Documentation de SFML 2.6.1

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sf::Window Class Reference

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

#include <SFML/Window/Window.hpp>

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

Public Member Functions

 Window ()
 Default constructor.
 
 Window (VideoMode mode, const String &title, Uint32 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.
 
virtual void create (VideoMode mode, const String &title, Uint32 style=Style::Default)
 Create (or recreate) the window.
 
virtual void create (VideoMode mode, const String &title, Uint32 style, const ContextSettings &settings)
 Create (or recreate) the window.
 
virtual void create (WindowHandle handle)
 Create (or recreate) the window from an existing control.
 
virtual void create (WindowHandle handle, const ContextSettings &settings)
 Create (or recreate) the window from an existing control.
 
virtual void close ()
 Close the window and destroy all the attached resources.
 
const ContextSettingsgetSettings () 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.
 
bool pollEvent (Event &event)
 Pop the event on top of the event queue, if any, and return it.
 
bool waitEvent (Event &event)
 Wait for an event and return it.
 
Vector2i getPosition () const
 Get the position of the window.
 
void setPosition (const Vector2i &position)
 Change the position of the window on screen.
 
Vector2u getSize () const
 Get the size of the rendering region of the window.
 
void setSize (const Vector2u &size)
 Change the size of the rendering region of the window.
 
void setTitle (const String &title)
 Change the title of the window.
 
void setIcon (unsigned int width, unsigned int height, const Uint8 *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 (const Cursor &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 getSystemHandle () const
 Get the OS-specific handle of the window.
 
bool createVulkanSurface (const VkInstance &instance, VkSurfaceKHR &surface, const VkAllocationCallbacks *allocator=0)
 Create a Vulkan rendering surface.
 

Protected Member Functions

virtual void onCreate ()
 Function called after the window has been created.
 
virtual void onResize ()
 Function called after the window has been resized.
 

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.

On dual-graphics systems consisting of a low-power integrated GPU and a powerful discrete GPU, the driver picks which GPU will run an SFML application. In order to inform the driver that an SFML application can benefit from being run on the more powerful discrete GPU, SFML_DEFINE_DISCRETE_GPU_PREFERENCE can be placed in a source file that is compiled and linked into the final application. The macro should be placed outside of any scopes in the global namespace.

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.isOpen())
{
// 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();
}
Defines a system event and its parameters.
Definition Event.hpp:45
EventType type
Type of the event.
Definition Event.hpp:220
@ Closed
The window requested to be closed (no data)
Definition Event.hpp:190
VideoMode defines a video mode (width, height, bpp)
Definition VideoMode.hpp:42
Window that serves as a target for OpenGL rendering.

Definition at line 49 of file Window/Window.hpp.

Constructor & Destructor Documentation

◆ Window() [1/3]

sf::Window::Window ( )

Default constructor.

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

◆ Window() [2/3]

sf::Window::Window ( VideoMode  mode,
const String title,
Uint32  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 behavior 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, a bitwise OR combination of sf::Style enumerators
settingsAdditional settings for the underlying OpenGL context

◆ Window() [3/3]

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

◆ ~Window()

virtual sf::Window::~Window ( )
virtual

Destructor.

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

Member Function Documentation

◆ close()

virtual void sf::Window::close ( )
virtual

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 isOpen() every time), and will have no effect on closed windows.

Reimplemented from sf::WindowBase.

◆ create() [1/4]

virtual void sf::Window::create ( VideoMode  mode,
const String title,
Uint32  style,
const ContextSettings settings 
)
virtual

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.

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, a bitwise OR combination of sf::Style enumerators
settingsAdditional settings for the underlying OpenGL context

◆ create() [2/4]

virtual void sf::Window::create ( VideoMode  mode,
const String title,
Uint32  style = Style::Default 
)
virtual

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, a bitwise OR combination of sf::Style enumerators

Reimplemented from sf::WindowBase.

◆ create() [3/4]

virtual void sf::Window::create ( WindowHandle  handle)
virtual

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

Reimplemented from sf::WindowBase.

◆ create() [4/4]

virtual void sf::Window::create ( WindowHandle  handle,
const ContextSettings settings 
)
virtual

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 antialiasing, depth-buffer bits, etc.

Parameters
handlePlatform-specific handle of the control
settingsAdditional settings for the underlying OpenGL context

◆ createVulkanSurface()

bool sf::WindowBase::createVulkanSurface ( const VkInstance &  instance,
VkSurfaceKHR &  surface,
const VkAllocationCallbacks *  allocator = 0 
)
inherited

Create a Vulkan rendering surface.

Parameters
instanceVulkan instance
surfaceCreated surface
allocatorAllocator to use
Returns
True if surface creation was successful, false otherwise

◆ display()

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.

◆ getPosition()

Vector2i sf::WindowBase::getPosition ( ) const
inherited

Get the position of the window.

Returns
Position of the window, in pixels
See also
setPosition

◆ getSettings()

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

◆ getSize()

Vector2u sf::WindowBase::getSize ( ) const
inherited

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
See also
setSize

◆ getSystemHandle()

WindowHandle sf::WindowBase::getSystemHandle ( ) const
inherited

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

◆ hasFocus()

bool sf::WindowBase::hasFocus ( ) const
inherited

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

◆ isOpen()

bool sf::WindowBase::isOpen ( ) const
inherited

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 return true).

Returns
True if the window is open, false if it has been closed

◆ onCreate()

virtual void sf::WindowBase::onCreate ( )
protectedvirtualinherited

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 in sf::RenderWindow.

◆ onResize()

virtual void sf::WindowBase::onResize ( )
protectedvirtualinherited

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 in sf::RenderWindow.

◆ pollEvent()

bool sf::WindowBase::pollEvent ( Event event)
inherited

Pop the event on top of the event queue, 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 event queue, 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 event queue was empty
See also
waitEvent

◆ requestFocus()

void sf::WindowBase::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 with setActive().

See also
hasFocus

◆ setActive()

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. This is not to be confused with requestFocus().

Parameters
activeTrue to activate, false to deactivate
Returns
True if operation was successful, false otherwise

◆ setFramerateLimit()

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. SFML will try to match the given limit as much as it can, but since it internally uses sf::sleep, whose precision depends on the underlying OS, the results may be a little unprecise as well (for example, you can get 65 FPS when requesting 60).

Parameters
limitFramerate limit, in frames per seconds (use 0 to disable limit)

◆ setIcon()

void sf::WindowBase::setIcon ( unsigned int  width,
unsigned int  height,
const Uint8 *  pixels 
)
inherited

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. The pixels are copied, so you need not keep the source alive after calling this function.
See also
setTitle

◆ setJoystickThreshold()

void sf::WindowBase::setJoystickThreshold ( float  threshold)
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
thresholdNew threshold, in the range [0, 100]

◆ setKeyRepeatEnabled()

void sf::WindowBase::setKeyRepeatEnabled ( bool  enabled)
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
enabledTrue to enable, false to disable

◆ setMouseCursor()

void sf::WindowBase::setMouseCursor ( const Cursor cursor)
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 to Cursor are not supported on iOS and Android.
Parameters
cursorNative system cursor type to display
See also
sf::Cursor::loadFromSystem
sf::Cursor::loadFromPixels

◆ setMouseCursorGrabbed()

void sf::WindowBase::setMouseCursorGrabbed ( bool  grabbed)
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
grabbedTrue to enable, false to disable

◆ setMouseCursorVisible()

void sf::WindowBase::setMouseCursorVisible ( bool  visible)
inherited

Show or hide the mouse cursor.

The mouse cursor is visible by default.

Parameters
visibleTrue to show the mouse cursor, false to hide it

◆ setPosition()

void sf::WindowBase::setPosition ( const Vector2i position)
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
positionNew position, in pixels
See also
getPosition

◆ setSize()

void sf::WindowBase::setSize ( const Vector2u size)
inherited

Change the size of the rendering region of the window.

Parameters
sizeNew size, in pixels
See also
getSize

◆ setTitle()

void sf::WindowBase::setTitle ( const String title)
inherited

Change the title of the window.

Parameters
titleNew title
See also
setIcon

◆ setVerticalSyncEnabled()

void sf::Window::setVerticalSyncEnabled ( 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 it

◆ setVisible()

void sf::WindowBase::setVisible ( bool  visible)
inherited

Show or hide the window.

The window is shown by default.

Parameters
visibleTrue to show the window, false to hide it

◆ waitEvent()

bool sf::WindowBase::waitEvent ( Event event)
inherited

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 occurred), 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 occurred
See also
pollEvent

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