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SFML 3.0.0

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sf::RenderWindow Class Reference
Graphics module

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

`#include <SFML/Graphics/RenderWindow.hpp>`

Inheritance diagram for sf::RenderWindow:

## Public Member Functions
| RenderWindow ()=default
| Default constructor.
| RenderWindow (VideoMode mode, const String &title, std::uint32_t style=Style::Default, State state=State::Windowed, const ContextSettings &settings={})
| Construct a new window.
| RenderWindow (VideoMode mode, const String &title, State state, const ContextSettings &settings={})
| Construct a new window.
| RenderWindow (WindowHandle handle, const ContextSettings &settings={})
| Construct the window from an existing control.
Vector2u | getSize () const override
| Get the size of the rendering region of the window.
void | setIcon (const Image &icon)
| Change the window's icon.
bool | isSrgb () const override
| Tell if the window will use sRGB encoding when drawing on it.
bool | setActive (bool active=true) override
| Activate or deactivate the window as the current target for OpenGL rendering.
void | create (VideoMode mode, const String &title, std::uint32_t style=Style::Default, State state=State::Windowed) override
| Create (or recreate) the window.
virtual void | create (VideoMode mode, const String &title, std::uint32_t style, State state, const ContextSettings &settings)
| Create (or recreate) the window.
void | create (VideoMode mode, const String &title, State state) override
| Create (or recreate) the window.
virtual void | create (VideoMode mode, const String &title, State state, const ContextSettings &settings)
| Create (or recreate) the window.
void | create (WindowHandle handle) override
| 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.
void | close () override
| Close the window and destroy all the attached resources.
const ContextSettings & | getSettings () 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.
std::optional< Event > | pollEvent ()
| Pop the next event from the front of the FIFO event queue, if any, and return it.
std::optional< Event > | waitEvent (Time timeout=Time::Zero)
| Wait for an event and return it.
template<typename... Ts>
void | handleEvents (Ts &&... handlers)
| Handle all pending events.
Vector2i | getPosition () const
| Get the position of the window.
void | setPosition (Vector2i position)
| Change the position of the window on screen.
void | setSize (Vector2u size)
| Change the size of the rendering region of the window.
void | setMinimumSize (const std::optional< Vector2u > &minimumSize)
| Set the minimum window rendering region size.
void | setMaximumSize (const std::optional< Vector2u > &maximumSize)
| Set the maximum window rendering region size.
void | setTitle (const String &title)
| Change the title of the window.
void | setIcon (Vector2u size, const std::uint8_t *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 | getNativeHandle () const
| Get the OS-specific handle of the window.
bool | createVulkanSurface (const VkInstance &instance, VkSurfaceKHR &surface, const VkAllocationCallbacks *allocator=nullptr)
| Create a Vulkan rendering surface.
void | clear (Color color=Color::Black)
| Clear the entire target with a single color.
void | clear (Color color, StencilValue stencilValue)
| Clear the entire target with a single color and stencil value.
void | clearStencil (StencilValue stencilValue)
| Clear the stencil buffer to a specific value.
void | setView (const View &view)
| Change the current active view.
const View & | getView () const
| Get the view currently in use in the render target.
const View & | getDefaultView () 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.
IntRect | getScissor (const View &view) const
| Get the scissor rectangle of a view, applied to this render target.
Vector2f | mapPixelToCoords (Vector2i point) const
| Convert a point from target coordinates to world coordinates, using the current view.
Vector2f | mapPixelToCoords (Vector2i point, const View &view) const
| Convert a point from target coordinates to world coordinates.
Vector2i | mapCoordsToPixel (Vector2f point) const
| Convert a point from world coordinates to target coordinates, using the current view.
Vector2i | mapCoordsToPixel (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
void | onCreate () override
| Function called after the window has been created.
void | onResize () override
| 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
while (const std::optional event = window.pollEvent())
{
// Request for closing the window
if (event->is<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();
}
sf::RenderTarget::draw
void draw(const Drawable &drawable, const RenderStates &states=RenderStates::Default)
Draw a drawable object to the render target.
sf::RenderTarget::clear
void clear(Color color=Color::Black)
Clear the entire target with a single color.
sf::RenderWindow
Window that can serve as a target for 2D drawing.
Definition RenderWindow.hpp:55
sf::VideoMode
VideoMode defines a video mode (size, bpp)
Definition VideoMode.hpp:44
sf::WindowBase::pollEvent
std::optional< Event > pollEvent()
Pop the next event from the front of the FIFO event queue, if any, and return it.
sf::WindowBase::isOpen
bool isOpen() const
Tell whether or not the window is open.
sf::Window::close
void close() override
Close the window and destroy all the attached resources.
sf::Window::display
void display()
Display on screen what has been rendered to the window so far.
sf::Window::setFramerateLimit
void setFramerateLimit(unsigned int limit)
Limit the framerate to a maximum fixed frequency.
sf::Event::Closed
Closed event subtype.
Definition Event.hpp:54

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
const sf::Texture texture("circle.png");
sf::Sprite sprite(texture);
const sf::Font font("arial.ttf");
sf::Text text(font);
...
// 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_TRIANGLES);
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();
}
sf::Font
Class for loading and manipulating character fonts.
Definition Font.hpp:64
sf::RenderTarget::pushGLStates
void pushGLStates()
Save the current OpenGL render states and matrices.
sf::RenderTarget::popGLStates
void popGLStates()
Restore the previously saved OpenGL render states and matrices.
sf::Sprite
Drawable representation of a texture, with its own transformations, color, etc.
Definition Sprite.hpp:51
sf::Text
Graphical text that can be drawn to a render target.
Definition Text.hpp:57
sf::Texture
Image living on the graphics card that can be used for drawing.
Definition Texture.hpp:56

See also
  `sf::Window`, `sf::RenderTarget`, `sf::RenderTexture`, `sf::View`

Definition at line 54 of file RenderWindow.hpp.

## Constructor & Destructor Documentation

## ◆ RenderWindow() [1/4]

sf::RenderWindow::RenderWindow | ( |  | ) |
| default

Default constructor.

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

## ◆ RenderWindow() [2/4]

sf::RenderWindow::RenderWindow | ( | VideoMode | mode,
|  | const String & | title,
|  | std::uint32_t | style = Style::Default,
|  | State | state = State::Windowed,
|  | const ContextSettings & | settings = {} )

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

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, a bitwise OR combination of `sf::Style` enumerators
  state | Window state
  settings | Additional settings for the underlying OpenGL context

## ◆ RenderWindow() [3/4]

sf::RenderWindow::RenderWindow | ( | VideoMode | mode,
|  | const String & | title,
|  | State | state,
|  | const ContextSettings & | settings = {} )

Construct a new window.

This constructor creates the window with the size and pixel depth defined in `mode`. If `state` is `State::Fullscreen`, then `mode` must be a valid video mode.

The last parameter is an optional structure specifying advanced OpenGL context settings such as anti-aliasing, 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
  state | Window state
  settings | Additional settings for the underlying OpenGL context

## ◆ RenderWindow() [4/4]

sf::RenderWindow::RenderWindow | ( | WindowHandle | handle,
|  | const ContextSettings & | settings = {} )
| 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 anti-aliasing, depth-buffer bits, etc. You shouldn't care about these parameters for a regular usage of the graphics module.

Parameters

  handle | Platform-specific handle of the control (HWND on Windows, Window on Linux/FreeBSD, NSWindow on macOS)
  settings | Additional settings for the underlying OpenGL context

## Member Function Documentation

## ◆ clear() [1/2]

void sf::RenderTarget::clear | ( | Color | color,
|  | StencilValue | stencilValue )
| inherited

Clear the entire target with a single color and stencil value.

The specified stencil value is truncated to the bit width of the current stencil buffer.

Parameters

  color | Fill color to use to clear the render target
  stencilValue | Stencil value to clear to

## ◆ clear() [2/2]

void sf::RenderTarget::clear | ( | Color | color = Color::Black | ) |
| 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

  color | Fill color to use to clear the render target

## ◆ clearStencil()

void sf::RenderTarget::clearStencil | ( | StencilValue | stencilValue | ) |
| inherited

Clear the stencil buffer to a specific value.

The specified value is truncated to the bit width of the current stencil buffer.

Parameters

  stencilValue | Stencil value to clear to

## ◆ close()

void sf::Window::close | ( |  | ) |
| overridevirtualinherited

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() [1/6]

void sf::Window::create | ( | VideoMode | mode,
|  | const String & | title,
|  | State | state )
| overridevirtualinherited

Create (or recreate) the window.

If the window was already created, it closes it first. If `state` is `State::Fullscreen`, then `mode` must be a valid video mode.

Parameters

  mode | Video mode to use (defines the width, height and depth of the rendering area of the window)
  title | Title of the window
  state | Window state

Reimplemented from sf::WindowBase.

## ◆ create() [2/6]

virtual void sf::Window::create | ( | VideoMode | mode,
|  | const String & | title,
|  | State | state,
|  | const ContextSettings & | settings )
| virtualinherited

Create (or recreate) the window.

If the window was already created, it closes it first. If `state` is `State::Fullscreen`, then `mode` must be a valid video mode.

The last parameter is a structure specifying advanced OpenGL context settings such as anti-aliasing, 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
  state | Window state
  settings | Additional settings for the underlying OpenGL context

## ◆ create() [3/6]

virtual void sf::Window::create | ( | VideoMode | mode,
|  | const String & | title,
|  | std::uint32_t | style,
|  | State | state,
|  | const ContextSettings & | settings )
| virtualinherited

Create (or recreate) the window.

If the window was already created, it closes it first. If `state` is `State::Fullscreen`, then `mode` must be a valid video mode.

The last parameter is a structure specifying advanced OpenGL context settings such as anti-aliasing, 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, a bitwise OR combination of `sf::Style` enumerators
  state | Window state
  settings | Additional settings for the underlying OpenGL context

## ◆ create() [4/6]

void sf::Window::create | ( | VideoMode | mode,
|  | const String & | title,
|  | std::uint32_t | style = Style::Default,
|  | State | state = State::Windowed )
| overridevirtualinherited

Create (or recreate) the window.

If the window was already created, it closes it first. If `state` is `State::Fullscreen`, then `mode` must be a valid video mode.

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, a bitwise OR combination of `sf::Style` enumerators
  state | Window state

Reimplemented from sf::WindowBase.

## ◆ create() [5/6]

void sf::Window::create | ( | WindowHandle | handle | ) |
| overridevirtualinherited

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

  handle | Platform-specific handle of the control

Reimplemented from sf::WindowBase.

## ◆ create() [6/6]

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 anti-aliasing, depth-buffer bits, etc.

Parameters

  handle | Platform-specific handle of the control
  settings | Additional settings for the underlying OpenGL context

## ◆ createVulkanSurface()

bool sf::WindowBase::createVulkanSurface | ( | const VkInstance & | instance,
|  | VkSurfaceKHR & | surface,
|  | const VkAllocationCallbacks * | allocator = nullptr )
| nodiscardinherited

Create a Vulkan rendering surface.

Parameters

  instance | Vulkan instance
  surface | Created surface
  allocator | Allocator 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

  drawable | Object to draw
  states | Render 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

  vertices | Pointer to the vertices
  vertexCount | Number of vertices in the array
  type | Type of primitives to draw
  states | Render 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

  vertexBuffer | Vertex buffer
  states | Render 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

  vertexBuffer | Vertex buffer
  firstVertex | Index of the first vertex to render
  vertexCount | Number of vertices to render
  states | Render states to use for drawing

## ◆ getDefaultView()

const View & sf::RenderTarget::getDefaultView | ( |  | ) | const
| nodiscardinherited

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`

## ◆ getNativeHandle()

WindowHandle sf::WindowBase::getNativeHandle | ( |  | ) | const
| nodiscardinherited

Get the OS-specific handle of the window.

The type of the returned handle is `sf::WindowHandle`, which is a type alias 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

## ◆ getPosition()

Vector2i sf::WindowBase::getPosition | ( |  | ) | const
| nodiscardinherited

Get the position of the window.

Returns
  Position of the window, in pixels

See also
  `setPosition`

## ◆ getScissor()

IntRect sf::RenderTarget::getScissor | ( | const View & | view | ) | const
| nodiscardinherited

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

The scissor rectangle 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 scissor rectangle actually covers in the target.

Parameters

  view | The view for which we want to compute the scissor rectangle

Returns
  Scissor rectangle, expressed in pixels

## ◆ getSettings()

const ContextSettings & sf::Window::getSettings | ( |  | ) | const
| nodiscardinherited

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()

Vector2u sf::RenderWindow::getSize | ( |  | ) | const
| nodiscardoverridevirtual

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.

## ◆ getView()

const View & sf::RenderTarget::getView | ( |  | ) | const
| nodiscardinherited

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
| nodiscardinherited

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

  view | The view for which we want to compute the viewport

Returns
  Viewport rectangle, expressed in pixels

## ◆ handleEvents()

template<typename... Ts>

void sf::WindowBase::handleEvents | ( | Ts &&... | handlers | ) |
| inherited

Handle all pending events.

This function is not blocking: if there's no pending event then it will return without calling any of the handlers.

This function can take a variadic list of event handlers that each take a concrete event type as a single parameter. The event handlers can be any kind of callable object that has an `operator()` defined for a specific event type. Additionally a generic callable can also be provided that will be invoked for every event type. If both types of callables are provided, the callables taking concrete event types will be preferred over the generic callable by overload resolution. Generic callables can be used to customize handler dispatching based on the deduced type of the event and other information available at compile time.

Examples of callables:

- Lambda expressions: `[&](const sf::Event::KeyPressed) { ... }`
- Free functions: `void handler(const sf::Event::KeyPressed&) { ... }`

// Only provide handlers for concrete event types
window.handleEvents(
[&](const sf::Event::Closed&) { /* handle event */ },
[&](const sf::Event::KeyPressed& keyPress) { /* handle event */ }
);
sf::Event::KeyPressed
Key pressed event subtype.
Definition Event.hpp:96
// Provide a generic event handler
window.handleEvents(
[&](const auto& event)
{
if constexpr (std::is_same_v<std::decay_t<decltype(event)>, sf::Event::Closed>)
{
// Handle Closed
handleClosed();
}
else if constexpr (std::is_same_v<std::decay_t<decltype(event)>, sf::Event::KeyPressed>)
{
// Handle KeyPressed
handleKeyPressed(event);
}
else
{
// Handle non-KeyPressed
handleOtherEvents(event);
}
}
);
// Provide handlers for concrete types and fall back to generic handler
window.handleEvents(
[&](const sf::Event::Closed&) { /* handle event */ },
[&](const sf::Event::KeyPressed& keyPress) { /* handle event */ },
[&](const auto& event) { /* handle all other events */ }
);

Calling member functions is supported through lambda expressions.

// Provide a generic event handler
window.handleEvents(
[this](const auto& event) { handle(event); }
);

Parameters

  handlers | A variadic list of callables that take a specific event as their only parameter

See also
  `waitEvent`, `pollEvent`

## ◆ hasFocus()

bool sf::WindowBase::hasFocus | ( |  | ) | const
| nodiscardinherited

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
| nodiscardinherited

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()

bool sf::RenderWindow::isSrgb | ( |  | ) | const
| nodiscardoverridevirtual

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 | ( | Vector2f | point | ) | const
| nodiscardinherited

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

  point | Point to convert

Returns
  The converted point, in target coordinates (pixels)

See also
  `mapPixelToCoords`

## ◆ mapCoordsToPixel() [2/2]

Vector2i sf::RenderTarget::mapCoordsToPixel | ( | Vector2f | point,
|  | const View & | view ) const
| nodiscardinherited

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

  point | Point to convert
  view | The 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 | ( | Vector2i | point | ) | const
| nodiscardinherited

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

  point | Pixel to convert

Returns
  The converted point, in "world" coordinates

See also
  `mapCoordsToPixel`

## ◆ mapPixelToCoords() [2/2]

Vector2f sf::RenderTarget::mapPixelToCoords | ( | Vector2i | point,
|  | const View & | view ) const
| nodiscardinherited

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

  point | Pixel to convert
  view | The view to use for converting the point

Returns
  The converted point, in "world" units

See also
  `mapCoordsToPixel`

## ◆ onCreate()

void sf::RenderWindow::onCreate | ( |  | ) |
| overrideprotectedvirtual

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()

void sf::RenderWindow::onResize | ( |  | ) |
| overrideprotectedvirtual

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()

std::optional< Event > sf::WindowBase::pollEvent | ( |  | ) |
| nodiscardinherited

Pop the next event from the front of the FIFO event queue, if any, and return it.

This function is not blocking: if there's no pending event then it will return a `std::nullopt`. 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 (const std::optional event = window.pollEvent())
{
// process event...
}

Returns
  The event, otherwise `std::nullopt` if no events are pending

See also
  `waitEvent`, `handleEvents`

## ◆ 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 | ) |
| nodiscardoverridevirtual

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

  active | `true` 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
| nodiscardinherited

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

  active | `true` 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 imprecise as well (for example, you can get 65 FPS when requesting 60).

Parameters

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

## ◆ setIcon() [1/2]

void sf::RenderWindow::setIcon | ( | const Image & | icon | ) |

Change the window's icon.

The OS default icon is used by default.

Parameters

  icon | Image to use as the icon. The image is copied, so you need not keep the source alive after calling this function.

## ◆ setIcon() [2/2]

void sf::WindowBase::setIcon | ( | Vector2u | size,
|  | const std::uint8_t * | pixels )
| inherited

Change the window's icon.

`pixels` must be an array of `size` pixels in 32-bits RGBA format.

The OS default icon is used by default.

Parameters

  size | Icon's width and 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
  `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

  threshold | New 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

  enabled | `true` to enable, `false` to disable

## ◆ setMaximumSize()

void sf::WindowBase::setMaximumSize | ( | const std::optional< Vector2u > & | maximumSize | ) |
| inherited

Set the maximum window rendering region size.

Pass `std::nullopt` to unset the maximum size

Parameters

  maximumSize | New maximum size, in pixels

## ◆ setMinimumSize()

void sf::WindowBase::setMinimumSize | ( | const std::optional< Vector2u > & | minimumSize | ) |
| inherited

Set the minimum window rendering region size.

Pass `std::nullopt` to unset the minimum size

Parameters

  minimumSize | New minimum size, in pixels

## ◆ 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

  cursor | Native system cursor type to display

See also
  `sf::Cursor::createFromSystem`, `sf::Cursor::createFromPixels`

## ◆ 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

  grabbed | `true` 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.

Warning
  On Windows, this function needs to be called from the thread that created the window.

Parameters

  visible | `true` to show the mouse cursor, `false` to hide it

## ◆ setPosition()

void sf::WindowBase::setPosition | ( | 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

  position | New position, in pixels

See also
  `getPosition`

## ◆ setSize()

void sf::WindowBase::setSize | ( | Vector2u | size | ) |
| inherited

Change the size of the rendering region of the window.

Parameters

  size | New size, in pixels

See also
  `getSize`

## ◆ setTitle()

void sf::WindowBase::setTitle | ( | const String & | title | ) |
| inherited

Change the title of the window.

Parameters

  title | New 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

  enabled | `true` 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

  view | New 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

  visible | `true` to show the window, `false` to hide it

## ◆ waitEvent()

std::optional< Event > sf::WindowBase::waitEvent | ( | Time | timeout = Time::Zero | ) |
| nodiscardinherited

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 or until the provided timeout elapses. Only if an error or a timeout occurs the returned event will be `std::nullopt`. 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.

while (const std::optional event = window.waitEvent())
{
// process event...
}

Parameters

  timeout | Maximum time to wait (`Time::Zero` for infinite)

Returns
  The event, otherwise `std::nullopt` on timeout or if window was closed

See also
  `pollEvent`, `handleEvents`

The documentation for this class was generated from the following file:

- RenderWindow.hpp