Window that can serve as a target for 2D drawing.More...
#include <SFML/Graphics/RenderWindow.hpp>

Public Member Functions | |
| RenderWindow ()=default | |
| Default constructor. | |
| RenderWindow (VideoMode mode, constString &title, std::uint32_t style=Style::Default,State state=State::Windowed, constContextSettings &settings={}) | |
| Construct a new window. | |
| RenderWindow (VideoMode mode, constString &title,State state, constContextSettings &settings={}) | |
| Construct a new window. | |
| RenderWindow (WindowHandle handle, constContextSettings &settings={}) | |
| Construct the window from an existing control. | |
| Vector2u | getSize () const override |
| Get the size of the rendering region of the window. | |
| void | setIcon (constImage &icon) |
| Change the window's icon. | |
| bool | isSrgb () const override |
| Tell if the window will use sRGB encoding when drawing on it. | |
| bool | setActive (bool active=true) override |
| Activate or deactivate the window as the current target for OpenGL rendering. | |
| void | create (VideoMode mode, constString &title, std::uint32_t style=Style::Default,State state=State::Windowed) override |
| Create (or recreate) the window. | |
| virtual void | create (VideoMode mode, constString &title, std::uint32_t style,State state, constContextSettings &settings) |
| Create (or recreate) the window. | |
| void | create (VideoMode mode, constString &title,State state) override |
| Create (or recreate) the window. | |
| virtual void | create (VideoMode mode, constString &title,State state, constContextSettings &settings) |
| Create (or recreate) the window. | |
| void | create (WindowHandle handle) override |
| Create (or recreate) the window from an existing control. | |
| virtual void | create (WindowHandle handle, constContextSettings &settings) |
| Create (or recreate) the window from an existing control. | |
| void | close () override |
| Close the window and destroy all the attached resources. | |
| constContextSettings & | getSettings () const |
| Get the settings of the OpenGL context of the window. | |
| void | setVerticalSyncEnabled (bool enabled) |
| Enable or disable vertical synchronization. | |
| void | setFramerateLimit (unsigned int limit) |
| Limit the framerate to a maximum fixed frequency. | |
| 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. | |
| bool | isOpen () const |
| Tell whether or not the window is open. | |
| std::optional<Event > | pollEvent () |
| Pop the next event from the front of the FIFO event queue, if any, and return it. | |
| std::optional<Event > | waitEvent (Time timeout=Time::Zero) |
| Wait for an event and return it. | |
| template<typename... Handlers> | |
| void | handleEvents (Handlers &&... handlers) |
| Handle all pending events. | |
| Vector2i | getPosition () const |
| Get the position of the window. | |
| void | setPosition (Vector2i position) |
| Change the position of the window on screen. | |
| void | setSize (Vector2u size) |
| Change the size of the rendering region of the window. | |
| void | setMinimumSize (const std::optional<Vector2u > &minimumSize) |
| Set the minimum window rendering region size. | |
| void | setMaximumSize (const std::optional<Vector2u > &maximumSize) |
| Set the maximum window rendering region size. | |
| void | setTitle (constString &title) |
| Change the title of the window. | |
| void | setIcon (Vector2u size, const std::uint8_t *pixels) |
| Change the window's icon. | |
| void | setVisible (bool visible) |
| Show or hide the window. | |
| void | setMouseCursorVisible (bool visible) |
| Show or hide the mouse cursor. | |
| void | setMouseCursorGrabbed (bool grabbed) |
| Grab or release the mouse cursor. | |
| void | setMouseCursor (constCursor &cursor) |
| Set the displayed cursor to a native system cursor. | |
| void | setKeyRepeatEnabled (bool enabled) |
| Enable or disable automatic key-repeat. | |
| void | setJoystickThreshold (float threshold) |
| Change the joystick threshold. | |
| void | requestFocus () |
| Request the current window to be made the active foreground window. | |
| bool | hasFocus () const |
| Check whether the window has the input focus. | |
| WindowHandle | getNativeHandle () const |
| Get the OS-specific handle of the window. | |
| bool | createVulkanSurface (constVkInstance &instance,VkSurfaceKHR &surface, const VkAllocationCallbacks *allocator=nullptr) |
| Create aVulkan rendering surface. | |
| void | clear (Color color=Color::Black) |
| Clear the entire target with a single color. | |
| void | clear (Color color,StencilValue stencilValue) |
| Clear the entire target with a single color and stencil value. | |
| void | clearStencil (StencilValue stencilValue) |
| Clear the stencil buffer to a specific value. | |
| void | setView (constView &view) |
| Change the current active view. | |
| constView & | getView () const |
| Get the view currently in use in the render target. | |
| constView & | getDefaultView () const |
| Get the default view of the render target. | |
| IntRect | getViewport (constView &view) const |
| Get the viewport of a view, applied to this render target. | |
| IntRect | getScissor (constView &view) const |
| Get the scissor rectangle of a view, applied to this render target. | |
| Vector2f | mapPixelToCoords (Vector2i point) const |
| Convert a point from target coordinates to world coordinates, using the current view. | |
| Vector2f | mapPixelToCoords (Vector2i point, constView &view) const |
| Convert a point from target coordinates to world coordinates. | |
| Vector2i | mapCoordsToPixel (Vector2f point) const |
| Convert a point from world coordinates to target coordinates, using the current view. | |
| Vector2i | mapCoordsToPixel (Vector2f point, constView &view) const |
| Convert a point from world coordinates to target coordinates. | |
| void | draw (constDrawable &drawable, constRenderStates &states=RenderStates::Default) |
| Draw a drawable object to the render target. | |
| void | draw (constVertex *vertices, std::size_t vertexCount,PrimitiveType type, constRenderStates &states=RenderStates::Default) |
| Draw primitives defined by an array of vertices. | |
| void | draw (constVertexBuffer &vertexBuffer, constRenderStates &states=RenderStates::Default) |
| Draw primitives defined by a vertex buffer. | |
| void | draw (constVertexBuffer &vertexBuffer, std::size_t firstVertex, std::size_t vertexCount, constRenderStates &states=RenderStates::Default) |
| Draw primitives defined by a vertex buffer. | |
| void | pushGLStates () |
| Save the current OpenGL render states and matrices. | |
| void | popGLStates () |
| Restore the previously saved OpenGL render states and matrices. | |
| void | resetGLStates () |
| Reset the internal OpenGL states so that the target is ready for drawing. | |
Protected Member Functions | |
| void | onCreate () override |
| Function called after the window has been created. | |
| void | onResize () override |
| Function called after the window has been resized. | |
| void | initialize () |
| Performs the common initialization step after creation. | |
Detailed Description
Window that can serve as a target for 2D drawing.
sf::RenderWindow is the main class of the Graphics module.
It defines an OS window that can be painted using the other classes of the graphics module.
sf::RenderWindow is derived fromsf::Window, thus it inherits all its features: events, window management, OpenGL rendering, etc. See the documentation ofsf::Window for a more complete description of all these features, as well as code examples.
On top of that,sf::RenderWindow adds more features related to 2D drawing with the graphics module (see its base classsf::RenderTarget for more details). Here is a typical rendering and event loop with asf::RenderWindow:
Likesf::Window,sf::RenderWindow is still able to render direct OpenGL stuff. It is even possible to mix together OpenGL calls and regular SFML drawing commands.
Definition at line54 of fileRenderWindow.hpp.
Constructor & Destructor Documentation
◆ RenderWindow()[1/4]
| default |
Default constructor.
This constructor doesn't actually create the window, use the other constructors or callcreate() to do so.
◆ RenderWindow()[2/4]
| sf::RenderWindow::RenderWindow | ( | VideoMode | mode, |
| constString & | title, | ||
| std::uint32_t | style =Style::Default, | ||
| State | state =State::Windowed, | ||
| constContextSettings & | settings ={} ) |
Construct a new window.
This constructor creates the window with the size and pixel depth defined inmode. An optional style can be passed to customize the look and behavior of the window (borders, title bar, resizable, closable, ...).
The last parameter is an optional structure specifying advanced OpenGL context settings such as anti-aliasing, depth-buffer bits, etc. You shouldn't care about these parameters for a regular usage of the graphics module.
- Parameters
mode Video mode to use (defines the width, height and depth of the rendering area of the window) title Title of the window style Window style, a bitwise OR combination ofsf::Style enumerators state Window state settings Additional settings for the underlying OpenGL context
◆ RenderWindow()[3/4]
| sf::RenderWindow::RenderWindow | ( | VideoMode | mode, |
| constString & | title, | ||
| State | state, | ||
| constContextSettings & | settings ={} ) |
Construct a new window.
This constructor creates the window with the size and pixel depth defined inmode. Ifstate isState::Fullscreen, thenmode must be a valid video mode.
The last parameter is an optional structure specifying advanced OpenGL context settings such as anti-aliasing, depth-buffer bits, etc.
- Parameters
mode Video mode to use (defines the width, height and depth of the rendering area of the window) title Title of the window state Window state settings Additional settings for the underlying OpenGL context
◆ RenderWindow()[4/4]
| explicit |
Construct the window from an existing control.
Use this constructor if you want to create an SFML rendering area into an already existing control.
The second parameter is an optional structure specifying advanced OpenGL context settings such as anti-aliasing, depth-buffer bits, etc. You shouldn't care about these parameters for a regular usage of the graphics module.
- Parameters
handle Platform-specific handle of the control (HWND on Windows,Window on Linux/FreeBSD,NSWindow on macOS) settings Additional settings for the underlying OpenGL context
Member Function Documentation
◆ clear()[1/2]
| inherited |
Clear the entire target with a single color and stencil value.
The specified stencil value is truncated to the bit width of the current stencil buffer.
- Parameters
color Fill color to use to clear the render target stencilValue Stencil value to clear to
◆ clear()[2/2]
| inherited |
Clear the entire target with a single color.
This function is usually called once every frame, to clear the previous contents of the target.
- Parameters
color Fill color to use to clear the render target
◆ clearStencil()
| inherited |
Clear the stencil buffer to a specific value.
The specified value is truncated to the bit width of the current stencil buffer.
- Parameters
stencilValue Stencil value to clear to
◆ close()
| overridevirtualinherited |
Close the window and destroy all the attached resources.
After calling this function, thesf::Window instance remains valid and you can callcreate() to recreate the window. All other functions such aspollEvent() ordisplay() will still work (i.e. you don't have to testisOpen() every time), and will have no effect on closed windows.
Reimplemented fromsf::WindowBase.
◆ create()[1/6]
Create (or recreate) the window.
If the window was already created, it closes it first. Ifstate isState::Fullscreen, thenmode must be a valid video mode.
- Parameters
mode Video mode to use (defines the width, height and depth of the rendering area of the window) title Title of the window state Window state
Reimplemented fromsf::WindowBase.
◆ create()[2/6]
| virtualinherited |
Create (or recreate) the window.
If the window was already created, it closes it first. Ifstate isState::Fullscreen, thenmode must be a valid video mode.
The last parameter is a structure specifying advanced OpenGL context settings such as anti-aliasing, depth-buffer bits, etc.
- Parameters
mode Video mode to use (defines the width, height and depth of the rendering area of the window) title Title of the window state Window state settings Additional settings for the underlying OpenGL context
◆ create()[3/6]
| virtualinherited |
Create (or recreate) the window.
If the window was already created, it closes it first. Ifstate isState::Fullscreen, thenmode must be a valid video mode.
The last parameter is a structure specifying advanced OpenGL context settings such as anti-aliasing, depth-buffer bits, etc.
- Parameters
mode Video mode to use (defines the width, height and depth of the rendering area of the window) title Title of the window style Window style, a bitwise OR combination ofsf::Style enumerators state Window state settings Additional settings for the underlying OpenGL context
◆ create()[4/6]
| overridevirtualinherited |
Create (or recreate) the window.
If the window was already created, it closes it first. Ifstate isState::Fullscreen, thenmode must be a valid video mode.
- Parameters
mode Video mode to use (defines the width, height and depth of the rendering area of the window) title Title of the window style Window style, a bitwise OR combination ofsf::Style enumerators state Window state
Reimplemented fromsf::WindowBase.
◆ create()[5/6]
| overridevirtualinherited |
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
handle Platform-specific handle of the control
Reimplemented fromsf::WindowBase.
◆ create()[6/6]
| virtualinherited |
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.
The second parameter is an optional structure specifying advanced OpenGL context settings such as anti-aliasing, depth-buffer bits, etc.
- Parameters
handle Platform-specific handle of the control settings Additional settings for the underlying OpenGL context
◆ createVulkanSurface()
| nodiscardinherited |
◆ display()
| inherited |
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.
◆ draw()[1/4]
| inherited |
Draw a drawable object to the render target.
- Parameters
drawable Object to draw states Render states to use for drawing
◆ draw()[2/4]
| inherited |
Draw primitives defined by an array of vertices.
- Parameters
vertices Pointer to the vertices vertexCount Number of vertices in the array type Type of primitives to draw states Render states to use for drawing
◆ draw()[3/4]
| inherited |
Draw primitives defined by a vertex buffer.
- Parameters
vertexBuffer Vertex buffer states Render states to use for drawing
◆ draw()[4/4]
| inherited |
Draw primitives defined by a vertex buffer.
- Parameters
vertexBuffer Vertex buffer firstVertex Index of the first vertex to render vertexCount Number of vertices to render states Render states to use for drawing
◆ getDefaultView()
| nodiscardinherited |
◆ getNativeHandle()
| nodiscardinherited |
Get the OS-specific handle of the window.
The type of the returned handle issf::WindowHandle, which is a type alias 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
◆ getPosition()
| nodiscardinherited |
◆ getScissor()
Get the scissor rectangle of a view, applied to this render target.
The scissor rectangle is defined in the view as a ratio. This function simply applies this ratio to the current dimensions of the render target to calculate the pixels rectangle that the scissor rectangle actually covers in the target.
- Parameters
view The view for which we want to compute the scissor rectangle
- Returns
- Scissor rectangle, expressed in pixels
◆ getSettings()
| nodiscardinherited |
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 thecreate() function, if one or more settings were not supported. In this case, SFML chose the closest match.
- Returns
- Structure containing the OpenGL context settings
◆ getSize()
| nodiscardoverridevirtual |
Get the size of the rendering region of the window.
The size doesn't include the titlebar and borders of the window.
- Returns
- Size in pixels
Implementssf::RenderTarget.
◆ getView()
| nodiscardinherited |
Get the view currently in use in the render target.
- Returns
- The view object that is currently used
- See also
- setView,getDefaultView
◆ getViewport()
Get the viewport of a view, applied to this render target.
The viewport is defined in the view as a ratio, this function simply applies this ratio to the current dimensions of the render target to calculate the pixels rectangle that the viewport actually covers in the target.
- Parameters
view The view for which we want to compute the viewport
- Returns
- Viewport rectangle, expressed in pixels
◆ handleEvents()
| inherited |
Handle all pending events.
This function is not blocking: if there's no pending event then it will return without calling any of the handlers.
This function can take a variadic list of event handlers that each take a concrete event type as a single parameter. The event handlers can be any kind of callable object that has anoperator() defined for a specific event type. Additionally a generic callable can also be provided that will be invoked for every event type. If both types of callables are provided, the callables taking concrete event types will be preferred over the generic callable by overload resolution. Generic callables can be used to customize handler dispatching based on the deduced type of the event and other information available at compile time.
Examples of callables:
- Lambda expressions:[&](constsf::Event::KeyPressed) { ... }
- Free functions:void handler(constsf::Event::KeyPressed&) { ... }
Calling member functions is supported through lambda expressions.
- Parameters
handlers A variadic list of callables that take a specific event as their only parameter
◆ hasFocus()
| nodiscardinherited |
Check whether the window has the input focus.
At any given time, only one window may have the input focus to receive input events such as keystrokes or most mouse events.
- Returns
- true if window has focus,false otherwise
- See also
- requestFocus
◆ initialize()
| protectedinherited |
Performs the common initialization step after creation.
The derived classes must call this function after the target is created and ready for drawing.
◆ isOpen()
| nodiscardinherited |
Tell whether or not the window is open.
This function returns whether or not the window exists. Note that a hidden window (setVisible(false)) is open (therefore this function would returntrue).
- Returns
- true if the window is open,false if it has been closed
◆ isSrgb()
| nodiscardoverridevirtual |
Tell if the window will use sRGB encoding when drawing on it.
You can request sRGB encoding for a window by having the sRgbCapable flag set in theContextSettings
- Returns
- true if the window use sRGB encoding,false otherwise
Reimplemented fromsf::RenderTarget.
◆ mapCoordsToPixel()[1/2]
Convert a point from world coordinates to target coordinates, using the current view.
This function is an overload of themapCoordsToPixel function that implicitly uses the current view. It is equivalent to:
- Parameters
point Point to convert
- Returns
- The converted point, in target coordinates (pixels)
- See also
- mapPixelToCoords
◆ mapCoordsToPixel()[2/2]
Convert a point from world coordinates to target coordinates.
