This guide introduces the window related functions of GLFW. There are also guides for the other areas of GLFW.
The GLFWwindow object encapsulates both a window and a context. They are created with glfwCreateWindow and destroyed with glfwDestroyWindow, or 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.
A window and its OpenGL or OpenGL ES context are created with glfwCreateWindow, which returns a handle to the created window object. For example, this creates a 640 by 480 windowed mode window:
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.
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 Retrieving monitors.
Full screen windows cover the entire display area of a monitor, have no border or decorations.
Each field of the 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 Video modes.
Video mode field | Corresponds to ------— |
---|---|
GLFWvidmode.width | width parameter |
GLFWvidmode.height | height parameter |
GLFWvidmode.redBits | GLFW_RED_BITS hint |
GLFWvidmode.greenBits | GLFW_GREEN_BITS hint |
GLFWvidmode.blueBits | GLFW_BLUE_BITS hint |
GLFWvidmode.refreshRate | GLFW_REFRESH_RATE hint |
Once you have a full screen window, you can change its resolution with glfwSetWindowSize. The new video mode will be selected and set the same way as the video mode chosen by glfwCreateWindow.
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
window hint, for example if you wish to simultaneously cover multiple windows with 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, simply request the current video mode.
When a window is no longer needed, destroy it with glfwDestroyWindow.
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 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.
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 glfwInit, can be set individually with glfwWindowHint and reset all at once to their defaults with glfwDefaultWindowHints.
Note that hints need to be set before the creation of the window and context you wish to have the specified attributes.
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:
GLFW_STEREO
GLFW_DOUBLEBUFFER
GLFW_CLIENT_API
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
GLFW_OPENGL_PROFILE
GLFW_RESIZABLE
specifies whether the windowed mode window will be resizable by the user. The window will still be resizable using the glfwSetWindowSize function. This hint is ignored for full screen windows.
GLFW_VISIBLE
specifies whether the windowed mode window will be initially visible. This hint is ignored for full screen windows.
GLFW_DECORATED
specifies whether the windowed mode window will have window decorations such as a border, a close widget, etc. An undecorated window may still allow the user to generate close events on some platforms. This hint is ignored for full screen windows.
GLFW_FOCUSED
specifies whether the windowed mode window will be given input focus when created. This hint is ignored for full screen and initially hidden windows.
GLFW_AUTO_ICONIFY
specifies whether the full screen window will automatically iconify and restore the previous video mode on input focus loss. This hint is ignored for windowed mode windows.
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. This hint is ignored for full screen windows.
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. GLFW_DONT_CARE
means the application has no preference.
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. GLFW_DONT_CARE
means the application has no preference.
GLFW_AUX_BUFFERS
specifies the desired number of auxiliary buffers. GLFW_DONT_CARE
means the application has no preference.
GLFW_STEREO
specifies whether to use stereoscopic rendering. This is a hard constraint.
GLFW_SAMPLES
specifies the desired number of samples to use for multisampling. Zero disables multisampling. GLFW_DONT_CARE
means the application has no preference.
GLFW_SRGB_CAPABLE
specifies whether the framebuffer should be sRGB capable. If supported, the created context will provide GL_ARB_framebuffer_sRGB
or GL_EXT_framebuffer_sRGB
.
GLFW_DOUBLEBUFFER
specifies whether the framebuffer should be double buffered. You nearly always want to use double buffering. This is a hard constraint.
GLFW_REFRESH_RATE
specifies the desired refresh rate for full screen windows. If set to GLFW_DONT_CARE
, the highest available refresh rate will be used. This hint is ignored for windowed mode windows.
GLFW_CLIENT_API
specifies which client API to create the context for. Possible values are GLFW_OPENGL_API
and GLFW_OPENGL_ES_API
. This is a hard constraint.
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.
GLFW_CONTEXT_VERSION_MAJOR
and GLFW_CONTEXT_VERSION_MINOR
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 may still get backwards-compatible contexts of version 3.0 and above when available.GLFW_CONTEXT_VERSION_MAJOR
and GLFW_CONTEXT_VERSION_MINOR
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.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 may only be used if the requested OpenGL version is 3.0 or above. If OpenGL ES is requested, this hint is ignored.
GLFW_OPENGL_DEBUG_CONTEXT
specifies whether to create a debug OpenGL context, which may have additional error and performance issue reporting functionality. If OpenGL ES is requested, this hint is ignored.
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.
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.
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.
Window hint | Default value | Supported values |
---|---|---|
GLFW_RESIZABLE | GL_TRUE | GL_TRUE or GL_FALSE |
GLFW_VISIBLE | GL_TRUE | GL_TRUE or GL_FALSE |
GLFW_DECORATED | GL_TRUE | GL_TRUE or GL_FALSE |
GLFW_FOCUSED | GL_TRUE | GL_TRUE or GL_FALSE |
GLFW_AUTO_ICONIFY | GL_TRUE | GL_TRUE or GL_FALSE |
GLFW_FLOATING | GL_FALSE | GL_TRUE or GL_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 | GL_FALSE | GL_TRUE or GL_FALSE |
GLFW_SRGB_CAPABLE | GL_FALSE | GL_TRUE or GL_FALSE |
GLFW_DOUBLEBUFFER | GL_TRUE | GL_TRUE or GL_FALSE |
GLFW_CLIENT_API | GLFW_OPENGL_API | GLFW_OPENGL_API or GLFW_OPENGL_ES_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 | GL_FALSE | GL_TRUE or GL_FALSE |
GLFW_OPENGL_DEBUG_CONTEXT | GL_FALSE | GL_TRUE or GL_FALSE |
GLFW_OPENGL_PROFILE | GLFW_OPENGL_ANY_PROFILE | GLFW_OPENGL_ANY_PROFILE , GLFW_OPENGL_COMPAT_PROFILE or GLFW_OPENGL_CORE_PROFILE |
See Event processing.
Each window has a user pointer that can be set with glfwSetWindowUserPointer and fetched with 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
.
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 glfwWindowShouldClose and can be set or cleared directly with glfwSetWindowShouldClose. A common pattern is to use the close flag as a main loop condition.
If you wish to be notified when the user attempts to close a window, set a close callback.
The callback function is called directly after the close flag has been set. It can be used for example to filter close requests and clear the close flag again unless certain conditions are met.
The size of a window can be changed with glfwSetWindowSize. For windowed mode windows, this sets the size, in screen coordinates of the client area or content area of the window. The window system may impose limits on window size.
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 or the system, set a size callback.
The callback function receives the new size, in screen coordinates, of the client area of the window when it is resized.
There is also glfwGetWindowSize for directly retrieving the current size of a window.
glViewport
or other pixel-based OpenGL calls. The window size is in screen coordinates, not pixels. Use the framebuffer size, which is in pixels, for pixel-based calls.The above functions work with the size of the client area, but decorated windows typically have title bars and window frames around this rectangle. You can retrieve the extents of these with glfwGetWindowFrameSize.
The returned values are the distances, in screen coordinates, from the edges of the client area to the corresponding edges of the full window. As they are distances and not coordinates, they are always zero or positive.
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.
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.
There is also glfwGetFramebufferSize for directly retrieving the current size of the framebuffer of a window.
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.
The position of a windowed-mode window can be changed with glfwSetWindowPos. This moves the window so that the upper-left corner of its client area has the specified screen coordinates. The window system may put limitations on window placement.
If you wish to be notified when a window is moved, whether by the user, system or your own code, set a position callback.
The callback function receives the new position of the upper-left corner of the client area when the window is moved.
There is also glfwGetWindowPos for directly retrieving the current position of the client area of the window.
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 glfwSetWindowTitle.
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.
Full screen windows are associated with a specific monitor. You can get the handle for this monitor with glfwGetWindowMonitor.
This monitor handle is one of those returned by glfwGetMonitors.
For windowed mode windows, this function returns NULL
. This is the recommended way to tell full screen windows from windowed mode windows.
Windows can be iconified (i.e. minimized) with glfwIconifyWindow.
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 glfwRestoreWindow.
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 a iconify callback.
The callback function receives changes in the iconification state of the window.
You can also get the current iconification state with glfwGetWindowAttrib.
Windowed mode windows can be hidden with glfwHideWindow.
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 glfwHideWindow on a full screen window does nothing.
Hidden windows can be shown with glfwShowWindow.
Windowed mode windows can be created initially hidden with the GLFW_VISIBLE
window hint. 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.
You can also get the current visibility state with glfwGetWindowAttrib.
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.
The callback function receives changes in the input focus state of the window.
You can also get the current input focus state with glfwGetWindowAttrib.
If you wish to be notified when the contents of a window is damaged and needs to be refreshed, set a window refresh callback.
The callback function is called when the contents of the window needs to be refreshed.
Windows have a number of attributes that can be returned using glfwGetWindowAttrib. Some reflect state that may change during the lifetime of the window, while others reflect the corresponding hints and are fixed at the time of creation. Some are related to the actual window and others to its context.
GLFW_FOCUSED
indicates whether the specified window has input focus. Initial input focus is controlled by the window hint with the same name.
GLFW_ICONIFIED
indicates whether the specified window is iconified, whether by the user or with glfwIconifyWindow.
GLFW_VISIBLE
indicates whether the specified window is visible. Window visibility can be controlled with glfwShowWindow and glfwHideWindow and initial visibility is controlled by the window hint with the same name.
GLFW_RESIZABLE
indicates whether the specified window is resizable by the user. This is set on creation with the window hint with the same name.
GLFW_DECORATED
indicates whether the specified window has decorations such as a border, a close widget, etc. This is set on creation with the window hint with the same name.
GLFW_FLOATING
indicates whether the specified window is floating, also called topmost or always-on-top. This is controlled by the window hint with the same name.
GLFW_CLIENT_API
indicates the client API provided by the window's context; either GLFW_OPENGL_API
or GLFW_OPENGL_ES_API
.
GLFW_CONTEXT_VERSION_MAJOR
, GLFW_CONTEXT_VERSION_MINOR
and GLFW_CONTEXT_REVISION
indicate the client API version of the window's context.
GLFW_OPENGL_FORWARD_COMPAT
is GL_TRUE
if the window's context is an OpenGL forward-compatible one, or GL_FALSE
otherwise.
GLFW_OPENGL_DEBUG_CONTEXT
is GL_TRUE
if the window's context is an OpenGL debug context, or GL_FALSE
otherwise.
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.
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.
The attributes of the default framebuffer (i.e. the framebuffer attached to the window) are not provided by this function but can be queried with both OpenGL and OpenGL ES.
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 can be queried from the GL_BACK_LEFT
, while the depth and stencil sizes can be queried from the GL_DEPTH
and GL_STENCIL
attachments, respectively.
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 glfwSwapBuffers.
Sometimes it can be useful to select when the buffer swap will occur. With the function glfwSwapInterval it is possible to select the minimum number of monitor refreshes the driver wait should from the time glfwSwapBuffers was called before swapping the buffers:
If the interval is zero, the swap will take place immediately when 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.
Last update on Sun Nov 4 2018 for GLFW 3.1.2