines, as some drivers have +user-controlled settings that override any swap interval the application +requests. + +A context that supports either the `WGL_EXT_swap_control_tear` or the +`GLX_EXT_swap_control_tear` extension also accepts _negative_ swap intervals, +which allows the driver to swap immediately even if a frame arrives a little bit +late. This trades the risk of visible tears for greater framerate stability. +You can check for these extensions with @ref glfwExtensionSupported. + +*/ |