This function finds the pixel of the render target that matches the given 2D point. In other words, it goes through the same process as the graphics card, to compute the final position of a rendered point.
Initially, both coordinate systems (world units and target pixels) match perfectly. But if you define a custom view or resize your render target, this assertion is nottrue anymore, i.e. a point located at (150, 75) in your 2D world may map to the pixel (10, 50) of your render target – if the view is translated by (140, 25).
This version uses a custom view for calculations, see the other overload of the function if you want to use the current view of the render target.
- Parameters
point Point to convert view The view to use for converting the point
- Returns
- The converted point, in target coordinates (pixels)
- See also
- mapPixelToCoords
◆ mapPixelToCoords()[1/2]
Convert a point from target coordinates to world coordinates, using the current view.
This function is an overload of the mapPixelToCoords function that implicitly uses the current view. It is equivalent to:
- Parameters
point Pixel to convert
- Returns
- The converted point, in "world" coordinates
- See also
- mapCoordsToPixel
◆ mapPixelToCoords()[2/2]
Convert a point from target coordinates to world coordinates.
This function finds the 2D position that matches the given pixel of the render target. In other words, it does the inverse of what the graphics card does, to find the initial position of a rendered pixel.
Initially, both coordinate systems (world units and target pixels) match perfectly. But if you define a custom view or resize your render target, this assertion is nottrue anymore, i.e. a point located at (10, 50) in your render target may map to the point (150, 75) in your 2D world – if the view is translated by (140, 25).
For render-windows, this function is typically used to find which point (or object) is located below the mouse cursor.
This version uses a custom view for calculations, see the other overload of the function if you want to use the current view of the render target.
- Parameters
point Pixel to convert view The view to use for converting the point
- Returns
- The converted point, in "world" units
- See also
- mapCoordsToPixel
◆ onCreate()
| overrideprotectedvirtual |
Function called after the window has been created.
This function is called so that derived classes can perform their own specific initialization as soon as the window is created.
Reimplemented fromsf::WindowBase.
◆ onResize()
| overrideprotectedvirtual |
Function called after the window has been resized.
This function is called so that derived classes can perform custom actions when the size of the window changes.
Reimplemented fromsf::WindowBase.
◆ pollEvent()
| nodiscardinherited |
Pop the next event from the front of the FIFO event queue, if any, and return it.
This function is not blocking: if there's no pending event then it will return astd::nullopt. Note that more than one event may be present in the event queue, thus you should always call this function in a loop to make sure that you process every pending event.
- Returns
- The event, otherwisestd::nullopt if no events are pending
- See also
- waitEvent,handleEvents
◆ popGLStates()
| inherited |
Restore the previously saved OpenGL render states and matrices.
See the description ofpushGLStates to get a detailed description of these functions.
- See also
- pushGLStates
◆ pushGLStates()
| inherited |
Save the current OpenGL render states and matrices.
This function can be used when you mix SFML drawing and direct OpenGL rendering. Combined with popGLStates, it ensures that:
- SFML's internal states are not messed up by your OpenGL code
- your OpenGL states are not modified by a call to a SFML function
More specifically, it must be used around code that callsdraw functions. Example:
Note that this function is quite expensive: it saves all the possible OpenGL states and matrices, even the ones you don't care about. Therefore it should be used wisely. It is provided for convenience, but the best results will be achieved if you handle OpenGL states yourself (because you know which states have really changed, and need to be saved and restored). Take a look at the resetGLStates function if you do so.
- See also
- popGLStates
◆ requestFocus()
| inherited |
Request the current window to be made the active foreground window.
At any given time, only one window may have the input focus to receive input events such as keystrokes or mouse events. If a window requests focus, it only hints to the operating system, that it would like to be focused. The operating system is free to deny the request. This is not to be confused withsetActive().
- See also
- hasFocus
◆ resetGLStates()
| inherited |
Reset the internal OpenGL states so that the target is ready for drawing.
This function can be used when you mix SFML drawing and direct OpenGL rendering, if you choose not to usepushGLStates/popGLStates. It makes sure that all OpenGL states needed by SFML are set, so that subsequentdraw() calls will work as expected.
Example:
◆ setActive()[1/2]
| nodiscardoverridevirtual |
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. This is not to be confused withrequestFocus().
- Parameters
active true to activate,false to deactivate
- Returns
- true if operation was successful,false otherwise
Reimplemented fromsf::RenderTarget.
◆ setActive()[2/2]
| nodiscardinherited |
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. This is not to be confused withrequestFocus().
- Parameters
active true to activate,false to deactivate
- Returns
- true if operation was successful,false otherwise
◆ setFramerateLimit()
| inherited |
Limit the framerate to a maximum fixed frequency.
If a limit is set, the window will use a small delay after each call todisplay() to ensure that the current frame lasted long enough to match the framerate limit. SFML will try to match the given limit as much as it can, but since it internally usessf::sleep, whose precision depends on the underlying OS, the results may be a little imprecise as well (for example, you can get 65 FPS when requesting 60).
- Parameters
limit Framerate limit, in frames per seconds (use 0 to disable limit)
◆ setIcon()[1/2]
| void sf::RenderWindow::setIcon | ( | constImage & | icon | ) |
Change the window's icon.
The OS default icon is used by default.
- Parameters
icon Image to use as the icon. The image is copied, so you need not keep the source alive after calling this function.
◆ setIcon()[2/2]
| inherited |
Change the window's icon.
pixels must be an array ofsize pixels in 32-bits RGBA format.
The OS default icon is used by default.
- Parameters
size Icon's width and height, in pixels pixels Pointer to the array of pixels in memory. The pixels are copied, so you need not keep the source alive after calling this function.
- See also
- setTitle
◆ setJoystickThreshold()
| inherited |
Change the joystick threshold.
The joystick threshold is the value below which no JoystickMoved event will be generated.
The threshold value is 0.1 by default.
- Parameters
threshold New threshold, in the range [0, 100]
◆ setKeyRepeatEnabled()
| inherited |
Enable or disable automatic key-repeat.
If key repeat is enabled, you will receive repeated KeyPressed 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
enabled true to enable,false to disable
◆ setMaximumSize()
| inherited |
Set the maximum window rendering region size.
Passstd::nullopt to unset the maximum size
- Parameters
maximumSize New maximum size, in pixels
◆ setMinimumSize()
| inherited |
Set the minimum window rendering region size.
Passstd::nullopt to unset the minimum size
- Parameters
minimumSize New minimum size, in pixels
◆ setMouseCursor()
| inherited |
Set the displayed cursor to a native system cursor.
Upon window creation, the arrow cursor is used by default.
- Warning
- The cursor must not be destroyed while in use by the window.
- Features related toCursor are not supported on iOS and Android.
- Parameters
cursor Native system cursor type to display
◆ setMouseCursorGrabbed()
| inherited |
Grab or release the mouse cursor.
If set, grabs the mouse cursor inside this window's client area so it may no longer be moved outside its bounds. Note that grabbing is only active while the window has focus.
- Parameters
grabbed true to enable,false to disable
◆ setMouseCursorVisible()
| inherited |
Show or hide the mouse cursor.
The mouse cursor is visible by default.
- Warning
- On Windows, this function needs to be called from the thread that created the window.
- Parameters
visible true to show the mouse cursor,false to hide it
◆ setPosition()
| inherited |
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
position New position, in pixels
- See also
- getPosition
◆ setSize()
| inherited |
Change the size of the rendering region of the window.
- Parameters
size New size, in pixels
- See also
- getSize
◆ setTitle()
| inherited |
◆ setVerticalSyncEnabled()
| inherited |
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
enabled true to enable v-sync,false to deactivate it
◆ setView()
| inherited |
Change the current active view.
The view is like a 2D camera, it controls which part of the 2D scene is visible, and how it is viewed in the render target. The new view will affect everything that is drawn, until another view is set. The render target keeps its own copy of the view object, so it is not necessary to keep the original one alive after calling this function. To restore the original view of the target, you can pass the result ofgetDefaultView() to this function.
- Parameters
view New view to use
- See also
- getView,getDefaultView
◆ setVisible()
| inherited |
Show or hide the window.
The window is shown by default.
- Parameters
visible true to show the window,false to hide it
◆ waitEvent()
| nodiscardinherited |
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 or until the provided timeout elapses. Only if an error or a timeout occurs the returned event will bestd::nullopt. 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.
- Parameters
timeout Maximum time to wait (Time::Zero for infinite)
- Returns
- The event, otherwisestd::nullopt on timeout or if window was closed
- See also
- pollEvent,handleEvents
The documentation for this class was generated from the following file: