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.