class SF::Window
- SF::Window
- Reference
- Object
Overview
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 wx_widgets.
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 #poll_event()
and wait_event()
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
window = SF::Window.new(SF::VideoMode.new(800, 600), "SFML window")
# Limit the framerate to 60 frames per second (this step is optional)
window.framerate_limit = 60
# The main loop - ends as soon as the window is closed
while window.open?
# Event processing
while (event = window.poll_event)
# Request for closing the window
if event.is_a?(SF::Event::Closed)
window.close
end
end
# Activate the window for OpenGL rendering
window.active = true
# OpenGL drawing commands go here...
# End the current frame and display its contents on screen
window.display
end
Included Modules
Direct Known Subclasses
Defined in:
window/obj.crConstructors
-
.new(mode : VideoMode, title : String, style : Style = Style::Default, settings : ContextSettings = ContextSettings.new())
Construct a new window
-
.new(handle : WindowHandle, settings : ContextSettings = ContextSettings.new())
Construct the window from an existing control
-
.new
Default constructor
-
.new(*args, **kwargs) : self
Shorthand for
window = Window.new; window.create(...); window
Instance Method Summary
-
#active=(active : Bool = true) : Bool
Activate or deactivate the window as the current target for OpenGL rendering
-
#close
Close the window and destroy all the attached resources
-
#create(mode : VideoMode, title : String, style : Style = Style::Default, settings : ContextSettings = ContextSettings.new())
Create (or recreate) the window
-
#create(handle : WindowHandle, settings : ContextSettings = ContextSettings.new())
Create (or recreate) the window from an existing control
-
#display
Display on screen what has been rendered to the window so far
-
#finalize
Destructor
-
#focus? : Bool
Check whether the window has the input focus
-
#framerate_limit=(limit : Int)
Limit the framerate to a maximum fixed frequency
-
#joystick_threshold=(threshold : Number)
Change the joystick threshold
-
#key_repeat_enabled=(enabled : Bool)
Enable or disable automatic key-repeat
-
#mouse_cursor=(cursor : Cursor)
Set the displayed cursor to a native system cursor
-
#mouse_cursor_grabbed=(grabbed : Bool)
Grab or release the mouse cursor
-
#mouse_cursor_visible=(visible : Bool)
Show or hide the mouse cursor
-
#open? : Bool
Tell whether or not the window is open
-
#poll_event : Event | Nil
Pop the event on top of the event queue, if any, and return it
-
#position : Vector2i
Get the position of the window
-
#position=(position : Vector2 | Tuple)
Change the position of the window on screen
-
#request_focus
Request the current window to be made the active foreground window
-
#set_icon(width : Int, height : Int, pixels : Pointer(UInt8))
Change the window's icon
-
#settings : ContextSettings
Get the settings of the OpenGL context of the window
-
#size : Vector2u
Get the size of the rendering region of the window
-
#size=(size : Vector2 | Tuple)
Change the size of the rendering region of the window
-
#system_handle : WindowHandle
Get the OS-specific handle of the window
-
#title=(title : String)
Change the title of the window
-
#vertical_sync_enabled=(enabled : Bool)
Enable or disable vertical synchronization
-
#visible=(visible : Bool)
Show or hide the window
-
#wait_event : Event | Nil
Wait for an event and return it
Constructor Detail
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.
- 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 of
SF::Style
enumerators - settings - Additional settings for the underlying OpenGL context
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.
- handle - Platform-specific handle of the control
- settings - Additional settings for the underlying OpenGL context
Default constructor
This constructor doesn't actually create the window,
use the other constructors or call #create()
to do so.
Shorthand for window = Window.new; window.create(...); window
Instance Method Detail
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 #request_focus()
.
- active - True to activate, false to deactivate
Returns: True if operation was successful, false otherwise
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 #poll_event()
or display() will
still work (i.e. you don't have to test #open?()
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.
- 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 of
SF::Style
enumerators - settings - Additional settings for the underlying OpenGL context
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.
- handle - Platform-specific handle of the control
- settings - Additional settings for the underlying OpenGL context
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.
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: #request_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 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).
- limit - Framerate limit, in frames per seconds (use 0 to disable limit)
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.
- threshold - New threshold, in the range
0.0 .. 100.0
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.
- enabled - True to enable, false to disable
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.
WARNING Features related to Cursor are not supported on iOS and Android.
- cursor - Native system cursor type to display
See also: SF::Cursor.load_from_system
See also: SF::Cursor.load_from_pixels
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.
- grabbed - True to enable, false to disable
Show or hide the mouse cursor
The mouse cursor is visible by default.
- visible - True to show the mouse cursor, false to hide it
Tell whether or not the window is open
This function returns whether or not the window exists.
Note that a hidden window (visible=false
) is open
(therefore this function would return true).
Returns: True if the window is open, false if it has been closed
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.
while (event = window.poll_event)
# process event...
end
- event - Event to be returned
Returns: True if an event was returned, or false if the event queue was empty
See also: #wait_event
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).
- position - New position, in pixels
See also: #position
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 #active=()
.
See also: #focus?
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.
- width - Icon's width, in pixels
- height - Icon's 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: #title=
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
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: #size=
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
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.
- enabled - True to enable v-sync, false to deactivate it
Show or hide the window
The window is shown by default.
- visible - True to show the window, false to hide it
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.
if (event = window.wait_event)
# process event...
end
- event - Event to be returned
Returns: False if any error occurred
See also: #poll_event