Public Member Functions | Static Private Member Functions
sf::Window Class Reference

Window that serves as a target for OpenGL rendering. More...

#include <Window.hpp>

Inheritance diagram for sf::Window:
sf::GlResource sf::NonCopyable sf::RenderWindow

List of all members.

Public Member Functions

 Window ()
 Default constructor.
 Window (VideoMode mode, const std::string &title, unsigned long style=Style::Default, const ContextSettings &settings=ContextSettings())
 Construct a new window.
 Window (WindowHandle handle, const ContextSettings &settings=ContextSettings())
 Construct the window from an existing control.
virtual ~Window ()
 Destructor.
void Create (VideoMode mode, const std::string &title, unsigned long style=Style::Default, const ContextSettings &settings=ContextSettings())
 Create (or recreate) the window.
void Create (WindowHandle handle, const ContextSettings &settings=ContextSettings())
 Create (or recreate) the window from an existing control.
void Close ()
 Close the window and destroy all the attached resources.
bool IsOpened () const
 Tell whether or not the window is opened.
unsigned int GetWidth () const
 Get the width of the rendering region of the window.
unsigned int GetHeight () const
 Get the height of the rendering region of the window.
const ContextSettingsGetSettings () const
 Get the settings of the OpenGL context of the window.
bool PollEvent (Event &event)
 Pop the event on top of events stack, if any, and return it.
bool WaitEvent (Event &event)
 Wait for an event and return it.
void EnableVerticalSync (bool enabled)
 Enable or disable vertical synchronization.
void ShowMouseCursor (bool show)
 Show or hide the mouse cursor.
void SetPosition (int x, int y)
 Change the position of the window on screen.
void SetSize (unsigned int width, unsigned int height)
 Change the size of the rendering region of the window.
void SetTitle (const std::string &title)
 Change the title of the window.
void Show (bool show)
 Show or hide the window.
void EnableKeyRepeat (bool enabled)
 Enable or disable automatic key-repeat.
void SetIcon (unsigned int width, unsigned int height, const Uint8 *pixels)
 Change the window's icon.
bool SetActive (bool active=true) const
 Activate or deactivate the window as the current target for OpenGL rendering.
void Display ()
 Display on screen what has been rendered to the window so far.
void SetFramerateLimit (unsigned int limit)
 Limit the framerate to a maximum fixed frequency.
Uint32 GetFrameTime () const
 Get the duration of the last frame.
void SetJoystickThreshold (float threshold)
 Change the joystick threshold.
WindowHandle GetSystemHandle () const
 Get the OS-specific handle of the window.

Static Private Member Functions

static void EnsureGlContext ()

Detailed Description

Window that serves as a target for OpenGL rendering.

sf::Window is the main class of the Window module.

It defines an OS window that is able to receive an OpenGL rendering.

A sf::Window can create its own new window, or be embedded into an already existing control using the Create(handle) function. This can be useful for embedding an OpenGL rendering area into a view which is part of a bigger GUI with existing windows, controls, etc. It can also serve as embedding an OpenGL rendering area into a window created by another (probably richer) GUI library like Qt or wxWidgets.

The sf::Window class provides a simple interface for manipulating the window: move, resize, show/hide, control mouse cursor, etc. It also provides event handling through its PollEvent() and WaitEvent() functions.

Note that OpenGL experts can pass their own parameters (antialiasing level, bits for the depth and stencil buffers, etc.) to the OpenGL context attached to the window, with the sf::ContextSettings structure which is passed as an optional argument when creating the window.

Usage example:

 // Declare and create a new window
 sf::Window window(sf::VideoMode(800, 600), "SFML window");

 // Limit the framerate to 60 frames per second (this step is optional)
 window.SetFramerateLimit(60);

 // The main loop - ends as soon as the window is closed
 while (window.IsOpened())
 {
    // Event processing
    sf::Event event;
    while (window.PollEvent(event))
    {
        // Request for closing the window
        if (event.Type == sf::Event::Closed)
            window.Close();
    }

    // Activate the window for OpenGL rendering
    window.SetActive();

    // OpenGL drawing commands go here...

    // End the current frame and display its contents on screen
    window.Display();
 }

Definition at line 56 of file Window/Window.hpp.


