struct glw::Window::InitParameters

Overview

Parameters used to initialize Window. More…

#include <Window.h>

struct InitParameters {
    // fields

    glm::uvec2 resolution = glm::uvec2(640, 480);
    glm::uvec2 min_resolution = glm::uvec2(0);
    glm::uvec2 max_resolution = glm::uvec2(0);
    bool maximized = false;
    std::string caption = "GLW Window";
    int8_t aa_samples = 8;
    bool visible = true;
    bool try_share_contexts = true;
    bool resizable = true;
    glm::ivec2 position = glm::ivec2(100);
    bool fullscreen = false;
    bool hidden_cursor = false;
    bool show_decorations = true;
};

Detailed Documentation

Parameters used to initialize Window.

Fields

glm::uvec2 resolution = glm::uvec2(640, 480)

Initial resolution of the window frame buffer.

glm::uvec2 min_resolution = glm::uvec2(0)

Minimum resolution of the window frame buffer.

glm::uvec2 max_resolution = glm::uvec2(0)

Maximum resolution of the window frame buffer.

bool maximized = false

Whether the window should be maximized on creation. Overrides resolution.

std::string caption = "GLW Window"

Window title shown in frame top.

int8_t aa_samples = 8

Desired number of samples to use for multisampling; Zero disables multisampling; Negative lets the driver decide; Default is 8.

bool visible = true

Whether the windowed window will be initially visible.

bool try_share_contexts = true

Try to detect if window exist in another context during initialization and share its context with it; default is true.

bool resizable = true

Whether the windowed window will be resizable by the use; default is true.

glm::ivec2 position = glm::ivec2(100)

Specifies position of created window; default is 100.

bool fullscreen = false

Whether the window will be windowed or fullscreen.

bool hidden_cursor = false

Whether the cursor will be hidden.

bool show_decorations = true

Whether the windows bar will be hidden.