/*! @page window_guide Window guide @tableofcontents This guide introduces the window related functions of GLFW. For details on a specific function in this category, see the @ref window. There are also guides for the other areas of GLFW. - @ref intro_guide - @ref context_guide - @ref vulkan_guide - @ref monitor_guide - @ref input_guide @section window_object Window objects The @ref GLFWwindow object encapsulates both a window and a context. They are created with @ref glfwCreateWindow and destroyed with @ref glfwDestroyWindow, or @ref glfwTerminate, if any remain. As the window and context are inseparably linked, the object pointer is used as both a context and window handle. To see the event stream provided to the various window related callbacks, run the `events` test program. @subsection window_creation Window creation A window and its OpenGL or OpenGL ES context are created with @ref glfwCreateWindow, which returns a handle to the created window object. For example, this creates a 640 by 480 windowed mode window: @code GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL); @endcode If window creation fails, `NULL` will be returned, so it is necessary to check the return value. The window handle is passed to all window related functions and is provided to along with all input events, so event handlers can tell which window received the event. @subsubsection window_full_screen Full screen windows To create a full screen window, you need to specify which monitor the window should use. In most cases, the user's primary monitor is a good choice. For more information about retrieving monitors, see @ref monitor_monitors. @code GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL); @endcode Full screen windows cover the entire display area of a monitor, have no border or decorations. Windowed mode windows can be made full screen by setting a monitor with @ref glfwSetWindowMonitor, and full screen ones can be made windowed by unsetting it with the same function. Each field of the @ref GLFWvidmode structure corresponds to a function parameter or window hint and combine to form the _desired video mode_ for that window. The supported video mode most closely matching the desired video mode will be set for the chosen monitor as long as the window has input focus. For more information about retrieving video modes, see @ref monitor_modes. Video mode field | Corresponds to ---------------- | -------------- GLFWvidmode.width | `width` parameter of @ref glfwCreateWindow GLFWvidmode.height | `height` parameter of @ref glfwCreateWindow GLFWvidmode.redBits | @ref GLFW_RED_BITS hint GLFWvidmode.greenBits | @ref GLFW_GREEN_BITS hint GLFWvidmode.blueBits | @ref GLFW_BLUE_BITS hint GLFWvidmode.refreshRate | @ref GLFW_REFRESH_RATE hint Once you have a full screen window, you can change its resolution, refresh rate and monitor with @ref glfwSetWindowMonitor. If you only need change its resolution you can also call @ref glfwSetWindowSize. In all cases, the new video mode will be selected the same way as the video mode chosen by @ref glfwCreateWindow. If the window has an OpenGL or OpenGL ES context, it will be unaffected. By default, the original video mode of the monitor will be restored and the window iconified if it loses input focus, to allow the user to switch back to the desktop. This behavior can be disabled with the [GLFW_AUTO_ICONIFY](@ref GLFW_AUTO_ICONIFY_hint) window hint, for example if you wish to simultaneously cover multiple monitors with full screen windows. If a monitor is disconnected, all windows that are full screen on that monitor will be switched to windowed mode. See @ref monitor_event for more information. @subsubsection window_windowed_full_screen "Windowed full screen" windows If the closest match for the desired video mode is the current one, the video mode will not be changed, making window creation faster and application switching much smoother. This is sometimes called _windowed full screen_ or _borderless full screen_ window and counts as a full screen window. To create such a window, request the current video mode. @code const GLFWvidmode* mode = glfwGetVideoMode(monitor); glfwWindowHint(GLFW_RED_BITS, mode->redBits); glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits); glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits); glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate); GLFWwindow* window = glfwCreateWindow(mode->width, mode->height, "My Title", monitor, NULL); @endcode This also works for windowed mode windows that are made full screen. @code const GLFWvidmode* mode = glfwGetVideoMode(monitor); glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate); @endcode Note that @ref glfwGetVideoMode returns the _current_ video mode of a monitor, so if you already have a full screen window on that monitor that you want to make windowed full screen, you need to have saved the desktop resolution before. @subsection window_destruction Window destruction When a window is no longer needed, destroy it with @ref glfwDestroyWindow. @code glfwDestroyWindow(window); @endcode Window destruction always succeeds. Before the actual destruction, all callbacks are removed so no further events will be delivered for the window. All windows remaining when @ref glfwTerminate is called are destroyed as well. When a full screen window is destroyed, the original video mode of its monitor is restored, but the gamma ramp is left untouched. @subsection window_hints Window creation hints There are a number of hints that can be set before the creation of a window and context. Some affect the window itself, others affect the framebuffer or context. These hints are set to their default values each time the library is initialized with @ref glfwInit. Integer value hints can be set individually with @ref glfwWindowHint and string value hints with @ref glfwWindowHintString. You can reset all at once to their defaults with @ref glfwDefaultWindowHints. Some hints are platform specific. These are always valid to set on any platform but they will only affect their specific platform. Other platforms will ignore them. Setting these hints requires no platform specific headers or calls. @note Window hints need to be set before the creation of the window and context you wish to have the specified attributes. They function as additional arguments to @ref glfwCreateWindow. @subsubsection window_hints_hard Hard and soft constraints Some window hints are hard constraints. These must match the available capabilities _exactly_ for window and context creation to succeed. Hints that are not hard constraints are matched as closely as possible, but the resulting context and framebuffer may differ from what these hints requested. The following hints are always hard constraints: - @ref GLFW_STEREO - @ref GLFW_DOUBLEBUFFER - [GLFW_CLIENT_API](@ref GLFW_CLIENT_API_hint) - [GLFW_CONTEXT_CREATION_API](@ref GLFW_CONTEXT_CREATION_API_hint) The following additional hints are hard constraints when requesting an OpenGL context, but are ignored when requesting an OpenGL ES context: - [GLFW_OPENGL_FORWARD_COMPAT](@ref GLFW_OPENGL_FORWARD_COMPAT_hint) - [GLFW_OPENGL_PROFILE](@ref GLFW_OPENGL_PROFILE_hint) @subsubsection window_hints_wnd Window related hints @anchor GLFW_RESIZABLE_hint __GLFW_RESIZABLE__ specifies whether the windowed mode window will be resizable _by the user_. The window will still be resizable using the @ref glfwSetWindowSize function. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint is ignored for full screen and undecorated windows. @anchor GLFW_VISIBLE_hint __GLFW_VISIBLE__ specifies whether the windowed mode window will be initially visible. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint is ignored for full screen windows. @anchor GLFW_DECORATED_hint __GLFW_DECORATED__ specifies whether the windowed mode window will have window decorations such as a border, a close widget, etc. An undecorated window will not be resizable by the user but will still allow the user to generate close events on some platforms. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint is ignored for full screen windows. @anchor GLFW_FOCUSED_hint __GLFW_FOCUSED__ specifies whether the windowed mode window will be given input focus when created. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint is ignored for full screen and initially hidden windows. @anchor GLFW_AUTO_ICONIFY_hint __GLFW_AUTO_ICONIFY__ specifies whether the full screen window will automatically iconify and restore the previous video mode on input focus loss. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint is ignored for windowed mode windows. @anchor GLFW_FLOATING_hint __GLFW_FLOATING__ specifies whether the windowed mode window will be floating above other regular windows, also called topmost or always-on-top. This is intended primarily for debugging purposes and cannot be used to implement proper full screen windows. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint is ignored for full screen windows. @anchor GLFW_MAXIMIZED_hint __GLFW_MAXIMIZED__ specifies whether the windowed mode window will be maximized when created. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint is ignored for full screen windows. @anchor GLFW_CENTER_CURSOR_hint __GLFW_CENTER_CURSOR__ specifies whether the cursor should be centered over newly created full screen windows. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint is ignored for windowed mode windows. @anchor GLFW_TRANSPARENT_FRAMEBUFFER_hint __GLFW_TRANSPARENT_FRAMEBUFFER__ specifies whether the window framebuffer will be transparent. If enabled and supported by the system, the window framebuffer alpha channel will be used to combine the framebuffer with the background. This does not affect window decorations. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. @anchor GLFW_FOCUS_ON_SHOW_hint __GLFW_FOCUS_ON_SHOW__ specifies whether the window will be given input focus when @ref glfwShowWindow is called. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. @anchor GLFW_SCALE_TO_MONITOR __GLFW_SCALE_TO_MONITOR__ specified whether the window content area should be resized based on the [monitor content scale](@ref monitor_scale) of any monitor it is placed on. This includes the initial placement when the window is created. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11. On platforms like macOS the resolution of the framebuffer is changed independently of the window size. @anchor GLFW_MOUSE_PASSTHROUGH_hint __GLFW_MOUSE_PASSTHROUGH__ specifies whether the window is transparent to mouse input, letting any mouse events pass through to whatever window is behind it. This is only supported for undecorated windows. Decorated windows with this enabled will behave differently between platforms. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. @subsubsection window_hints_fb Framebuffer related hints @anchor GLFW_RED_BITS @anchor GLFW_GREEN_BITS @anchor GLFW_BLUE_BITS @anchor GLFW_ALPHA_BITS @anchor GLFW_DEPTH_BITS @anchor GLFW_STENCIL_BITS __GLFW_RED_BITS__, __GLFW_GREEN_BITS__, __GLFW_BLUE_BITS__, __GLFW_ALPHA_BITS__, __GLFW_DEPTH_BITS__ and __GLFW_STENCIL_BITS__ specify the desired bit depths of the various components of the default framebuffer. A value of `GLFW_DONT_CARE` means the application has no preference. @anchor GLFW_ACCUM_RED_BITS @anchor GLFW_ACCUM_GREEN_BITS @anchor GLFW_ACCUM_BLUE_BITS @anchor GLFW_ACCUM_ALPHA_BITS __GLFW_ACCUM_RED_BITS__, __GLFW_ACCUM_GREEN_BITS__, __GLFW_ACCUM_BLUE_BITS__ and __GLFW_ACCUM_ALPHA_BITS__ specify the desired bit depths of the various components of the accumulation buffer. A value of `GLFW_DONT_CARE` means the application has no preference. @par 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. @par 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`. @par __OpenGL:__ If enabled and supported by the system, the `GL_FRAMEBUFFER_SRGB` enable will control sRGB rendering. By default, sRGB rendering will be disabled. @par __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. @par @macos The EGL API is not available on this platform and requests to use it will fail. @par __Wayland:__ The EGL API _is_ the native context creation API, so this hint will have no effect. @par __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. @note An OpenGL extension loader library that assumes it knows which context creation API is used on a given platform may fail if you change this hint. This can be resolved by having it load via @ref glfwGetProcAddress, which always uses the selected API. @bug 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. @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. @note Do not confuse these hints with `GLFW_VERSION_MAJOR` and `GLFW_VERSION_MINOR`, which provide the API version of the GLFW header. @par __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. @par 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. @par __OpenGL ES:__ These hints are not hard constraints, but creation will fail if the OpenGL ES version of the created context is less than the one requested. Additionally, OpenGL ES 1.x cannot be returned if 2.0 or later was requested, and vice versa. This is because OpenGL ES 3.x is backward compatible with 2.0, but OpenGL ES 2.0 is not backward compatible with 1.x. @note @macos The OS only supports core profile contexts for OpenGL versions 3.2 and later. Before creating an OpenGL context of version 3.2 or later you must set the [GLFW_OPENGL_PROFILE](@ref GLFW_OPENGL_PROFILE_hint) hint accordingly. OpenGL 3.0 and 3.1 contexts are not supported at all on macOS. @anchor GLFW_OPENGL_FORWARD_COMPAT_hint __GLFW_OPENGL_FORWARD_COMPAT__ specifies whether the OpenGL context should be forward-compatible, i.e. one where all functionality deprecated in the requested version of OpenGL is removed. This must only be used if the requested OpenGL version is 3.0 or above. If OpenGL ES is requested, this hint is ignored. @par Forward-compatibility is described in detail in the [OpenGL Reference Manual](https://www.opengl.org/registry/). @anchor GLFW_CONTEXT_DEBUG_hint @anchor GLFW_OPENGL_DEBUG_CONTEXT_hint __GLFW_CONTEXT_DEBUG__ specifies whether the context should be created in debug mode, which may provide additional error and diagnostic reporting functionality. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. @par 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. @par This is the new name, introduced in GLFW 3.4. The older `GLFW_OPENGL_DEBUG_CONTEXT` name is also available for compatibility. @anchor GLFW_OPENGL_PROFILE_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. @par 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. @par 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. @par The no error mode for OpenGL and OpenGL ES is described in detail by the [GL_KHR_no_error](https://www.opengl.org/registry/specs/KHR/no_error.txt) extension. @subsubsection window_hints_win32 Windows specific window hints @anchor GLFW_WIN32_KEYBOARD_MENU_hint __GLFW_WIN32_KEYBOARD_MENU__ specifies whether to allow access to the window menu via the Alt+Space and Alt-and-then-Space keyboard shortcuts. This is ignored on other platforms. @subsubsection window_hints_osx macOS specific 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. @par 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. @par A bundled application that wishes to participate in Automatic Graphics Switching should also declare this in its `Info.plist` by setting the `NSSupportsAutomaticGraphicsSwitching` key to `true`. @subsubsection window_hints_x11 X11 specific window hints @anchor GLFW_X11_CLASS_NAME_hint @anchor GLFW_X11_INSTANCE_NAME_hint __GLFW_X11_CLASS_NAME__ and __GLFW_X11_INSTANCE_NAME__ specifies the desired ASCII encoded class and instance parts of the ICCCM `WM_CLASS` window property. These are set with @ref glfwWindowHintString. @subsubsection window_hints_values Supported and default values Window hint | Default value | Supported values ----------------------------- | --------------------------- | ---------------- GLFW_RESIZABLE | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` GLFW_VISIBLE | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` GLFW_DECORATED | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` GLFW_FOCUSED | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` GLFW_AUTO_ICONIFY | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` GLFW_FLOATING | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` GLFW_MAXIMIZED | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` GLFW_CENTER_CURSOR | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` GLFW_TRANSPARENT_FRAMEBUFFER | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` GLFW_FOCUS_ON_SHOW | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` GLFW_SCALE_TO_MONITOR | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` GLFW_MOUSE_PASSTHROUGH | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` GLFW_RED_BITS | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE` GLFW_GREEN_BITS | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE` GLFW_BLUE_BITS | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE` GLFW_ALPHA_BITS | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE` GLFW_DEPTH_BITS | 24 | 0 to `INT_MAX` or `GLFW_DONT_CARE` GLFW_STENCIL_BITS | 8 | 0 to `INT_MAX` or `GLFW_DONT_CARE` GLFW_ACCUM_RED_BITS | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE` GLFW_ACCUM_GREEN_BITS | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE` GLFW_ACCUM_BLUE_BITS | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE` GLFW_ACCUM_ALPHA_BITS | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE` GLFW_AUX_BUFFERS | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE` GLFW_SAMPLES | 0 | 0 to `INT_MAX` or `GLFW_DONT_CARE` GLFW_REFRESH_RATE | `GLFW_DONT_CARE` | 0 to `INT_MAX` or `GLFW_DONT_CARE` GLFW_STEREO | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` GLFW_SRGB_CAPABLE | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` GLFW_DOUBLEBUFFER | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` GLFW_CLIENT_API | `GLFW_OPENGL_API` | `GLFW_OPENGL_API`, `GLFW_OPENGL_ES_API` or `GLFW_NO_API` GLFW_CONTEXT_CREATION_API | `GLFW_NATIVE_CONTEXT_API` | `GLFW_NATIVE_CONTEXT_API`, `GLFW_EGL_CONTEXT_API` or `GLFW_OSMESA_CONTEXT_API` GLFW_CONTEXT_VERSION_MAJOR | 1 | Any valid major version number of the chosen client API GLFW_CONTEXT_VERSION_MINOR | 0 | Any valid minor version number of the chosen client API GLFW_CONTEXT_ROBUSTNESS | `GLFW_NO_ROBUSTNESS` | `GLFW_NO_ROBUSTNESS`, `GLFW_NO_RESET_NOTIFICATION` or `GLFW_LOSE_CONTEXT_ON_RESET` GLFW_CONTEXT_RELEASE_BEHAVIOR | `GLFW_ANY_RELEASE_BEHAVIOR` | `GLFW_ANY_RELEASE_BEHAVIOR`, `GLFW_RELEASE_BEHAVIOR_FLUSH` or `GLFW_RELEASE_BEHAVIOR_NONE` GLFW_OPENGL_FORWARD_COMPAT | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` GLFW_CONTEXT_DEBUG | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` GLFW_OPENGL_PROFILE | `GLFW_OPENGL_ANY_PROFILE` | `GLFW_OPENGL_ANY_PROFILE`, `GLFW_OPENGL_COMPAT_PROFILE` or `GLFW_OPENGL_CORE_PROFILE` GLFW_WIN32_KEYBOARD_MENU | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` GLFW_COCOA_RETINA_FRAMEBUFFER | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE` GLFW_COCOA_FRAME_NAME | `""` | A UTF-8 encoded frame autosave name GLFW_COCOA_GRAPHICS_SWITCHING | `GLFW_FALSE` | `GLFW_TRUE` or `GLFW_FALSE` GLFW_X11_CLASS_NAME | `""` | An ASCII encoded `WM_CLASS` class name GLFW_X11_INSTANCE_NAME | `""` | An ASCII encoded `WM_CLASS` instance name @section window_events Window event processing See @ref events. @section window_properties Window properties and events @subsection window_userptr User pointer Each window has a user pointer that can be set with @ref glfwSetWindowUserPointer and queried with @ref glfwGetWindowUserPointer. This can be used for any purpose you need and will not be modified by GLFW throughout the life-time of the window. The initial value of the pointer is `NULL`. @subsection window_close Window closing and close flag When the user attempts to close the window, for example by clicking the close widget or using a key chord like Alt+F4, the _close flag_ of the window is set. The window is however not actually destroyed and, unless you watch for this state change, nothing further happens. The current state of the close flag is returned by @ref glfwWindowShouldClose and can be set or cleared directly with @ref glfwSetWindowShouldClose. A common pattern is to use the close flag as a main loop condition. @code while (!glfwWindowShouldClose(window)) { render(window); glfwSwapBuffers(window); glfwPollEvents(); } @endcode If you wish to be notified when the user attempts to close a window, set a close callback. @code glfwSetWindowCloseCallback(window, window_close_callback); @endcode The callback function is called directly _after_ the close flag has been set. It can be used for example to filter close requests and clear the close flag again unless certain conditions are met. @code void window_close_callback(GLFWwindow* window) { if (!time_to_close) glfwSetWindowShouldClose(window, GLFW_FALSE); } @endcode @subsection window_size Window size The size of a window can be changed with @ref glfwSetWindowSize. For windowed mode windows, this sets the size, in [screen coordinates](@ref coordinate_systems) of the _content area_ or _content area_ of the window. The window system may impose limits on window size. @code glfwSetWindowSize(window, 640, 480); @endcode For full screen windows, the specified size becomes the new resolution of the window's desired video mode. The video mode most closely matching the new desired video mode is set immediately. The window is resized to fit the resolution of the set video mode. If you wish to be notified when a window is resized, whether by the user, the system or your own code, set a size callback. @code glfwSetWindowSizeCallback(window, window_size_callback); @endcode The callback function receives the new size, in screen coordinates, of the content area of the window when the window is resized. @code void window_size_callback(GLFWwindow* window, int width, int height) { } @endcode There is also @ref glfwGetWindowSize for directly retrieving the current size of a window. @code int width, height; glfwGetWindowSize(window, &width, &height); @endcode @note Do not pass the window size to `glViewport` or other pixel-based OpenGL calls. The window size is in screen coordinates, not pixels. Use the [framebuffer size](@ref window_fbsize), which is in pixels, for pixel-based calls. The above functions work with the size of the content area, but decorated windows typically have title bars and window frames around this rectangle. You can retrieve the extents of these with @ref glfwGetWindowFrameSize. @code int left, top, right, bottom; glfwGetWindowFrameSize(window, &left, &top, &right, &bottom); @endcode The returned values are the distances, in screen coordinates, from the edges of the content area to the corresponding edges of the full window. As they are distances and not coordinates, they are always zero or positive. @subsection window_fbsize Framebuffer size While the size of a window is measured in screen