Default constructor.
Construct a new window.
Construct the window from an existing control.
A destructor is present on this object, but not explicitly documented in the source.
Copy the current contents of the window to an image
Clear the entire target with a single color.
Close the window and destroy all the attached resources.
Create (or recreate) the window.
Create (or recreate) the window.
Create (or recreate) the window.
Create (or recreate) the window from an existing control.
Display on screen what has been rendered to the window so far.
Draw a drawable object to the render target.
Draw primitives defined by an array of vertices.
Get the default view of the render target.
Get the settings of the OpenGL context of the window.
Return the size of the rendering region of the target.
Get the OS-specific handle of the window.
Tell whether or not the window is open.
Pop the event on top of the event queue, if any, and return it.
Restore the previously saved OpenGL render states and matrices.
Save the current OpenGL render states and matrices.
Reset the internal OpenGL states so that the target is ready for drawing.
Get the viewport of a view, applied to this render target.
Limit the framerate to a maximum fixed frequency.
Change the window's icon.
* 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. * * Params: * threshold = New threshold, in the range [0, 100]
Change the joystick threshold.
Enable or disable automatic key-repeat.
Show or hide the mouse cursor.
Change the title of the window
Change the title of the window
Change the title of the window
Enable or disable vertical synchronization.
Show or hide the window.
Wait for an event and return it.
Change the position of the window on screen.
The size of the rendering region of the window.
Change the current active view.
Choices for window style
Destructor.
Get's or set's the window's position. * 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).
Get's or set's the window's size.
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. *
Request the current window to be made the active foreground window.
Check whether the window has the input focus *
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 dsfml.system.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). *
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. *
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. *
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. *
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. *
Show or hide the mouse cursor. * The mouse cursor is visible by default. *
Change the title of the window. *
Show or hide the window. * The window is shown by default. *
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. *
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. *
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. *
Close the window and destroy all the attached resources. * After calling this function, the 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.
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.
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.
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). *
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. *
Wait for an event and return it. * This function is blocking: if there's no pending event then it will wait until an event is received. After this function returns (and no error occured), the event object is always valid and filled properly. This function is typically used when you have a thread that is dedicated to events handling: you want to make this thread sleep as long as no new event is received. *
The current active view.
Get the default view of the render target.
Return the size of the rendering region of the target.
Get the viewport of a view, applied to this render target.
Clear the entire target with a single color.
Draw a drawable object to the render target.
Draw primitives defined by an array of vertices.
Convert a point fom target coordinates to world coordinates, using the current view.
Convert a point from target coordinates to world coordinates.
Convert a point from target coordinates to world coordinates, using the curtheView.view.
Convert a point from world coordinates to target coordinates.
Restore the previously saved OpenGL render states and matrices.
Save the current OpenGL render states and matrices.
Reset the internal OpenGL states so that the target is ready for drawing.
Window that can serve as a target for 2D drawing.