Documentation de SFML 2.6.1

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sf::RenderWindow Class Reference

Window that can serve as a target for 2D drawing. More...

#include <SFML/Graphics/RenderWindow.hpp>

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

Public Member Functions

 RenderWindow ()
 Default constructor.
 
 RenderWindow (VideoMode mode, const String &title, Uint32 style=Style::Default, const ContextSettings &settings=ContextSettings())
 Construct a new window.
 
 RenderWindow (WindowHandle handle, const ContextSettings &settings=ContextSettings())
 Construct the window from an existing control.
 
virtual ~RenderWindow ()
 Destructor.
 
virtual Vector2u getSize () const
 Get the size of the rendering region of the window.
 
virtual bool isSrgb () const
 Tell if the window will use sRGB encoding when drawing on it.
 
bool setActive (bool active=true)
 Activate or deactivate the window as the current target for OpenGL rendering.
 
Image capture () const
 Copy the current contents of the window to an image.
 
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.
 
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.
 
void clear (const Color &color=Color(0, 0, 0, 255))
 Clear the entire target with a single color.
 
void setView (const View &view)
 Change the current active view.
 
const ViewgetView () const
 Get the view currently in use in the render target.
 
const ViewgetDefaultView () const
 Get the default view of the render target.
 
IntRect getViewport (const View &view) const
 Get the viewport of a view, applied to this render target.
 
Vector2f mapPixelToCoords (const Vector2i &point) const
 Convert a point from target coordinates to world coordinates, using the current view.
 
Vector2f mapPixelToCoords (const Vector2i &point, const View &view) const
 Convert a point from target coordinates to world coordinates.
 
Vector2i mapCoordsToPixel (const Vector2f &point) const
 Convert a point from world coordinates to target coordinates, using the current view.
 
Vector2i mapCoordsToPixel (const Vector2f &point, const View &view) const
 Convert a point from world coordinates to target coordinates.
 
void draw (const Drawable &drawable, const RenderStates &states=RenderStates::Default)
 Draw a drawable object to the render target.
 
void draw (const Vertex *vertices, std::size_t vertexCount, PrimitiveType type, const RenderStates &states=RenderStates::Default)
 Draw primitives defined by an array of vertices.
 
void draw (const VertexBuffer &vertexBuffer, const RenderStates &states=RenderStates::Default)
 Draw primitives defined by a vertex buffer.
 
void draw (const VertexBuffer &vertexBuffer, std::size_t firstVertex, std::size_t vertexCount, const RenderStates &states=RenderStates::Default)
 Draw primitives defined by a vertex buffer.
 
void pushGLStates ()
 Save the current OpenGL render states and matrices.
 
void popGLStates ()
 Restore the previously saved OpenGL render states and matrices.
 
void resetGLStates ()
 Reset the internal OpenGL states so that the target is ready for drawing.
 

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.
 
void initialize ()
 Performs the common initialization step after creation.
 

Detailed Description

Window that can serve as a target for 2D drawing.

sf::RenderWindow is the main class of the Graphics module.

It defines an OS window that can be painted using the other classes of the graphics module.

sf::RenderWindow is derived from sf::Window, thus it inherits all its features: events, window management, OpenGL rendering, etc. See the documentation of sf::Window for a more complete description of all these features, as well as code examples.

On top of that, sf::RenderWindow adds more features related to 2D drawing with the graphics module (see its base class sf::RenderTarget for more details). Here is a typical rendering and event loop with a sf::RenderWindow:

// Declare and create a new render-window
sf::RenderWindow 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();
}
// Clear the whole window before rendering a new frame
window.clear();
// Draw some graphical entities
window.draw(sprite);
window.draw(circle);
window.draw(text);
// 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
Window that can serve as a target for 2D drawing.
VideoMode defines a video mode (width, height, bpp)
Definition VideoMode.hpp:42

Like sf::Window, sf::RenderWindow is still able to render direct OpenGL stuff. It is even possible to mix together OpenGL calls and regular SFML drawing commands.

// Create the render window
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML OpenGL");
// Create a sprite and a text to display
sf::Sprite sprite;
sf::Text text;
...
// Perform OpenGL initializations
glMatrixMode(GL_PROJECTION);
...
// Start the rendering loop
while (window.isOpen())
{
// Process events
...
// Draw a background sprite
window.pushGLStates();
window.draw(sprite);
window.popGLStates();
// Draw a 3D object using OpenGL
glBegin(GL_QUADS);
glVertex3f(...);
...
glEnd();
// Draw text on top of the 3D object
window.pushGLStates();
window.draw(text);
window.popGLStates();
// Finally, display the rendered frame on screen
window.display();
}
Drawable representation of a texture, with its own transformations, color, etc.
Definition Sprite.hpp:48
Graphical text that can be drawn to a render target.
Definition Text.hpp:49
See also
sf::Window, sf::RenderTarget, sf::RenderTexture, sf::View

Definition at line 44 of file RenderWindow.hpp.

Constructor & Destructor Documentation

◆ RenderWindow() [1/3]

sf::RenderWindow::RenderWindow ( )

Default constructor.

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

◆ RenderWindow() [2/3]

sf::RenderWindow::RenderWindow ( 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, ...).

The fourth parameter is an optional structure specifying advanced OpenGL context settings such as antialiasing, depth-buffer bits, etc. You shouldn't care about these parameters for a regular usage of the graphics module.

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

◆ RenderWindow() [3/3]

sf::RenderWindow::RenderWindow ( WindowHandle  handle,
const ContextSettings settings = ContextSettings() 
)
explicit

Construct the window from an existing control.

Use this constructor if you want to create an SFML 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. You shouldn't care about these parameters for a regular usage of the graphics module.

Parameters
handlePlatform-specific handle of the control (HWND on Windows, Window on Linux/FreeBSD, NSWindow on OS X)
settingsAdditional settings for the underlying OpenGL context

◆ ~RenderWindow()

virtual sf::RenderWindow::~RenderWindow ( )
virtual

Destructor.

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

Member Function Documentation

◆ capture()

Image sf::RenderWindow::capture ( ) const

Copy the current contents of the window to an image.

Deprecated:
Use a sf::Texture and its sf::Texture::update(const Window&) function and copy its contents into an sf::Image instead.
sf::Vector2u windowSize = window.getSize();
sf::Texture texture;
texture.create(windowSize.x, windowSize.y);
texture.update(window);
sf::Image screenshot = texture.copyToImage();
Class for loading, manipulating and saving images.
Definition Image.hpp:47
Image living on the graphics card that can be used for drawing.
Definition Texture.hpp:49
Image copyToImage() const
Copy the texture pixels to an image.
bool create(unsigned int width, unsigned int height)
Create the texture.
void update(const Uint8 *pixels)
Update the whole texture from an array of pixels.
T x
X coordinate of the vector.
Definition Vector2.hpp:75
T y
Y coordinate of the vector.
Definition Vector2.hpp:76

This is a slow operation, whose main purpose is to make screenshots of the application. If you want to update an image with the contents of the window and then use it for drawing, you should rather use a sf::Texture and its update(Window&) function. You can also draw things directly to a texture with the sf::RenderTexture class.

Returns
Image containing the captured contents

◆ clear()

void sf::RenderTarget::clear ( const Color color = Color(0, 0, 0, 255))
inherited

Clear the entire target with a single color.

This function is usually called once every frame, to clear the previous contents of the target.

Parameters
colorFill color to use to clear the render target

◆ close()

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

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 
)
virtualinherited

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 
)
virtualinherited

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)
virtualinherited

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 
)
virtualinherited

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 ( )
inherited

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.

◆ draw() [1/4]

void sf::RenderTarget::draw ( const Drawable drawable,
const RenderStates states = RenderStates::Default 
)
inherited

Draw a drawable object to the render target.

Parameters
drawableObject to draw
statesRender states to use for drawing

◆ draw() [2/4]

void sf::RenderTarget::draw ( const Vertex vertices,
std::size_t  vertexCount,
PrimitiveType  type,
const RenderStates states = RenderStates::Default 
)
inherited

Draw primitives defined by an array of vertices.

Parameters
verticesPointer to the vertices
vertexCountNumber of vertices in the array
typeType of primitives to draw
statesRender states to use for drawing

◆ draw() [3/4]

void sf::RenderTarget::draw ( const VertexBuffer vertexBuffer,
const RenderStates states = RenderStates::Default 
)
inherited

Draw primitives defined by a vertex buffer.

Parameters
vertexBufferVertex buffer
statesRender states to use for drawing

◆ draw() [4/4]

void sf::RenderTarget::draw ( const VertexBuffer vertexBuffer,
std::size_t  firstVertex,
std::size_t  vertexCount,
const RenderStates states = RenderStates::Default 
)
inherited

Draw primitives defined by a vertex buffer.

Parameters
vertexBufferVertex buffer
firstVertexIndex of the first vertex to render
vertexCountNumber of vertices to render
statesRender states to use for drawing

◆ getDefaultView()

const View & sf::RenderTarget::getDefaultView ( ) const
inherited

Get the default view of the render target.

The default view has the initial size of the render target, and never changes after the target has been created.

Returns
The default view of the render target
See also
setView, getView

◆ 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
inherited

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()

virtual Vector2u sf::RenderWindow::getSize ( ) const
virtual

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

Implements sf::RenderTarget.

◆ 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

◆ getView()

const View & sf::RenderTarget::getView ( ) const
inherited

Get the view currently in use in the render target.

Returns
The view object that is currently used
See also
setView, getDefaultView

◆ getViewport()

IntRect sf::RenderTarget::getViewport ( const View view) const
inherited

Get the viewport of a view, applied to this render target.

The viewport is defined in the view as a ratio, this function simply applies this ratio to the current dimensions of the render target to calculate the pixels rectangle that the viewport actually covers in the target.

Parameters
viewThe view for which we want to compute the viewport
Returns
Viewport rectangle, expressed in pixels

◆ 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

◆ initialize()

void sf::RenderTarget::initialize ( )
protectedinherited

Performs the common initialization step after creation.

The derived classes must call this function after the target is created and ready for drawing.

◆ 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

◆ isSrgb()

virtual bool sf::RenderWindow::isSrgb ( ) const
virtual

Tell if the window will use sRGB encoding when drawing on it.

You can request sRGB encoding for a window by having the sRgbCapable flag set in the ContextSettings

Returns
True if the window use sRGB encoding, false otherwise

Reimplemented from sf::RenderTarget.

◆ mapCoordsToPixel() [1/2]

Vector2i sf::RenderTarget::mapCoordsToPixel ( const Vector2f point) const
inherited

Convert a point from world coordinates to target coordinates, using the current view.

This function is an overload of the mapCoordsToPixel function that implicitly uses the current view. It is equivalent to:

target.mapCoordsToPixel(point, target.getView());
Parameters
pointPoint to convert
Returns
The converted point, in target coordinates (pixels)
See also
mapPixelToCoords

◆ mapCoordsToPixel() [2/2]

Vector2i sf::RenderTarget::mapCoordsToPixel ( const Vector2f point,
const View view 
) const
inherited

Convert a point from world coordinates to target coordinates.

This function finds the pixel of the render target that matches the given 2D point. In other words, it goes through the same process as the graphics card, to compute the final position of a rendered point.

Initially, both coordinate systems (world units and target pixels) match perfectly. But if you define a custom view or resize your render target, this assertion is not true anymore, i.e. a point located at (150, 75) in your 2D world may map to the pixel (10, 50) of your render target – if the view is translated by (140, 25).

This version uses a custom view for calculations, see the other overload of the function if you want to use the current view of the render target.

Parameters
pointPoint to convert
viewThe view to use for converting the point
Returns
The converted point, in target coordinates (pixels)
See also
mapPixelToCoords

◆ mapPixelToCoords() [1/2]

Vector2f sf::RenderTarget::mapPixelToCoords ( const Vector2i point) const
inherited

Convert a point from target coordinates to world coordinates, using the current view.

This function is an overload of the mapPixelToCoords function that implicitly uses the current view. It is equivalent to:

target.mapPixelToCoords(point, target.getView());
Parameters
pointPixel to convert
Returns
The converted point, in "world" coordinates
See also
mapCoordsToPixel

◆ mapPixelToCoords() [2/2]

Vector2f sf::RenderTarget::mapPixelToCoords ( const Vector2i point,
const View view 
) const
inherited

Convert a point from target coordinates to world coordinates.

This function finds the 2D position that matches the given pixel of the render target. In other words, it does the inverse of what the graphics card does, to find the initial position of a rendered pixel.

Initially, both coordinate systems (world units and target pixels) match perfectly. But if you define a custom view or resize your render target, this assertion is not true anymore, i.e. a point located at (10, 50) in your render target may map to the point (150, 75) in your 2D world – if the view is translated by (140, 25).

For render-windows, this function is typically used to find which point (or object) is located below the mouse cursor.

This version uses a custom view for calculations, see the other overload of the function if you want to use the current view of the render target.

Parameters
pointPixel to convert
viewThe view to use for converting the point
Returns
The converted point, in "world" units
See also
mapCoordsToPixel

◆ onCreate()

virtual void sf::RenderWindow::onCreate ( )
protectedvirtual

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 from sf::WindowBase.

◆ onResize()

virtual void sf::RenderWindow::onResize ( )
protectedvirtual

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 from sf::WindowBase.

◆ 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

◆ popGLStates()

void sf::RenderTarget::popGLStates ( )
inherited

Restore the previously saved OpenGL render states and matrices.

See the description of pushGLStates to get a detailed description of these functions.

See also
pushGLStates

◆ pushGLStates()

void sf::RenderTarget::pushGLStates ( )
inherited

Save the current OpenGL render states and matrices.

This function can be used when you mix SFML drawing and direct OpenGL rendering. Combined with popGLStates, it ensures that:

  • SFML's internal states are not messed up by your OpenGL code
  • your OpenGL states are not modified by a call to a SFML function

More specifically, it must be used around code that calls Draw functions. Example:

// OpenGL code here...
window.pushGLStates();
window.draw(...);
window.draw(...);
window.popGLStates();
// OpenGL code here...

Note that this function is quite expensive: it saves all the possible OpenGL states and matrices, even the ones you don't care about. Therefore it should be used wisely. It is provided for convenience, but the best results will be achieved if you handle OpenGL states yourself (because you know which states have really changed, and need to be saved and restored). Take a look at the resetGLStates function if you do so.

See also
popGLStates

◆ 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

◆ resetGLStates()

void sf::RenderTarget::resetGLStates ( )
inherited

Reset the internal OpenGL states so that the target is ready for drawing.

This function can be used when you mix SFML drawing and direct OpenGL rendering, if you choose not to use pushGLStates/popGLStates. It makes sure that all OpenGL states needed by SFML are set, so that subsequent draw() calls will work as expected.

Example:

// OpenGL code here...
glPushAttrib(...);
window.resetGLStates();
window.draw(...);
window.draw(...);
glPopAttrib(...);
// OpenGL code here...

◆ setActive() [1/2]

bool sf::RenderWindow::setActive ( bool  active = true)
virtual

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

Reimplemented from sf::RenderTarget.

◆ setActive() [2/2]

bool sf::Window::setActive ( bool  active = true) const
inherited

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)
inherited

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)
inherited

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

◆ setView()

void sf::RenderTarget::setView ( const View view)
inherited

Change the current active view.

The view is like a 2D camera, it controls which part of the 2D scene is visible, and how it is viewed in the render target. The new view will affect everything that is drawn, until another view is set. The render target keeps its own copy of the view object, so it is not necessary to keep the original one alive after calling this function. To restore the original view of the target, you can pass the result of getDefaultView() to this function.

Parameters
viewNew view to use
See also
getView, getDefaultView

◆ 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: