Default constructor.
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 behaviour 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. *
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. *
Destructor.
Choices for window style
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.
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. *
Check whether the window has the input focus *
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. *
Request the current window to be made the active foreground window.
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. *
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. *
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. *
Show or hide the window. * The window is shown by default. *
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. *
Window that serves as a target for OpenGL rendering.