Constructor & Destructor Documentation

sf::Window::Window ( )

Default constructor.

This constructor doesn't actually create the window, use the other constructors or call Create to do so.

sf::Window::Window ( VideoMode  mode,
const std::string &  title,
unsigned long  style = Style::Default,
const ContextSettings settings = ContextSettings() 
)

Construct a new window.

This constructor creates the window with the size and pixel depth defined in mode. An optional style can be passed to customize the look and behaviour of the window (borders, title bar, resizable, closable, ...). If style contains Style::Fullscreen, then mode must be a valid video mode.

The fourth parameter is an optional structure specifying advanced OpenGL context settings such as antialiasing, depth-buffer bits, etc.

Parameters:
modeVideo mode to use (defines the width, height and depth of the rendering area of the window)
titleTitle of the window
styleWindow style
settingsAdditional settings for the underlying OpenGL context
sf::Window::Window ( WindowHandle  handle,
const ContextSettings settings = ContextSettings() 
) [explicit]

Construct the window from an existing control.

Use this constructor if you want to create an OpenGL rendering area into an already existing control.

The second parameter is an optional structure specifying advanced OpenGL context settings such as antialiasing, depth-buffer bits, etc.

Parameters:
handlePlatform-specific handle of the control
settingsAdditional settings for the underlying OpenGL context
virtual sf::Window::~Window ( ) [virtual]

Destructor.

Closes the window and free all the resources attached to it.


Member Function Documentation

void sf::Window::Close ( )

Close the window and destroy all the attached resources.

After calling this function, the sf::Window instance remains valid and you can call Create() to recreate the window. All other functions such as PollEvent() or Display() will still work (i.e. you don't have to test IsOpened() every time), and will have no effect on closed windows.

void sf::Window::Create ( WindowHandle  handle,
const ContextSettings settings = ContextSettings() 
)

Create (or recreate) the window from an existing control.

Use this function if you want to create an OpenGL rendering area into an already existing control. If the window was already created, it closes it first.

Parameters:
handlePlatform-specific handle of the control
settingsAdditional settings for the underlying OpenGL context
void sf::Window::Create ( VideoMode  mode,
const std::string &  title,
unsigned long  style = Style::Default,
const ContextSettings settings = ContextSettings() 
)

Create (or recreate) the window.

If the window was already created, it closes it first. If style contains Style::Fullscreen, then mode must be a valid video mode.

Parameters:
modeVideo mode to use (defines the width, height and depth of the rendering area of the window)
titleTitle of the window
styleWindow style
settingsAdditional settings for the underlying OpenGL context
void sf::Window::Display ( )

Display on screen what has been rendered to the window so far.

This function is typically called after all OpenGL rendering has been done for the current frame, in order to show it on screen.

void sf::Window::EnableKeyRepeat ( bool  enabled)

Enable or disable automatic key-repeat.

If key repeat is enabled, you will receive repeated KeyPress events while keeping a key pressed. If it is disabled, you will only get a single event when the key is pressed.

Key repeat is enabled by default.

Parameters:
enabledTrue to enable, false to disable
void sf::Window::EnableVerticalSync ( bool  enabled)

Enable or disable vertical synchronization.

Activating vertical synchronization will limit the number of frames displayed to the refresh rate of the monitor. This can avoid some visual artifacts, and limit the framerate to a good value (but not constant across different computers).

Vertical synchronization is disabled by default.

Parameters:
enabledTrue to enable v-sync, false to deactivate
Uint32 sf::Window::GetFrameTime ( ) const

Get the duration of the last frame.

This function returns the time elapsed between the last two calls to Display(). This can be useful for calculating the framerate, or for updating the application's objects.

Returns:
Time elapsed in last frame, in milliseconds
unsigned int sf::Window::GetHeight ( ) const

Get the height of the rendering region of the window.

The height doesn't include the titlebar and borders of the window.

Returns:
Height in pixels
See also:
GetWidth

Reimplemented in sf::RenderWindow.

const ContextSettings& sf::Window::GetSettings ( ) const

Get the settings of the OpenGL context of the window.

Note that these settings may be different from what was passed to the constructor or the Create() function, if one or more settings were not supported. In this case, SFML chose the closest match.

Returns:
Structure containing the OpenGL context settings
WindowHandle sf::Window::GetSystemHandle ( ) const

Get the OS-specific handle of the window.

The type of the returned handle is sf::WindowHandle, which is a typedef to the handle type defined by the OS. You shouldn't need to use this function, unless you have very specific stuff to implement that SFML doesn't support, or implement a temporary workaround until a bug is fixed.

Returns:
System handle of the window
unsigned int sf::Window::GetWidth ( ) const

Get the width of the rendering region of the window.

The width doesn't include the titlebar and borders of the window.

Returns:
Width in pixels
See also:
GetHeight

Reimplemented in sf::RenderWindow.

bool sf::Window::IsOpened ( ) const

Tell whether or not the window is opened.

This function returns whether or not the window exists. Note that a hidden window (Show(false)) will return true.

Returns:
True if the window is opened, false if it has been closed
bool sf::Window::PollEvent ( Event event)

Pop the event on top of events stack, if any, and return it.

This function is not blocking: if there's no pending event then it will return false and leave event unmodified. Note that more than one event may be present in the events stack, thus you should always call this function in a loop to make sure that you process every pending event.

 sf::Event event;
 while (window.PollEvent(event))
 {
    // process event...
 }
Parameters:
eventEvent to be returned
Returns:
True if an event was returned, or false if the events stack was empty
See also:
WaitEvent
bool sf::Window::SetActive ( bool  active = true) const

Activate or deactivate the window as the current target for OpenGL rendering.

A window is active only on the current thread, if you want to make it active on another thread you have to deactivate it on the previous thread first if it was active. Only one window can be active on a thread at a time, thus the window previously active (if any) automatically gets deactivated.

Parameters:
activeTrue to activate, false to deactivate
Returns:
True if operation was successful, false otherwise
void sf::Window::SetFramerateLimit ( unsigned int  limit)

Limit the framerate to a maximum fixed frequency.

If a limit is set, the window will use a small delay after each call to Display() to ensure that the current frame lasted long enough to match the framerate limit.

Parameters:
limitFramerate limit, in frames per seconds (use 0 to disable limit)
void sf::Window::SetIcon ( unsigned int  width,
unsigned int  height,
const Uint8 *  pixels 
)

Change the window's icon.

pixels must be an array of width x height pixels in 32-bits RGBA format.

The OS default icon is used by default.

Parameters:
widthIcon's width, in pixels
heightIcon's height, in pixels
pixelsPointer to the array of pixels in memory
void sf::Window::SetJoystickThreshold ( float  threshold)

Change the joystick threshold.

The joystick threshold is the value below which no JoyMoved event will be generated.

The threshold value is 0.1 by default.

Parameters:
thresholdNew threshold, in the range [0, 100]
void sf::Window::SetPosition ( int  x,
int  y 
)

Change the position of the window on screen.

This function only works for top-level windows (i.e. it will be ignored for windows created from the handle of a child window/control).

Parameters:
xLeft position
yTop position
void sf::Window::SetSize ( unsigned int  width,
unsigned int  height 
)

Change the size of the rendering region of the window.

Parameters:
widthNew width, in pixels
heightNew height, in pixels
void sf::Window::SetTitle ( const std::string &  title)

Change the title of the window.

Parameters:
titleNew title
void sf::Window::Show ( bool  show)

Show or hide the window.

The window is shown by default.

Parameters:
showTrue to show, false to hide
void sf::Window::ShowMouseCursor ( bool  show)

Show or hide the mouse cursor.

The mouse cursor is shown by default.

Parameters:
showTrue to show, false to hide
bool sf::Window::WaitEvent ( Event event)

Wait for an event and return it.

This function is blocking: if there's no pending event then it will wait until an event is received. After this function returns (and no error occured), the event object is always valid and filled properly. This function is typically used when you have a thread that is dedicated to events handling: you want to make this thread sleep as long as no new event is received.

 sf::Event event;
 if (window.WaitEvent(event))
 {
    // process event...
 }
Parameters:
eventEvent to be returned
Returns:
False if any error occured
See also:
PollEvent

The documentation for this class was generated from the following file: