Window#

Enums

enum sfWindowStyle#

Enumeration of window creation styles.

Values:

enumerator sfNone#

No border / title bar (this flag and all others are mutually exclusive)

enumerator sfTitlebar#

Title bar + fixed border.

enumerator sfResize#

Titlebar + resizable border + maximize button.

enumerator sfClose#

Titlebar + close button.

enumerator sfFullscreen#

Fullscreen mode (this flag and all others are mutually exclusive)

enumerator sfDefaultStyle#

Default window style.

enum sfContextAttribute#

Enumeration of the context attribute flags.

Values:

enumerator sfContextDefault#

Non-debug, compatibility context (this and the core attribute are mutually exclusive)

enumerator sfContextCore#

Core attribute.

enumerator sfContextDebug#

Debug attribute.

Functions

sfWindow *sfWindow_create(sfVideoMode mode, const char *title, sfUint32 style, const sfContextSettings *settings)#

Construct a new window.

This function 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 sfFullscreen, then mode must be a valid video mode.

The fourth parameter is a pointer to a structure specifying advanced OpenGL context settings such as antialiasing, depth-buffer bits, etc.

Parameters:
  • 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

  • settings – Additional settings for the underlying OpenGL context

Returns:

A new sfWindow object

sfWindow *sfWindow_createUnicode(sfVideoMode mode, const sfUint32 *title, sfUint32 style, const sfContextSettings *settings)#

Construct a new window (with a UTF-32 title)

This function 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 sfFullscreen, then mode must be a valid video mode.

The fourth parameter is a pointer to a structure specifying advanced OpenGL context settings such as antialiasing, depth-buffer bits, etc.

Parameters:
  • mode – Video mode to use (defines the width, height and depth of the rendering area of the window)

  • title – Title of the window (UTF-32)

  • style – Window style

  • settings – Additional settings for the underlying OpenGL context

Returns:

A new sfWindow object

sfWindow *sfWindow_createFromHandle(sfWindowHandle handle, const sfContextSettings *settings)#

Construct a 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 a pointer to a structure specifying advanced OpenGL context settings such as antialiasing, depth-buffer bits, etc.

Parameters:
  • handle – Platform-specific handle of the control

  • settings – Additional settings for the underlying OpenGL context

Returns:

A new sfWindow object

void sfWindow_destroy(sfWindow *window)#

Destroy a window.

Parameters:
  • window – Window to destroy

void sfWindow_close(sfWindow *window)#

Close a window and destroy all the attached resources.

After calling this function, the sfWindow object remains valid, you must call sfWindow_destroy to actually delete it. All other functions such as sfWindow_pollEvent or sfWindow_display will still work (i.e. you don’t have to test sfWindow_isOpen every time), and will have no effect on closed windows.

Parameters:
  • window – Window object

sfBool sfWindow_isOpen(const sfWindow *window)#

Tell whether or not a window is opened.

This function returns whether or not the window exists. Note that a hidden window (sfWindow_setVisible(sfFalse)) will return sfTrue.

Parameters:
  • window – Window object

Returns:

sfTrue if the window is opened, sfFalse if it has been closed

sfContextSettings sfWindow_getSettings(const sfWindow *window)#

Get the settings of the OpenGL context of a window.

Note that these settings may be different from what was passed to the sfWindow_create function, if one or more settings were not supported. In this case, SFML chose the closest match.

Parameters:
  • window – Window object

Returns:

Structure containing the OpenGL context settings

sfBool sfWindow_pollEvent(sfWindow *window, sfEvent *event)#

Pop the event on top of 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.

Parameters:
  • window – Window object

  • event – Event to be returned

Returns:

sfTrue if an event was returned, or sfFalse if the event queue was empty

sfBool sfWindow_waitEvent(sfWindow *window, sfEvent *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.

Parameters:
  • window – Window object

  • event – Event to be returned

Returns:

sfFalse if any error occured

sfVector2i sfWindow_getPosition(const sfWindow *window)#

Get the position of a window.

Parameters:
  • window – Window object

Returns:

Position in pixels

void sfWindow_setPosition(sfWindow *window, sfVector2i position)#

Change the position of a 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:
  • window – Window object

  • position – New position of the window, in pixels

sfVector2u sfWindow_getSize(const sfWindow *window)#

Get the size of the rendering region of a window.

The size doesn’t include the titlebar and borders of the window.

Parameters:
  • window – Window object

Returns:

Size in pixels

void sfWindow_setSize(sfWindow *window, sfVector2u size)#

Change the size of the rendering region of a window.

Parameters:
  • window – Window object

  • size – New size, in pixels

void sfWindow_setTitle(sfWindow *window, const char *title)#

Change the title of a window.

Parameters:
  • window – Window object

  • title – New title

void sfWindow_setUnicodeTitle(sfWindow *window, const sfUint32 *title)#

Change the title of a window (with a UTF-32 string)

Parameters:
  • window – Window object

  • title – New title

void sfWindow_setIcon(sfWindow *window, unsigned int width, unsigned int height, const sfUint8 *pixels)#

Change a window’s icon.

pixels must be an array of width x height pixels in 32-bits RGBA format.

Parameters:
  • window – Window object

  • width – Icon’s width, in pixels

  • height – Icon’s height, in pixels

  • pixels – Pointer to the array of pixels in memory

void sfWindow_setVisible(sfWindow *window, sfBool visible)#

Show or hide a window.

Parameters:
  • window – Window object

  • visible – sfTrue to show the window, sfFalse to hide it

void sfWindow_setVerticalSyncEnabled(sfWindow *window, sfBool 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).

Parameters:
  • window – Window object

  • enabled – sfTrue to enable v-sync, sfFalse to deactivate

void sfWindow_setMouseCursorVisible(sfWindow *window, sfBool visible)#

Show or hide the mouse cursor.

Parameters:
  • window – Window object

  • visible – sfTrue to show, sfFalse to hide

void sfWindow_setMouseCursorGrabbed(sfWindow *window, sfBool grabbed)#

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 and calling this function for fullscreen windows won’t have any effect (fullscreen windows always grab the cursor).

Parameters:
  • grabbed – sfTrue to enable, sfFalse to disable

void sfWindow_setMouseCursor(sfWindow *window, const sfCursor *cursor)#

Set the displayed cursor to a native system cursor.

Upon window creation, the arrow cursor is used by default.

See also

sfCursor_createFromSystem

See also

sfCursor_createFromPixels

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.

Parameters:
  • window – Window object

  • cursor – Native system cursor type to display

void sfWindow_setKeyRepeatEnabled(sfWindow *window, sfBool enabled)#

Enable or disable automatic key-repeat.

If key repeat is enabled, you will receive repeated KeyPress 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:
  • window – Window object

  • enabled – sfTrue to enable, sfFalse to disable

void sfWindow_setFramerateLimit(sfWindow *window, 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 sfWindow_display to ensure that the current frame lasted long enough to match the framerate limit.

Parameters:
  • window – Window object

  • limit – Framerate limit, in frames per seconds (use 0 to disable limit)

void sfWindow_setJoystickThreshold(sfWindow *window, float threshold)#

Change the joystick threshold.

The joystick threshold is the value below which no JoyMoved event will be generated.

Parameters:
  • window – Window object

  • threshold – New threshold, in the range [0, 100]

sfBool sfWindow_setActive(sfWindow *window, sfBool active)#

Activate or deactivate a 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 sfWindow_requestFocus().

Parameters:
  • window – Window object

  • active – sfTrue to activate, sfFalse to deactivate

Returns:

sfTrue if operation was successful, sfFalse otherwise

void sfWindow_requestFocus(sfWindow *window)#

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 sfWindow_setActive().

sfBool sfWindow_hasFocus(const sfWindow *window)#

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

void sfWindow_display(sfWindow *window)#

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.

Parameters:
  • window – Window object

sfWindowHandle sfWindow_getSystemHandle(const sfWindow *window)#

Get the OS-specific handle of the window.

The type of the returned handle is sfWindowHandle, 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.

Parameters:
  • window – Window object

Returns:

System handle of the window

struct sfContextSettings#
#include <Window.h>

Structure defining the window’s creation settings.

Public Members

unsigned int depthBits#

Bits of the depth buffer.

unsigned int stencilBits#

Bits of the stencil buffer.

unsigned int antialiasingLevel#

Level of antialiasing.

unsigned int majorVersion#

Major number of the context version to create.

unsigned int minorVersion#

Minor number of the context version to create.

sfUint32 attributeFlags#

The attribute flags to create the context with.

sfBool sRgbCapable#

Whether the context framebuffer is sRGB capable.