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Documentation work.
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/*! @page window Window handling
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/*!
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@page window Window handling guide
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@tableofcontents
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The primary purpose of GLFW is to provide a simple interface to window
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management and OpenGL and OpenGL ES context creation. GLFW supports
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multiple windows, which can be either a normal desktop window or
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a fullscreen window.
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management and OpenGL and OpenGL ES context creation. GLFW supports multiple
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windows, which can be either a normal desktop window or a fullscreen window.
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@section window_object Window objects
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@section window_object Window handles
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The @ref GLFWwindow object encapsulates both a window and a context. They are
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created with @ref glfwCreateWindow and destroyed with @ref glfwDestroyWindow (or
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@ref glfwTerminate, if any remain). As the window and context are inseparably
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linked, the window handle (i.e. window object pointer) is used as a context
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handle as well, for example when calling @ref glfwMakeContextCurrent.
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linked, the object pointer is used as both a context and window handle.
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@section window_hints Window hints
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@section window_hints Window creation hints
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There are a number of hints that can be set before the creation of a window.
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Some affect the window itself, others its framebuffer or context. These hints
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are set to their default values each time the library is initialized with @ref
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glfwInit, can be individually set with @ref glfwWindowHint and reset all at once
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to their defaults with @ref glfwDefaultWindowHints.
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There are a number of hints that can be set before the creation of a window and
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context. Some affect the window itself, others affect the framebuffer or
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context. These hints are set to their default values each time the library is
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initialized with @ref glfwInit, can be set individually with @ref glfwWindowHint
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and reset all at once to their defaults with @ref glfwDefaultWindowHints.
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Note again that they need to be set *before* the creation of the window you wish
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to have the specified attributes.
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Note that hints need to be set *before* the creation of the window and context
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you wish to have the specified attributes.
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@subsection window_hints_hard Hard and soft constraints
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@@ -49,6 +50,21 @@ context:
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Hints that do not apply to a given type of window or context are ignored.
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@subsection window_hints_wnd Window related hints
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The `GLFW_RESIZABLE` hint specifies whether the window will be resizable *by the
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user*. The window will still be resizable using the @ref glfwSetWindowSize
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function. This hint is ignored for fullscreen windows.
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The `GLFW_VISIBLE` hint specifies whether the window will be initially
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visible. This hint is ignored for fullscreen windows.
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The `GLFW_DECORATED` hint specifies whether the window will have window
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decorations such as a border, a close widget, etc. This hint is ignored for
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fullscreen windows. Note that even though a window may lack a close widget, it
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is usually still possible for the user to generate close events.
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@subsection window_hints_fb Framebuffer related hints
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The `GLFW_RED_BITS`, `GLFW_GREEN_BITS`, `GLFW_BLUE_BITS`, `GLFW_ALPHA_BITS`,
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@@ -116,21 +132,6 @@ used by the context. This can be one of `GLFW_NO_RESET_NOTIFICATION` or
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a robustness strategy.
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@subsection window_hints_wnd Window related hints
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The `GLFW_RESIZABLE` hint specifies whether the window will be resizable *by the
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user*. The window will still be resizable using the @ref glfwSetWindowSize
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function. This hint is ignored for fullscreen windows.
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The `GLFW_VISIBLE` hint specifies whether the window will be initially
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visible. This hint is ignored for fullscreen windows.
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The `GLFW_DECORATED` hint specifies whether the window will have window
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decorations such as a border, a close widget, etc. This hint is ignored for
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fullscreen windows. Note that even though a window may lack a close widget, it
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is usually still possible for the user to generate close events.
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@subsection window_hints_values Supported and default values
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| Name | Default value | Supported values |
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@@ -161,20 +162,235 @@ is usually still possible for the user to generate close events.
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| `GLFW_OPENGL_PROFILE` | `GLFW_OPENGL_NO_PROFILE` | `GLFW_OPENGL_NO_PROFILE`, `GLFW_OPENGL_COMPAT_PROFILE` or `GLFW_OPENGL_CORE_PROFILE` |
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@section window_closing Window closing
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@section window_close Window close flag
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When the user attempts to close the window, for example by clicking the close
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widget or using a key chord like Alt+F4, the window's close flag is set and then
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its close callback is called. The window is not actually destroyed and, unless
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you are monitoring the close flag, nothing further happens.
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widget or using a key chord like Alt+F4, the *close flag* of the window is set.
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The window is however not actually destroyed and, unless you watch for this
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state change, nothing further happens.
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If you do not want the close flag to be set, it can be cleared again from the
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close callback (or from any other point in your program) with @ref
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glfwSetWindowShouldClose.
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The current state of the close flag is returned by @ref glfwWindowShouldClose
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and can be set or cleared directly with @ref glfwSetWindowShouldClose. A common
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pattern is to use the close flag as a main loop condition.
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@code
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while (!glfwWindowShouldClose(window))
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{
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render(window);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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@endcode
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If you wish to be notified when the user attempts to close a window, you can set
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the close callback with @ref glfwSetWindowCloseCallback. This callback is
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called directly *after* the close flag has been set.
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@code
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glfwSetWindowCloseCallback(window, window_close_callback);
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@endcode
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The callback function can be used for example to filter close requests and clear
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the close flag again unless certain conditions are met.
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@code
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void window_close_callback(GLFWwindow* window)
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{
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if (!time_to_close)
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glfwSetWindowShouldClose(window, GL_FALSE);
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}
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@endcode
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@section window_dims Window dimensions
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@section window_size Window size
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Text here.
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The size of a window can be changed with @ref glfwSetWindowSize. For windowed
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mode windows, this resizes the specified window so that its *client area* has
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the specified size. Note that the window system may put limitations on size.
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For full screen windows, it selects and sets the video mode most closely
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matching the specified size.
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@code
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void glfwSetWindowSize(window, 640, 480);
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@endcode
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If you wish to be notified when a window is resized, whether by the user or
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the system, you can set the size callback with @ref glfwSetWindowSizeCallback.
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@code
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glfwSetWindowSizeCallback(window, window_size_callback);
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@endcode
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The callback function receives the new size of the client area of the window,
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which can for example be used to update the viewport.
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@code
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void window_size_callback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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@endcode
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There is also @ref glfwGetWindowSize for directly retrieving the current size of
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a window.
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@code
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int width, height;
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glfwGetWindowSize(window, &width, &height);
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glViewport(0, 0, width, height);
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@endcode
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@section window_pos Window position
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The position of a windowed-mode window can be changed with @ref
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glfwSetWindowPos. This moves the window so that the upper-left corner of its
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client area has the specified screen coordinates. Note that the window system
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may put limitations on placement.
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@code
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glfwSetWindowPos(window, 100, 100);
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@endcode
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If you wish to be notified when a window is moved, whether by the user or
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the system, you can set the position callback with @ref glfwSetWindowPosCallback.
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@code
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glfwSetWindowPosCallback(window, window_pos_callback);
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@endcode
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The callback function receives the new position of the upper-left corner of its
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client area.
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@code
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void window_size_callback(GLFWwindow* window, int xpos, int ypos)
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{
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}
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@endcode
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There is also @ref glfwGetWindowPos for directly retrieving the current position
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of the client area of the window.
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@code
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int xpos, ypos;
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glfwGetWindowPos(window, &xpos, &ypos);
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@endcode
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@section window_title Window title
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All GLFW windows have a title, although undecorated or full screen windows may
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not display it or only display it in a task bar or similar interface. To change
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the title of a window, use @ref glfwSetWindowTitle.
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@code
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glfwSetWindowTitle(window, "My Window");
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@endcode
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The window title is a regular C string using the UTF-8 encoding. This means
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for example that, as long as your source file is encoded as UTF-8, you can use
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any Unicode characters.
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@code
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glfwSetWindowTitle(window, "さよなら絶望先生");
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@endcode
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@section window_attribs Window attributes
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Windows have a number of attributes that can be returned using @ref
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glfwGetWindowAttrib. Some reflect state that may change during the lifetime of
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the window, while others reflect the corresponding hints and are fixed at the
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time of creation.
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@code
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if (glfwGetWindowAttrib(window, GLFW_FOCUSED))
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{
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// window has input focus
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}
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@endcode
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@subsection window_attribs_window Window attributes
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The `GLFW_FOCUSED` attribute indicates whether the specified window currently
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has input focus.
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The `GLFW_ICONIFIED` attribute indicates whether the specified window is
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currently iconified, whether by the user or with @ref glfwIconifyWindow.
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The `GLFW_VISIBLE` attribute indicates whether the specified window is currently
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visible. Window visibility can be controlled with @ref glfwShowWindow and @ref
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glfwHideWindow and initial visibility is controlled by the [window hint](@ref
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window_hints) with the same name.
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The `GLFW_RESIZABLE` attribute indicates whether the specified window is
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resizable *by the user*. This is controlled by the [window hint](@ref
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window_hints) with the same name.
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The `GLFW_DECORATED` attribute indicates whether the specified window has
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decorations such as a border, a close widget, etc. This is controlled by the
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[window hint](@ref window_hints) with the same name.
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@subsection window_attribs_context Context attributes
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The `GLFW_CLIENT_API` attribute indicates the client API provided by the
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window's context; either `GLFW_OPENGL_API` or `GLFW_OPENGL_ES_API`.
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The `GLFW_CONTEXT_VERSION_MAJOR`, `GLFW_CONTEXT_VERSION_MINOR` and
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`GLFW_CONTEXT_REVISION` attributes indicate the client API version of the
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window's context.
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The `GLFW_OPENGL_FORWARD_COMPAT` attribute is `GL_TRUE` if the window's
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context is an OpenGL forward-compatible one, or `GL_FALSE` otherwise.
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The `GLFW_OPENGL_DEBUG_CONTEXT` attribute is `GL_TRUE` if the window's
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context is an OpenGL debug context, or `GL_FALSE` otherwise.
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The `GLFW_OPENGL_PROFILE` attribute indicates the OpenGL profile used by the
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context. This is `GLFW_OPENGL_CORE_PROFILE` or `GLFW_OPENGL_COMPAT_PROFILE`
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if the context uses a known profile, or `GLFW_OPENGL_NO_PROFILE` if the
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OpenGL profile is unknown or the context is for another client API.
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The `GLFW_CONTEXT_ROBUSTNESS` attribute indicates the robustness strategy
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used by the context. This is `GLFW_LOSE_CONTEXT_ON_RESET` or
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`GLFW_NO_RESET_NOTIFICATION` if the window's context supports robustness, or
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`GLFW_NO_ROBUSTNESS` otherwise.
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@section window_swap Swapping buffers
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GLFW windows are always double buffered. That means that you have two
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rendering buffers; a front buffer and a back buffer. The front buffer is
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the one being displayed and the back buffer the one you render to.
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When the entire frame has been rendered, it is time to swap the back and the
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front buffers in order to display what has been rendered and begin rendering
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a new frame. This is done with @ref glfwSwapBuffers.
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@code
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glfwSwapBuffers(window);
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@endcode
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Sometimes it can be useful to select when the buffer swap will occur. With the
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function @ref glfwSwapInterval it is possible to select the minimum number of
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monitor refreshes the driver should wait before swapping the buffers:
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@code
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glfwSwapInterval(1);
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@endcode
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If the interval is zero, the swap will take place immediately when @ref
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glfwSwapBuffers is called without waiting for a refresh. Otherwise at least
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interval retraces will pass between each buffer swap. Using a swap interval of
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zero can be useful for benchmarking purposes, when it is not desirable to
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measure the time it takes to wait for the vertical retrace. However, a swap
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interval of one lets you avoid tearing.
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Note that not all OpenGL implementations properly implement this function, in
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which case @ref glfwSwapInterval will have no effect. Some drivers also have
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user settings that override requests by GLFW.
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*/
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