coordinates, OpenGL works with pixels. The size you pass into `glViewport`, for example, should be in pixels. On some machines screen coordinates and pixels are the same, but on others they will not be. There is a second set of functions to retrieve the size, in pixels, of the framebuffer of a window. If you wish to be notified when the framebuffer of a window is resized, whether by the user or the system, set a size callback. @code glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); @endcode The callback function receives the new size of the framebuffer when it is resized, which can for example be used to update the OpenGL viewport. @code void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); } @endcode There is also @ref glfwGetFramebufferSize for directly retrieving the current size of the framebuffer of a window. @code int width, height; glfwGetFramebufferSize(window, &width, &height); glViewport(0, 0, width, height); @endcode The size of a framebuffer may change independently of the size of a window, for example if the window is dragged between a regular monitor and a high-DPI one. @subsection window_scale Window content scale The content scale for a window can be retrieved with @ref glfwGetWindowContentScale. @code float xscale, yscale; glfwGetWindowContentScale(window, &xscale, &yscale); @endcode The content scale is the ratio between the current DPI and the platform's default DPI. This is especially important for text and any UI elements. If the pixel dimensions of your UI scaled by this look appropriate on your machine then it should appear at a reasonable size on other machines regardless of their DPI and scaling settings. This relies on the system DPI and scaling settings being somewhat correct. On systems where each monitors can have its own content scale, the window content scale will depend on which monitor the system considers the window to be on. If you wish to be notified when the content scale of a window changes, whether because of a system setting change or because it was moved to a monitor with a different scale, set a content scale callback. @code glfwSetWindowContentScaleCallback(window, window_content_scale_callback); @endcode The callback function receives the new content scale of the window. @code void window_content_scale_callback(GLFWwindow* window, float xscale, float yscale) { set_interface_scale(xscale, yscale); } @endcode On platforms where pixels and screen coordinates always map 1:1, the window will need to be resized to appear the same size when it is moved to a monitor with a different content scale. To have this done automatically both when the window is created and when its content scale later changes, set the @ref GLFW_SCALE_TO_MONITOR window hint. @subsection window_sizelimits Window size limits The minimum and maximum size of the content area of a windowed mode window can be enforced with @ref glfwSetWindowSizeLimits. The user may resize the window to any size and aspect ratio within the specified limits, unless the aspect ratio is also set. @code glfwSetWindowSizeLimits(window, 200, 200, 400, 400); @endcode To specify only a minimum size or only a maximum one, set the other pair to `GLFW_DONT_CARE`. @code glfwSetWindowSizeLimits(window, 640, 480, GLFW_DONT_CARE, GLFW_DONT_CARE); @endcode To disable size limits for a window, set them all to `GLFW_DONT_CARE`. The aspect ratio of the content area of a windowed mode window can be enforced with @ref glfwSetWindowAspectRatio. The user may resize the window freely unless size limits are also set, but the size will be constrained to maintain the aspect ratio. @code glfwSetWindowAspectRatio(window, 16, 9); @endcode The aspect ratio is specified as a numerator and denominator, corresponding to the width and height, respectively. If you want a window to maintain its current aspect ratio, use its current size as the ratio. @code int width, height; glfwGetWindowSize(window, &width, &height); glfwSetWindowAspectRatio(window, width, height); @endcode To disable the aspect ratio limit for a window, set both terms to `GLFW_DONT_CARE`. You can have both size limits and aspect ratio set for a window, but the results are undefined if they conflict. @subsection window_pos Window position The position of a windowed-mode window can be changed with @ref glfwSetWindowPos. This moves the window so that the upper-left corner of its content area has the specified [screen coordinates](@ref coordinate_systems). The window system may put limitations on window placement. @code glfwSetWindowPos(window, 100, 100); @endcode If you wish to be notified when a window is moved, whether by the user, the system or your own code, set a position callback. @code glfwSetWindowPosCallback(window, window_pos_callback); @endcode The callback function receives the new position, in screen coordinates, of the upper-left corner of the content area when the window is moved. @code void window_pos_callback(GLFWwindow* window, int xpos, int ypos) { } @endcode There is also @ref glfwGetWindowPos for directly retrieving the current position of the content area of the window. @code int xpos, ypos; glfwGetWindowPos(window, &xpos, &ypos); @endcode @subsection window_title Window title All GLFW windows have a title, although undecorated or full screen windows may not display it or only display it in a task bar or similar interface. You can set a UTF-8 encoded window title with @ref glfwSetWindowTitle. @code glfwSetWindowTitle(window, "My Window"); @endcode The specified string is copied before the function returns, so there is no need to keep it around. As long as your source file is encoded as UTF-8, you can use any Unicode characters directly in the source. @code glfwSetWindowTitle(window, "ラストエグザイル"); @endcode If you are using C++11 or C11, you can use a UTF-8 string literal. @code glfwSetWindowTitle(window, u8"This is always a UTF-8 string"); @endcode @subsection window_icon Window icon Decorated windows have icons on some platforms. You can set this icon by specifying a list of candidate images with @ref glfwSetWindowIcon. @code GLFWimage images[2]; images[0] = load_icon("my_icon.png"); images[1] = load_icon("my_icon_small.png"); glfwSetWindowIcon(window, 2, images); @endcode The image data is 32-bit, little-endian, non-premultiplied RGBA, i.e. eight bits per channel with the red channel first. The pixels are arranged canonically as sequential rows, starting from the top-left corner. To revert to the default window icon, pass in an empty image array. @code glfwSetWindowIcon(window, 0, NULL); @endcode @subsection window_monitor Window monitor Full screen windows are associated with a specific monitor. You can get the handle for this monitor with @ref glfwGetWindowMonitor. @code GLFWmonitor* monitor = glfwGetWindowMonitor(window); @endcode This monitor handle is one of those returned by @ref glfwGetMonitors. For windowed mode windows, this function returns `NULL`. This is how to tell full screen windows from windowed mode windows. You can move windows between monitors or between full screen and windowed mode with @ref glfwSetWindowMonitor. When making a window full screen on the same or on a different monitor, specify the desired monitor, resolution and refresh rate. The position arguments are ignored. @code const GLFWvidmode* mode = glfwGetVideoMode(monitor); glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate); @endcode When making the window windowed, specify the desired position and size. The refresh rate argument is ignored. @code glfwSetWindowMonitor(window, NULL, xpos, ypos, width, height, 0); @endcode This restores any previous window settings such as whether it is decorated, floating, resizable, has size or aspect ratio limits, etc.. To restore a window that was originally windowed to its original size and position, save these before making it full screen and then pass them in as above. @subsection window_iconify Window iconification Windows can be iconified (i.e. minimized) with @ref glfwIconifyWindow. @code glfwIconifyWindow(window); @endcode When a full screen window is iconified, the original video mode of its monitor is restored until the user or application restores the window. Iconified windows can be restored with @ref glfwRestoreWindow. This function also restores windows from maximization. @code glfwRestoreWindow(window); @endcode When a full screen window is restored, the desired video mode is restored to its monitor as well. If you wish to be notified when a window is iconified or restored, whether by the user, system or your own code, set an iconify callback. @code glfwSetWindowIconifyCallback(window, window_iconify_callback); @endcode The callback function receives changes in the iconification state of the window. @code void window_iconify_callback(GLFWwindow* window, int iconified) { if (iconified) { // The window was iconified } else { // The window was restored } } @endcode You can also get the current iconification state with @ref glfwGetWindowAttrib. @code int iconified = glfwGetWindowAttrib(window, GLFW_ICONIFIED); @endcode @subsection window_maximize Window maximization Windows can be maximized (i.e. zoomed) with @ref glfwMaximizeWindow. @code glfwMaximizeWindow(window); @endcode Full screen windows cannot be maximized and passing a full screen window to this function does nothing. Maximized windows can be restored with @ref glfwRestoreWindow. This function also restores windows from iconification. @code glfwRestoreWindow(window); @endcode If you wish to be notified when a window is maximized or restored, whether by the user, system or your own code, set a maximize callback. @code glfwSetWindowMaximizeCallback(window, window_maximize_callback); @endcode The callback function receives changes in the maximization state of the window. @code void window_maximize_callback(GLFWwindow* window, int maximized) { if (maximized) { // The window was maximized } else { // The window was restored } } @endcode You can also get the current maximization state with @ref glfwGetWindowAttrib. @code int maximized = glfwGetWindowAttrib(window, GLFW_MAXIMIZED); @endcode By default, newly created windows are not maximized. You can change this behavior by setting the [GLFW_MAXIMIZED](@ref GLFW_MAXIMIZED_hint) window hint before creating the window. @code glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE); @endcode @subsection window_hide Window visibility Windowed mode windows can be hidden with @ref glfwHideWindow. @code glfwHideWindow(window); @endcode This makes the window completely invisible to the user, including removing it from the task bar, dock or window list. Full screen windows cannot be hidden and calling @ref glfwHideWindow on a full screen window does nothing. Hidden windows can be shown with @ref glfwShowWindow. @code glfwShowWindow(window); @endcode By default, this function will also set the input focus to that window. Set the [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_hint) window hint to change this behavior for all newly created windows, or change the behavior for an existing window with @ref glfwSetWindowAttrib. You can also get the current visibility state with @ref glfwGetWindowAttrib. @code int visible = glfwGetWindowAttrib(window, GLFW_VISIBLE); @endcode By default, newly created windows are visible. You can change this behavior by setting the [GLFW_VISIBLE](@ref GLFW_VISIBLE_hint) window hint before creating the window. @code glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); @endcode Windows created hidden are completely invisible to the user until shown. This can be useful if you need to set up your window further before showing it, for example moving it to a specific location. @subsection window_focus Window input focus Windows can be given input focus and brought to the front with @ref glfwFocusWindow. @code glfwFocusWindow(window); @endcode Keep in mind that it can be very disruptive to the user when a window is forced to the top. For a less disruptive way of getting the user's attention, see [attention requests](@ref window_attention). If you wish to be notified when a window gains or loses input focus, whether by the user, system or your own code, set a focus callback. @code glfwSetWindowFocusCallback(window, window_focus_callback); @endcode The callback function receives changes in the input focus state of the window. @code void window_focus_callback(GLFWwindow* window, int focused) { if (focused) { // The window gained input focus } else { // The window lost input focus } } @endcode You can also get the current input focus state with @ref glfwGetWindowAttrib. @code int focused = glfwGetWindowAttrib(window, GLFW_FOCUSED); @endcode By default, newly created windows are given input focus. You can change this behavior by setting the [GLFW_FOCUSED](@ref GLFW_FOCUSED_hint) window hint before creating the window. @code glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE); @endcode @subsection window_attention Window attention request If you wish to notify the user of an event without interrupting, you can request attention with @ref glfwRequestWindowAttention. @code glfwRequestWindowAttention(window); @endcode The system will highlight the specified window, or on platforms where this is not supported, the application as a whole. Once the user has given it attention, the system will automatically end the request. @subsection window_refresh Window damage and refresh If you wish to be notified when the contents of a window is damaged and needs to be refreshed, set a window refresh callback. @code glfwSetWindowRefreshCallback(m_handle, window_refresh_callback); @endcode The callback function is called when the contents of the window needs to be refreshed. @code void window_refresh_callback(GLFWwindow* window) { draw_editor_ui(window); glfwSwapBuffers(window); } @endcode @note On compositing window systems such as Aero, Compiz or Aqua, where the window contents are saved off-screen, this callback might only be called when the window or framebuffer is resized. @subsection window_transparency Window transparency GLFW supports two kinds of transparency for windows; framebuffer transparency and whole window transparency. A single window may not use both methods. The results of doing this are undefined. Both methods require the platform to support it and not every version of every platform GLFW supports does this, so there are mechanisms to check whether the window really is transparent. Window framebuffers can be made transparent on a per-pixel per-frame basis with the [GLFW_TRANSPARENT_FRAMEBUFFER](@ref GLFW_TRANSPARENT_FRAMEBUFFER_hint) window hint. @code glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); @endcode If supported by the system, the window content area will be composited with the background using the framebuffer per-pixel alpha channel. This requires desktop compositing to be enabled on the system. It does not affect window decorations. You can check whether the window framebuffer was successfully made transparent with the [GLFW_TRANSPARENT_FRAMEBUFFER](@ref GLFW_TRANSPARENT_FRAMEBUFFER_attrib) window attribute. @code if (glfwGetWindowAttrib(window, GLFW_TRANSPARENT_FRAMEBUFFER)) { // window framebuffer is currently transparent } @endcode GLFW comes with an example that enabled framebuffer transparency called `gears`. The opacity of the whole window, including any decorations, can be set with @ref glfwSetWindowOpacity. @code glfwSetWindowOpacity(window, 0.5f); @endcode The opacity (or alpha) value is a positive finite number between zero and one, where 0 (zero) is fully transparent and 1 (one) is fully opaque. The initial opacity value for newly created windows is 1. The current opacity of a window can be queried with @ref glfwGetWindowOpacity. @code float opacity = glfwGetWindowOpacity(window); @endcode If the system does not support whole window transparency, this function always returns one. GLFW comes with a test program that lets you control whole window transparency at run-time called `window`. If you want to use either of these transparency methods to display a temporary overlay like for example a notification, the @ref GLFW_FLOATING and @ref GLFW_MOUSE_PASSTHROUGH window hints and attributes may be useful. @subsection window_attribs Window attributes Windows have a number of attributes that can be returned using @ref glfwGetWindowAttrib. Some reflect state that may change as a result of user interaction, (e.g. whether it has input focus), while others reflect inherent properties of the window (e.g. what kind of border it has). Some are related to the window and others to its OpenGL or OpenGL ES context. @code if (glfwGetWindowAttrib(window, GLFW_FOCUSED)) { // window has input focus } @endcode The [GLFW_DECORATED](@ref GLFW_DECORATED_attrib), [GLFW_RESIZABLE](@ref GLFW_RESIZABLE_attrib), [GLFW_FLOATING](@ref GLFW_FLOATING_attrib), [GLFW_AUTO_ICONIFY](@ref GLFW_AUTO_ICONIFY_attrib) and [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_attrib) window attributes can be changed with @ref glfwSetWindowAttrib. @code glfwSetWindowAttrib(window, GLFW_RESIZABLE, GLFW_FALSE); @endcode @subsubsection window_attribs_wnd Window related attributes @anchor GLFW_FOCUSED_attrib __GLFW_FOCUSED__ indicates whether the specified window has input focus. See @ref window_focus for details. @anchor GLFW_ICONIFIED_attrib __GLFW_ICONIFIED__ indicates whether the specified window is iconified. See @ref window_iconify for details. @anchor GLFW_MAXIMIZED_attrib __GLFW_MAXIMIZED__ indicates whether the specified window is maximized. See @ref window_maximize for details. @anchor GLFW_HOVERED_attrib __GLFW_HOVERED__ indicates whether the cursor is currently directly over the content area of the window, with no other windows between. See @ref cursor_enter for details. @anchor GLFW_VISIBLE_attrib __GLFW_VISIBLE__ indicates whether the specified window is visible. See @ref window_hide for details. @anchor GLFW_RESIZABLE_attrib __GLFW_RESIZABLE__ indicates whether the specified window is resizable _by the user_. This can be set before creation with the [GLFW_RESIZABLE](@ref GLFW_RESIZABLE_hint) window hint or after with @ref glfwSetWindowAttrib. @anchor GLFW_DECORATED_attrib __GLFW_DECORATED__ indicates whether the specified window has decorations such as a border, a close widget, etc. This can be set before creation with the [GLFW_DECORATED](@ref GLFW_DECORATED_hint) window hint or after with @ref glfwSetWindowAttrib. @anchor GLFW_AUTO_ICONIFY_attrib __GLFW_AUTO_ICONIFY__ indicates whether the specified full screen window is iconified on focus loss, a close widget, etc. This can be set before creation with the [GLFW_AUTO_ICONIFY](@ref GLFW_AUTO_ICONIFY_hint) window hint or after with @ref glfwSetWindowAttrib. @anchor GLFW_FLOATING_attrib __GLFW_FLOATING__ indicates whether the specified window is floating, also called topmost or always-on-top. This can be set before creation with the [GLFW_FLOATING](@ref GLFW_FLOATING_hint) window hint or after with @ref glfwSetWindowAttrib. @anchor GLFW_TRANSPARENT_FRAMEBUFFER_attrib __GLFW_TRANSPARENT_FRAMEBUFFER__ indicates whether the specified window has a transparent framebuffer, i.e. the window contents is composited with the background using the window framebuffer alpha channel. See @ref window_transparency for details. @anchor GLFW_FOCUS_ON_SHOW_attrib __GLFW_FOCUS_ON_SHOW__ specifies whether the window will be given input focus when @ref glfwShowWindow is called. This can be set before creation with the [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_hint) window hint or after with @ref glfwSetWindowAttrib. @anchor GLFW_MOUSE_PASSTHROUGH_attrib __GLFW_MOUSE_PASSTHROUGH__ specifies whether the window is transparent to mouse input, letting any mouse events pass through to whatever window is behind it. This can be set before creation with the [GLFW_MOUSE_PASSTHROUGH](@ref GLFW_MOUSE_PASSTHROUGH_hint) window hint or after with @ref glfwSetWindowAttrib. This is only supported for undecorated windows. Decorated windows with this enabled will behave differently between platforms. @subsubsection window_attribs_ctx Context related attributes @anchor GLFW_CLIENT_API_attrib __GLFW_CLIENT_API__ indicates the client API provided by the window's context; either `GLFW_OPENGL_API`, `GLFW_OPENGL_ES_API` or `GLFW_NO_API`. @anchor GLFW_CONTEXT_CREATION_API_attrib __GLFW_CONTEXT_CREATION_API__ indicates the context creation API used to create the window's context; either `GLFW_NATIVE_CONTEXT_API`, `GLFW_EGL_CONTEXT_API` or `GLFW_OSMESA_CONTEXT_API`. @anchor GLFW_CONTEXT_VERSION_MAJOR_attrib @anchor GLFW_CONTEXT_VERSION_MINOR_attrib @anchor GLFW_CONTEXT_REVISION_attrib __GLFW_CONTEXT_VERSION_MAJOR__, __GLFW_CONTEXT_VERSION_MINOR__ and __GLFW_CONTEXT_REVISION__ indicate the client API version of the window's context. @note Do not confuse these attributes with `GLFW_VERSION_MAJOR`, `GLFW_VERSION_MINOR` and `GLFW_VERSION_REVISION` which provide the API version of the GLFW header. @anchor GLFW_OPENGL_FORWARD_COMPAT_attrib __GLFW_OPENGL_FORWARD_COMPAT__ is `GLFW_TRUE` if the window's context is an OpenGL forward-compatible one, or `GLFW_FALSE` otherwise. @anchor GLFW_CONTEXT_DEBUG_attrib @anchor GLFW_OPENGL_DEBUG_CONTEXT_attrib __GLFW_CONTEXT_DEBUG__ is `GLFW_TRUE` if the window's context is in debug mode, or `GLFW_FALSE` otherwise. @par This is the new name, introduced in GLFW 3.4. The older `GLFW_OPENGL_DEBUG_CONTEXT` name is also available for compatibility. @anchor GLFW_OPENGL_PROFILE_attrib __GLFW_OPENGL_PROFILE__ indicates the OpenGL profile used by the context. This is `GLFW_OPENGL_CORE_PROFILE` or `GLFW_OPENGL_COMPAT_PROFILE` if the context uses a known profile, or `GLFW_OPENGL_ANY_PROFILE` if the OpenGL profile is unknown or the context is an OpenGL ES context. Note that the returned profile may not match the profile bits of the context flags, as GLFW will try other means of detecting the profile when no bits are set. @anchor GLFW_CONTEXT_RELEASE_BEHAVIOR_attrib __GLFW_CONTEXT_RELEASE_BEHAVIOR__ indicates the release used by the context. Possible values are one of `GLFW_ANY_RELEASE_BEHAVIOR`, `GLFW_RELEASE_BEHAVIOR_FLUSH` or `GLFW_RELEASE_BEHAVIOR_NONE`. If the behavior is `GLFW_ANY_RELEASE_BEHAVIOR`, the default behavior of the context creation API will be used. If the behavior is `GLFW_RELEASE_BEHAVIOR_FLUSH`, the pipeline will be flushed whenever the context is released from being the current one. If the behavior is `GLFW_RELEASE_BEHAVIOR_NONE`, the pipeline will not be flushed on release. @anchor GLFW_CONTEXT_NO_ERROR_attrib __GLFW_CONTEXT_NO_ERROR__ indicates whether errors are generated by the context. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. If enabled, situations that would have generated errors instead cause undefined behavior. @anchor GLFW_CONTEXT_ROBUSTNESS_attrib __GLFW_CONTEXT_ROBUSTNESS__ indicates the robustness strategy used by the context. This is `GLFW_LOSE_CONTEXT_ON_RESET` or `GLFW_NO_RESET_NOTIFICATION` if the window's context supports robustness, or `GLFW_NO_ROBUSTNESS` otherwise. @subsubsection window_attribs_fb Framebuffer related attributes GLFW does not expose 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. */