Window guide {#window_guide}

This guide introduces the window related functions of GLFW. For details on a specific function in this category, see the @ref window. There are also guides for the other areas of GLFW.

  • @ref intro_guide
  • @ref context_guide
  • @ref vulkan_guide
  • @ref monitor_guide
  • @ref input_guide

Window objects {#window_object}

The @ref GLFWwindow object encapsulates both a window and a context. They are created with @ref glfwCreateWindow and destroyed with @ref glfwDestroyWindow, or @ref glfwTerminate, if any remain. As the window and context are inseparably linked, the object pointer is used as both a context and window handle.

To see the event stream provided to the various window related callbacks, run the events test program.

Window creation {#window_creation}

A window and its OpenGL or OpenGL ES context are created with @ref glfwCreateWindow, which returns a handle to the created window object. For example, this creates a 640 by 480 windowed mode window:

GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);

If window creation fails, NULL will be returned, so it is necessary to check the return value.

The window handle is passed to all window related functions and is provided to along with all input events, so event handlers can tell which window received the event.

Full screen windows {#window_full_screen}

To create a full screen window, you need to specify which monitor the window should use. In most cases, the user's primary monitor is a good choice. For more information about retrieving monitors, see @ref monitor_monitors.

GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL);

Full screen windows cover the entire display area of a monitor, have no border or decorations.

Windowed mode windows can be made full screen by setting a monitor with @ref glfwSetWindowMonitor, and full screen ones can be made windowed by unsetting it with the same function.

Each field of the @ref GLFWvidmode structure corresponds to a function parameter or window hint and combine to form the desired video mode for that window. The supported video mode most closely matching the desired video mode will be set for the chosen monitor as long as the window has input focus. For more information about retrieving video modes, see @ref monitor_modes.

Video mode fieldCorresponds to
GLFWvidmode.widthwidth parameter of @ref glfwCreateWindow
GLFWvidmode.heightheight parameter of @ref glfwCreateWindow
GLFWvidmode.redBits@ref GLFW_RED_BITS hint
GLFWvidmode.greenBits@ref GLFW_GREEN_BITS hint
GLFWvidmode.blueBits@ref GLFW_BLUE_BITS hint
GLFWvidmode.refreshRate@ref GLFW_REFRESH_RATE hint

Once you have a full screen window, you can change its resolution, refresh rate and monitor with @ref glfwSetWindowMonitor. If you only need change its resolution you can also call @ref glfwSetWindowSize. In all cases, the new video mode will be selected the same way as the video mode chosen by @ref glfwCreateWindow. If the window has an OpenGL or OpenGL ES context, it will be unaffected.

By default, the original video mode of the monitor will be restored and the window iconified if it loses input focus, to allow the user to switch back to the desktop. This behavior can be disabled with the [GLFW_AUTO_ICONIFY](@ref GLFW_AUTO_ICONIFY_hint) window hint, for example if you wish to simultaneously cover multiple monitors with full screen windows.

If a monitor is disconnected, all windows that are full screen on that monitor will be switched to windowed mode. See @ref monitor_event for more information.

“Windowed full screen” windows {#window_windowed_full_screen}

If the closest match for the desired video mode is the current one, the video mode will not be changed, making window creation faster and application switching much smoother. This is sometimes called windowed full screen or borderless full screen window and counts as a full screen window. To create such a window, request the current video mode.

const GLFWvidmode* mode = glfwGetVideoMode(monitor);

glfwWindowHint(GLFW_RED_BITS, mode->redBits);
glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits);
glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);

GLFWwindow* window = glfwCreateWindow(mode->width, mode->height, "My Title", monitor, NULL);

This also works for windowed mode windows that are made full screen.

const GLFWvidmode* mode = glfwGetVideoMode(monitor);

glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);

Note that @ref glfwGetVideoMode returns the current video mode of a monitor, so if you already have a full screen window on that monitor that you want to make windowed full screen, you need to have saved the desktop resolution before.

Window destruction {#window_destruction}

When a window is no longer needed, destroy it with @ref glfwDestroyWindow.

glfwDestroyWindow(window);

Window destruction always succeeds. Before the actual destruction, all callbacks are removed so no further events will be delivered for the window. All windows remaining when @ref glfwTerminate is called are destroyed as well.

When a full screen window is destroyed, the original video mode of its monitor is restored, but the gamma ramp is left untouched.

Window creation hints {#window_hints}

There are a number of hints that can be set before the creation of a window and context. Some affect the window itself, others affect the framebuffer or context. These hints are set to their default values each time the library is initialized with @ref glfwInit. Integer value hints can be set individually with @ref glfwWindowHint and string value hints with @ref glfwWindowHintString. You can reset all at once to their defaults with @ref glfwDefaultWindowHints.

Some hints are platform specific. These are always valid to set on any platform but they will only affect their specific platform. Other platforms will ignore them. Setting these hints requires no platform specific headers or calls.

@note Window hints need to be set before the creation of the window and context you wish to have the specified attributes. They function as additional arguments to @ref glfwCreateWindow.

Hard and soft constraints {#window_hints_hard}

Some window hints are hard constraints. These must match the available capabilities exactly for window and context creation to succeed. Hints that are not hard constraints are matched as closely as possible, but the resulting context and framebuffer may differ from what these hints requested.

The following hints are always hard constraints:

  • @ref GLFW_STEREO
  • @ref GLFW_DOUBLEBUFFER
  • [GLFW_CLIENT_API](@ref GLFW_CLIENT_API_hint)
  • [GLFW_CONTEXT_CREATION_API](@ref GLFW_CONTEXT_CREATION_API_hint)

The following additional hints are hard constraints when requesting an OpenGL context, but are ignored when requesting an OpenGL ES context:

  • [GLFW_OPENGL_FORWARD_COMPAT](@ref GLFW_OPENGL_FORWARD_COMPAT_hint)
  • [GLFW_OPENGL_PROFILE](@ref GLFW_OPENGL_PROFILE_hint)

Window related hints {#window_hints_wnd}

@anchor GLFW_RESIZABLE_hint GLFW_RESIZABLE specifies whether the windowed mode window will be resizable by the user. The window will still be resizable using the @ref glfwSetWindowSize function. Possible values are GLFW_TRUE and GLFW_FALSE. This hint is ignored for full screen and undecorated windows.

@anchor GLFW_VISIBLE_hint GLFW_VISIBLE specifies whether the windowed mode window will be initially visible. Possible values are GLFW_TRUE and GLFW_FALSE. This hint is ignored for full screen windows.

@anchor GLFW_DECORATED_hint GLFW_DECORATED specifies whether the windowed mode window will have window decorations such as a border, a close widget, etc. An undecorated window will not be resizable by the user but will still allow the user to generate close events on some platforms. Possible values are GLFW_TRUE and GLFW_FALSE. This hint is ignored for full screen windows.

@anchor GLFW_FOCUSED_hint GLFW_FOCUSED specifies whether the windowed mode window will be given input focus when created. Possible values are GLFW_TRUE and GLFW_FALSE. This hint is ignored for full screen and initially hidden windows.

@anchor GLFW_AUTO_ICONIFY_hint GLFW_AUTO_ICONIFY specifies whether the full screen window will automatically iconify and restore the previous video mode on input focus loss. Possible values are GLFW_TRUE and GLFW_FALSE. This hint is ignored for windowed mode windows.

@anchor GLFW_FLOATING_hint GLFW_FLOATING specifies whether the windowed mode window will be floating above other regular windows, also called topmost or always-on-top. This is intended primarily for debugging purposes and cannot be used to implement proper full screen windows. Possible values are GLFW_TRUE and GLFW_FALSE. This hint is ignored for full screen windows.

@anchor GLFW_MAXIMIZED_hint GLFW_MAXIMIZED specifies whether the windowed mode window will be maximized when created. Possible values are GLFW_TRUE and GLFW_FALSE. This hint is ignored for full screen windows.

@anchor GLFW_CENTER_CURSOR_hint GLFW_CENTER_CURSOR specifies whether the cursor should be centered over newly created full screen windows. Possible values are GLFW_TRUE and GLFW_FALSE. This hint is ignored for windowed mode windows.

@anchor GLFW_TRANSPARENT_FRAMEBUFFER_hint GLFW_TRANSPARENT_FRAMEBUFFER specifies whether the window framebuffer will be transparent. If enabled and supported by the system, the window framebuffer alpha channel will be used to combine the framebuffer with the background. This does not affect window decorations. Possible values are GLFW_TRUE and GLFW_FALSE.

@anchor GLFW_FOCUS_ON_SHOW_hint GLFW_FOCUS_ON_SHOW specifies whether the window will be given input focus when @ref glfwShowWindow is called. Possible values are GLFW_TRUE and GLFW_FALSE.

@anchor GLFW_SCALE_TO_MONITOR GLFW_SCALE_TO_MONITOR specified whether the window content area should be resized based on [content scale](@ref window_scale) changes. This can be because of a global user settings change or because the window was moved to a monitor with different scale settings.

This hint only has an effect on platforms where screen coordinates and pixels always map 1:1, such as Windows and X11. On platforms like macOS the resolution of the framebuffer can change independently of the window size.

@anchor GLFW_SCALE_FRAMEBUFFER_hint @anchor GLFW_COCOA_RETINA_FRAMEBUFFER_hint GLFW_SCALE_FRAMEBUFFER specifies whether the framebuffer should be resized based on [content scale](@ref window_scale) changes. This can be because of a global user settings change or because the window was moved to a monitor with different scale settings.

This hint only has an effect on platforms where screen coordinates can be scaled relative to pixel coordinates, such as macOS and Wayland. On platforms like Windows and X11 the framebuffer and window content area sizes always map 1:1.

This is the new name, introduced in GLFW 3.4. The older GLFW_COCOA_RETINA_FRAMEBUFFER name is also available for compatibility. Both names modify the same hint value.

@anchor GLFW_MOUSE_PASSTHROUGH_hint GLFW_MOUSE_PASSTHROUGH specifies whether the window is transparent to mouse input, letting any mouse events pass through to whatever window is behind it. This is only supported for undecorated windows. Decorated windows with this enabled will behave differently between platforms. Possible values are GLFW_TRUE and GLFW_FALSE.

@anchor GLFW_POSITION_X @anchor GLFW_POSITION_Y GLFW_POSITION_X and GLFW_POSITION_Y specify the desired initial position of the window. The window manager may modify or ignore these coordinates. If either or both of these hints are set to GLFW_ANY_POSITION then the window manager will position the window where it thinks the user will prefer it. Possible values are any valid screen coordinates and GLFW_ANY_POSITION.

Framebuffer related hints {#window_hints_fb}

@anchor GLFW_RED_BITS @anchor GLFW_GREEN_BITS @anchor GLFW_BLUE_BITS @anchor GLFW_ALPHA_BITS @anchor GLFW_DEPTH_BITS @anchor GLFW_STENCIL_BITS GLFW_RED_BITS, GLFW_GREEN_BITS, GLFW_BLUE_BITS, GLFW_ALPHA_BITS, GLFW_DEPTH_BITS and GLFW_STENCIL_BITS specify the desired bit depths of the various components of the default framebuffer. A value of GLFW_DONT_CARE means the application has no preference.

@anchor GLFW_ACCUM_RED_BITS @anchor GLFW_ACCUM_GREEN_BITS @anchor GLFW_ACCUM_BLUE_BITS @anchor GLFW_ACCUM_ALPHA_BITS GLFW_ACCUM_RED_BITS, GLFW_ACCUM_GREEN_BITS, GLFW_ACCUM_BLUE_BITS and GLFW_ACCUM_ALPHA_BITS specify the desired bit depths of the various components of the accumulation buffer. A value of GLFW_DONT_CARE means the application has no preference.

Accumulation buffers are a legacy OpenGL feature and should not be used in new code.

@anchor GLFW_AUX_BUFFERS GLFW_AUX_BUFFERS specifies the desired number of auxiliary buffers. A value of GLFW_DONT_CARE means the application has no preference.

Auxiliary buffers are a legacy OpenGL feature and should not be used in new code.

@anchor GLFW_STEREO GLFW_STEREO specifies whether to use OpenGL stereoscopic rendering. Possible values are GLFW_TRUE and GLFW_FALSE. This is a hard constraint.

@anchor GLFW_SAMPLES GLFW_SAMPLES specifies the desired number of samples to use for multisampling. Zero disables multisampling. A value of GLFW_DONT_CARE means the application has no preference.

@anchor GLFW_SRGB_CAPABLE GLFW_SRGB_CAPABLE specifies whether the framebuffer should be sRGB capable. Possible values are GLFW_TRUE and GLFW_FALSE.

@note OpenGL: If enabled and supported by the system, the GL_FRAMEBUFFER_SRGB enable will control sRGB rendering. By default, sRGB rendering will be disabled.

@note OpenGL ES: If enabled and supported by the system, the context will always have sRGB rendering enabled.

@anchor GLFW_DOUBLEBUFFER @anchor GLFW_DOUBLEBUFFER_hint GLFW_DOUBLEBUFFER specifies whether the framebuffer should be double buffered. You nearly always want to use double buffering. This is a hard constraint. Possible values are GLFW_TRUE and GLFW_FALSE.

Monitor related hints {#window_hints_mtr}

@anchor GLFW_REFRESH_RATE GLFW_REFRESH_RATE specifies the desired refresh rate for full screen windows. A value of GLFW_DONT_CARE means the highest available refresh rate will be used. This hint is ignored for windowed mode windows.

Context related hints {#window_hints_ctx}

@anchor GLFW_CLIENT_API_hint GLFW_CLIENT_API specifies which client API to create the context for. Possible values are GLFW_OPENGL_API, GLFW_OPENGL_ES_API and GLFW_NO_API. This is a hard constraint.

@anchor GLFW_CONTEXT_CREATION_API_hint GLFW_CONTEXT_CREATION_API specifies which context creation API to use to create the context. Possible values are GLFW_NATIVE_CONTEXT_API, GLFW_EGL_CONTEXT_API and GLFW_OSMESA_CONTEXT_API. This is a hard constraint. If no client API is requested, this hint is ignored.

An [extension loader library](@ref context_glext_auto) that assumes it knows which API was used to create the current context may fail if you change this hint. This can be resolved by having it load functions via @ref glfwGetProcAddress.

@note @wayland The EGL API is the native context creation API, so this hint will have no effect.

@note @x11 On some Linux systems, creating contexts via both the native and EGL APIs in a single process will cause the application to segfault. Stick to one API or the other on Linux for now.

@note OSMesa: As its name implies, an OpenGL context created with OSMesa does not update the window contents when its buffers are swapped. Use OpenGL functions or the OSMesa native access functions @ref glfwGetOSMesaColorBuffer and @ref glfwGetOSMesaDepthBuffer to retrieve the framebuffer contents.

@anchor GLFW_CONTEXT_VERSION_MAJOR_hint @anchor GLFW_CONTEXT_VERSION_MINOR_hint GLFW_CONTEXT_VERSION_MAJOR and GLFW_CONTEXT_VERSION_MINOR specify the client API version that the created context must be compatible with. The exact behavior of these hints depend on the requested client API.

While there is no way to ask the driver for a context of the highest supported version, GLFW will attempt to provide this when you ask for a version 1.0 context, which is the default for these hints.

Do not confuse these hints with @ref GLFW_VERSION_MAJOR and @ref GLFW_VERSION_MINOR, which provide the API version of the GLFW header.

@note OpenGL: These hints are not hard constraints, but creation will fail if the OpenGL version of the created context is less than the one requested. It is therefore perfectly safe to use the default of version 1.0 for legacy code and you will still get backwards-compatible contexts of version 3.0 and above when available.

@note OpenGL ES: These hints are not hard constraints, but creation will fail if the OpenGL ES version of the created context is less than the one requested. Additionally, OpenGL ES 1.x cannot be returned if 2.0 or later was requested, and vice versa. This is because OpenGL ES 3.x is backward compatible with 2.0, but OpenGL ES 2.0 is not backward compatible with 1.x.

@note @macos The OS only supports core profile contexts for OpenGL versions 3.2 and later. Before creating an OpenGL context of version 3.2 or later you must set the [GLFW_OPENGL_PROFILE](@ref GLFW_OPENGL_PROFILE_hint) hint accordingly. OpenGL 3.0 and 3.1 contexts are not supported at all on macOS.

@anchor GLFW_OPENGL_FORWARD_COMPAT_hint GLFW_OPENGL_FORWARD_COMPAT specifies whether the OpenGL context should be forward-compatible, i.e. one where all functionality deprecated in the requested version of OpenGL is removed. This must only be used if the requested OpenGL version is 3.0 or above. If OpenGL ES is requested, this hint is ignored.

Forward-compatibility is described in detail in the OpenGL Reference Manual.

@anchor GLFW_CONTEXT_DEBUG_hint @anchor GLFW_OPENGL_DEBUG_CONTEXT_hint GLFW_CONTEXT_DEBUG specifies whether the context should be created in debug mode, which may provide additional error and diagnostic reporting functionality. Possible values are GLFW_TRUE and GLFW_FALSE.

Debug contexts for OpenGL and OpenGL ES are described in detail by the GL_KHR_debug extension.

@note GLFW_CONTEXT_DEBUG is the new name introduced in GLFW 3.4. The older GLFW_OPENGL_DEBUG_CONTEXT name is also available for compatibility.

@anchor GLFW_OPENGL_PROFILE_hint GLFW_OPENGL_PROFILE specifies which OpenGL profile to create the context for. Possible values are one of GLFW_OPENGL_CORE_PROFILE or GLFW_OPENGL_COMPAT_PROFILE, or GLFW_OPENGL_ANY_PROFILE to not request a specific profile. If requesting an OpenGL version below 3.2, GLFW_OPENGL_ANY_PROFILE must be used. If OpenGL ES is requested, this hint is ignored.

OpenGL profiles are described in detail in the OpenGL Reference Manual.

@anchor GLFW_CONTEXT_ROBUSTNESS_hint GLFW_CONTEXT_ROBUSTNESS specifies the robustness strategy to be used by the context. This can be one of GLFW_NO_RESET_NOTIFICATION or GLFW_LOSE_CONTEXT_ON_RESET, or GLFW_NO_ROBUSTNESS to not request a robustness strategy.

@anchor GLFW_CONTEXT_RELEASE_BEHAVIOR_hint GLFW_CONTEXT_RELEASE_BEHAVIOR specifies the release behavior to be used by the context. Possible values are one of GLFW_ANY_RELEASE_BEHAVIOR, GLFW_RELEASE_BEHAVIOR_FLUSH or GLFW_RELEASE_BEHAVIOR_NONE. If the behavior is GLFW_ANY_RELEASE_BEHAVIOR, the default behavior of the context creation API will be used. If the behavior is GLFW_RELEASE_BEHAVIOR_FLUSH, the pipeline will be flushed whenever the context is released from being the current one. If the behavior is GLFW_RELEASE_BEHAVIOR_NONE, the pipeline will not be flushed on release.

Context release behaviors are described in detail by the GL_KHR_context_flush_control extension.

@anchor GLFW_CONTEXT_NO_ERROR_hint GLFW_CONTEXT_NO_ERROR specifies whether errors should be generated by the context. Possible values are GLFW_TRUE and GLFW_FALSE. If enabled, situations that would have generated errors instead cause undefined behavior.

The no error mode for OpenGL and OpenGL ES is described in detail by the GL_KHR_no_error extension.

Win32 specific hints {#window_hints_win32}

@anchor GLFW_WIN32_KEYBOARD_MENU_hint GLFW_WIN32_KEYBOARD_MENU specifies whether to allow access to the window menu via the Alt+Space and Alt-and-then-Space keyboard shortcuts. This is ignored on other platforms.

@anchor GLFW_WIN32_SHOWDEFAULT_hint GLFW_WIN32_SHOWDEFAULT specifies whether to show the window the way specified in the program's STARTUPINFO when it is shown for the first time. This is the same information as the Run option in the shortcut properties window. If this information was not specified when the program was started, GLFW behaves as if this hint was set to GLFW_FALSE. Possible values are GLFW_TRUE and GLFW_FALSE. This is ignored on other platforms.

macOS specific hints {#window_hints_osx}

@anchor GLFW_COCOA_FRAME_NAME_hint GLFW_COCOA_FRAME_NAME specifies the UTF-8 encoded name to use for autosaving the window frame, or if empty disables frame autosaving for the window. This is ignored on other platforms. This is set with @ref glfwWindowHintString.

@anchor GLFW_COCOA_GRAPHICS_SWITCHING_hint GLFW_COCOA_GRAPHICS_SWITCHING specifies whether to in Automatic Graphics Switching, i.e. to allow the system to choose the integrated GPU for the OpenGL context and move it between GPUs if necessary or whether to force it to always run on the discrete GPU. This only affects systems with both integrated and discrete GPUs. Possible values are GLFW_TRUE and GLFW_FALSE. This is ignored on other platforms.

Simpler programs and tools may want to enable this to save power, while games and other applications performing advanced rendering will want to leave it disabled.

A bundled application that wishes to participate in Automatic Graphics Switching should also declare this in its Info.plist by setting the NSSupportsAutomaticGraphicsSwitching key to true.

Wayland specific window hints {#window_hints_wayland}

@anchor GLFW_WAYLAND_APP_ID_hint GLFW_WAYLAND_APP_ID specifies the Wayland app_id for a window, used by window managers to identify types of windows. This is set with @ref glfwWindowHintString.

X11 specific window hints {#window_hints_x11}

@anchor GLFW_X11_CLASS_NAME_hint @anchor GLFW_X11_INSTANCE_NAME_hint GLFW_X11_CLASS_NAME and GLFW_X11_INSTANCE_NAME specifies the desired ASCII encoded class and instance parts of the ICCCM WM_CLASS window property. Both hints need to be set to something other than an empty string for them to take effect. These are set with @ref glfwWindowHintString.

Supported and default values {#window_hints_values}

Window hintDefault valueSupported values
GLFW_RESIZABLEGLFW_TRUEGLFW_TRUE or GLFW_FALSE
GLFW_VISIBLEGLFW_TRUEGLFW_TRUE or GLFW_FALSE
GLFW_DECORATEDGLFW_TRUEGLFW_TRUE or GLFW_FALSE
GLFW_FOCUSEDGLFW_TRUEGLFW_TRUE or GLFW_FALSE
GLFW_AUTO_ICONIFYGLFW_TRUEGLFW_TRUE or GLFW_FALSE
GLFW_FLOATINGGLFW_FALSEGLFW_TRUE or GLFW_FALSE
GLFW_MAXIMIZEDGLFW_FALSEGLFW_TRUE or GLFW_FALSE
GLFW_CENTER_CURSORGLFW_TRUEGLFW_TRUE or GLFW_FALSE
GLFW_TRANSPARENT_FRAMEBUFFERGLFW_FALSEGLFW_TRUE or GLFW_FALSE
GLFW_FOCUS_ON_SHOWGLFW_TRUEGLFW_TRUE or GLFW_FALSE
GLFW_SCALE_TO_MONITORGLFW_FALSEGLFW_TRUE or GLFW_FALSE
GLFW_SCALE_FRAMEBUFFERGLFW_TRUEGLFW_TRUE or GLFW_FALSE
GLFW_MOUSE_PASSTHROUGHGLFW_FALSEGLFW_TRUE or GLFW_FALSE
GLFW_POSITION_XGLFW_ANY_POSITIONAny valid screen x-coordinate or GLFW_ANY_POSITION
GLFW_POSITION_YGLFW_ANY_POSITIONAny valid screen y-coordinate or GLFW_ANY_POSITION
GLFW_RED_BITS80 to INT_MAX or GLFW_DONT_CARE
GLFW_GREEN_BITS80 to INT_MAX or GLFW_DONT_CARE
GLFW_BLUE_BITS80 to INT_MAX or GLFW_DONT_CARE
GLFW_ALPHA_BITS80 to INT_MAX or GLFW_DONT_CARE
GLFW_DEPTH_BITS240 to INT_MAX or GLFW_DONT_CARE
GLFW_STENCIL_BITS80 to INT_MAX or GLFW_DONT_CARE
GLFW_ACCUM_RED_BITS00 to INT_MAX or GLFW_DONT_CARE
GLFW_ACCUM_GREEN_BITS00 to INT_MAX or GLFW_DONT_CARE
GLFW_ACCUM_BLUE_BITS00 to INT_MAX or GLFW_DONT_CARE
GLFW_ACCUM_ALPHA_BITS00 to INT_MAX or GLFW_DONT_CARE
GLFW_AUX_BUFFERS00 to INT_MAX or GLFW_DONT_CARE
GLFW_SAMPLES00 to INT_MAX or GLFW_DONT_CARE
GLFW_REFRESH_RATEGLFW_DONT_CARE0 to INT_MAX or GLFW_DONT_CARE
GLFW_STEREOGLFW_FALSEGLFW_TRUE or GLFW_FALSE
GLFW_SRGB_CAPABLEGLFW_FALSEGLFW_TRUE or GLFW_FALSE
GLFW_DOUBLEBUFFERGLFW_TRUEGLFW_TRUE or GLFW_FALSE
GLFW_CLIENT_APIGLFW_OPENGL_APIGLFW_OPENGL_API, GLFW_OPENGL_ES_API or GLFW_NO_API
GLFW_CONTEXT_CREATION_APIGLFW_NATIVE_CONTEXT_APIGLFW_NATIVE_CONTEXT_API, GLFW_EGL_CONTEXT_API or GLFW_OSMESA_CONTEXT_API
GLFW_CONTEXT_VERSION_MAJOR1Any valid major version number of the chosen client API
GLFW_CONTEXT_VERSION_MINOR0Any valid minor version number of the chosen client API
GLFW_CONTEXT_ROBUSTNESSGLFW_NO_ROBUSTNESSGLFW_NO_ROBUSTNESS, GLFW_NO_RESET_NOTIFICATION or GLFW_LOSE_CONTEXT_ON_RESET
GLFW_CONTEXT_RELEASE_BEHAVIORGLFW_ANY_RELEASE_BEHAVIORGLFW_ANY_RELEASE_BEHAVIOR, GLFW_RELEASE_BEHAVIOR_FLUSH or GLFW_RELEASE_BEHAVIOR_NONE
GLFW_OPENGL_FORWARD_COMPATGLFW_FALSEGLFW_TRUE or GLFW_FALSE
GLFW_CONTEXT_DEBUGGLFW_FALSEGLFW_TRUE or GLFW_FALSE
GLFW_OPENGL_PROFILEGLFW_OPENGL_ANY_PROFILEGLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE or GLFW_OPENGL_CORE_PROFILE
GLFW_WIN32_KEYBOARD_MENUGLFW_FALSEGLFW_TRUE or GLFW_FALSE
GLFW_WIN32_SHOWDEFAULTGLFW_FALSEGLFW_TRUE or GLFW_FALSE
GLFW_COCOA_FRAME_NAME""A UTF-8 encoded frame autosave name
GLFW_COCOA_GRAPHICS_SWITCHINGGLFW_FALSEGLFW_TRUE or GLFW_FALSE
GLFW_WAYLAND_APP_ID""An ASCII encoded Wayland app_id name
GLFW_X11_CLASS_NAME""An ASCII encoded WM_CLASS class name
GLFW_X11_INSTANCE_NAME""An ASCII encoded WM_CLASS instance name

Window event processing {#window_events}

See @ref events.

Window properties and events {#window_properties}

User pointer {#window_userptr}

Each window has a user pointer that can be set with @ref glfwSetWindowUserPointer and queried with @ref glfwGetWindowUserPointer. This can be used for any purpose you need and will not be modified by GLFW throughout the life-time of the window.

The initial value of the pointer is NULL.

Window closing and close flag {#window_close}

When the user attempts to close the window, for example by clicking the close widget or using a key chord like Alt+F4, the close flag of the window is set. The window is however not actually destroyed and, unless you watch for this state change, nothing further happens.

The current state of the close flag is returned by @ref glfwWindowShouldClose and can be set or cleared directly with @ref glfwSetWindowShouldClose. A common pattern is to use the close flag as a main loop condition.

while (!glfwWindowShouldClose(window))
{
    render(window);

    glfwSwapBuffers(window);
    glfwPollEvents();
}

If you wish to be notified when the user attempts to close a window, set a close callback.

glfwSetWindowCloseCallback(window, window_close_callback);

The callback function is called directly after the close flag has been set. It can be used for example to filter close requests and clear the close flag again unless certain conditions are met.

void window_close_callback(GLFWwindow* window)
{
    if (!time_to_close)
        glfwSetWindowShouldClose(window, GLFW_FALSE);
}

Window size {#window_size}

The size of a window can be changed with @ref glfwSetWindowSize. For windowed mode windows, this sets the size, in [screen coordinates](@ref coordinate_systems) of the content area or content area of the window. The window system may impose limits on window size.

glfwSetWindowSize(window, 640, 480);

For full screen windows, the specified size becomes the new resolution of the window's desired video mode. The video mode most closely matching the new desired video mode is set immediately. The window is resized to fit the resolution of the set video mode.

If you wish to be notified when a window is resized, whether by the user, the system or your own code, set a size callback.

glfwSetWindowSizeCallback(window, window_size_callback);

The callback function receives the new size, in screen coordinates, of the content area of the window when the window is resized.

void window_size_callback(GLFWwindow* window, int width, int height)
{
}

There is also @ref glfwGetWindowSize for directly retrieving the current size of a window.

int width, height;
glfwGetWindowSize(window, &width, &height);

@note Do not pass the window size to glViewport or other pixel-based OpenGL calls. The window size is in screen coordinates, not pixels. Use the [framebuffer size](@ref window_fbsize), which is in pixels, for pixel-based calls.

The above functions work with the size of the content area, but decorated windows typically have title bars and window frames around this rectangle. You can retrieve the extents of these with @ref glfwGetWindowFrameSize.

int left, top, right, bottom;
glfwGetWindowFrameSize(window, &left, &top, &right, &bottom);

The returned values are the distances, in screen coordinates, from the edges of the content area to the corresponding edges of the full window. As they are distances and not coordinates, they are always zero or positive.

Framebuffer size {#window_fbsize}

While the size of a window is measured in screen coordinates, OpenGL works with pixels. The size you pass into glViewport, for example, should be in pixels. On some machines screen coordinates and pixels are the same, but on others they will not be. There is a second set of functions to retrieve the size, in pixels, of the framebuffer of a window.

If you wish to be notified when the framebuffer of a window is resized, whether by the user or the system, set a size callback.

glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

The callback function receives the new size of the framebuffer when it is resized, which can for example be used to update the OpenGL viewport.

void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    glViewport(0, 0, width, height);
}

There is also @ref glfwGetFramebufferSize for directly retrieving the current size of the framebuffer of a window.

int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);

The size of a framebuffer may change independently of the size of a window, for example if the window is dragged between a regular monitor and a high-DPI one.

Window content scale {#window_scale}

The content scale for a window can be retrieved with @ref glfwGetWindowContentScale.

float xscale, yscale;
glfwGetWindowContentScale(window, &xscale, &yscale);

The content scale can be thought of as the ratio between the current DPI and the platform's default DPI. It is intended to be a scaling factor to apply to the pixel dimensions of text and other UI elements. If the dimensions scaled by this factor looks appropriate on your machine then it should appear at a reasonable size on other machines with different DPI and scaling settings.

This relies on the DPI and scaling settings on both machines being appropriate.

The content scale may depend on both the monitor resolution and pixel density and on user settings like DPI or a scaling percentage. It may be very different from the raw DPI calculated from the physical size and current resolution.

On systems where each monitors can have its own content scale, the window content scale will depend on which monitor or monitors the system considers the window to be “on”.

If you wish to be notified when the content scale of a window changes, whether because of a system setting change or because it was moved to a monitor with a different scale, set a content scale callback.

glfwSetWindowContentScaleCallback(window, window_content_scale_callback);

The callback function receives the new content scale of the window.

void window_content_scale_callback(GLFWwindow* window, float xscale, float yscale)
{
    set_interface_scale(xscale, yscale);
}

On platforms where pixels and screen coordinates always map 1:1, the window will need to be resized to appear the same size when it is moved to a monitor with a different content scale. To have this done automatically both when the window is created and when its content scale later changes, set the @ref GLFW_SCALE_TO_MONITOR window hint.

On platforms where pixels do not necessarily equal screen coordinates, the framebuffer will instead need to be sized to provide a full resolution image for the window. When the window moves between monitors with different content scales, the window size will remain the same but the framebuffer size will change. This is done automatically by default. To disable this resizing, set the @ref GLFW_SCALE_FRAMEBUFFER window hint.

Both of these hints also apply when the window is created. Every window starts out with a content scale of one. A window with one or both of these hints set will adapt to the appropriate scale in the process of being created, set up and shown.

Window size limits {#window_sizelimits}

The minimum and maximum size of the content area of a windowed mode window can be enforced with @ref glfwSetWindowSizeLimits. The user may resize the window to any size and aspect ratio within the specified limits, unless the aspect ratio is also set.

glfwSetWindowSizeLimits(window, 200, 200, 400, 400);

To specify only a minimum size or only a maximum one, set the other pair to GLFW_DONT_CARE.

glfwSetWindowSizeLimits(window, 640, 480, GLFW_DONT_CARE, GLFW_DONT_CARE);

To disable size limits for a window, set them all to GLFW_DONT_CARE.

The aspect ratio of the content area of a windowed mode window can be enforced with @ref glfwSetWindowAspectRatio. The user may resize the window freely unless size limits are also set, but the size will be constrained to maintain the aspect ratio.

glfwSetWindowAspectRatio(window, 16, 9);

The aspect ratio is specified as a numerator and denominator, corresponding to the width and height, respectively. If you want a window to maintain its current aspect ratio, use its current size as the ratio.

int width, height;
glfwGetWindowSize(window, &width, &height);
glfwSetWindowAspectRatio(window, width, height);

To disable the aspect ratio limit for a window, set both terms to GLFW_DONT_CARE.

You can have both size limits and aspect ratio set for a window, but the results are undefined if they conflict.

Window position {#window_pos}

By default, the window manager chooses the position of new windowed mode windows, based on its size and which monitor the user appears to be working on. This is most often the right choice. If you need to create a window at a specific position, you can set the desired position with the @ref GLFW_POSITION_X and @ref GLFW_POSITION_Y window hints.

glfwWindowHint(GLFW_POSITION_X, 70);
glfwWindowHint(GLFW_POSITION_Y, 83);

To restore the previous behavior, set these hints to GLFW_ANY_POSITION.

The position of a windowed mode window can be changed with @ref glfwSetWindowPos. This moves the window so that the upper-left corner of its content area has the specified [screen coordinates](@ref coordinate_systems). The window system may put limitations on window placement.

glfwSetWindowPos(window, 100, 100);

If you wish to be notified when a window is moved, whether by the user, the system or your own code, set a position callback.

glfwSetWindowPosCallback(window, window_pos_callback);

The callback function receives the new position, in screen coordinates, of the upper-left corner of the content area when the window is moved.

void window_pos_callback(GLFWwindow* window, int xpos, int ypos)
{
}

There is also @ref glfwGetWindowPos for directly retrieving the current position of the content area of the window.

int xpos, ypos;
glfwGetWindowPos(window, &xpos, &ypos);

Window title {#window_title}

All GLFW windows have a title, although undecorated or full screen windows may not display it or only display it in a task bar or similar interface. You can set a new UTF-8 encoded window title with @ref glfwSetWindowTitle.

glfwSetWindowTitle(window, "My Window");

The specified string is copied before the function returns, so there is no need to keep it around.

As long as your source file is encoded as UTF-8, you can use any Unicode characters directly in the source.

glfwSetWindowTitle(window, "ラストエグザイル");

If you are using C++11 or C11, you can use a UTF-8 string literal.

glfwSetWindowTitle(window, u8"This is always a UTF-8 string");

The current window title can be queried with @ref glfwGetWindowTitle.

const char* title = glfwGetWindowTitle(window);

Window icon {#window_icon}

Decorated windows have icons on some platforms. You can set this icon by specifying a list of candidate images with @ref glfwSetWindowIcon.

GLFWimage images[2];
images[0] = load_icon("my_icon.png");
images[1] = load_icon("my_icon_small.png");

glfwSetWindowIcon(window, 2, images);

The image data is 32-bit, little-endian, non-premultiplied RGBA, i.e. eight bits per channel with the red channel first. The pixels are arranged canonically as sequential rows, starting from the top-left corner.

To revert to the default window icon, pass in an empty image array.

glfwSetWindowIcon(window, 0, NULL);

Window monitor {#window_monitor}

Full screen windows are associated with a specific monitor. You can get the handle for this monitor with @ref glfwGetWindowMonitor.

GLFWmonitor* monitor = glfwGetWindowMonitor(window);

This monitor handle is one of those returned by @ref glfwGetMonitors.

For windowed mode windows, this function returns NULL. This is how to tell full screen windows from windowed mode windows.

You can move windows between monitors or between full screen and windowed mode with @ref glfwSetWindowMonitor. When making a window full screen on the same or on a different monitor, specify the desired monitor, resolution and refresh rate. The position arguments are ignored.

const GLFWvidmode* mode = glfwGetVideoMode(monitor);

glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);

When making the window windowed, specify the desired position and size. The refresh rate argument is ignored.

glfwSetWindowMonitor(window, NULL, xpos, ypos, width, height, 0);

This restores any previous window settings such as whether it is decorated, floating, resizable, has size or aspect ratio limits, etc.. To restore a window that was originally windowed to its original size and position, save these before making it full screen and then pass them in as above.

Window iconification {#window_iconify}

Windows can be iconified (i.e. minimized) with @ref glfwIconifyWindow.

glfwIconifyWindow(window);

When a full screen window is iconified, the original video mode of its monitor is restored until the user or application restores the window.

Iconified windows can be restored with @ref glfwRestoreWindow. This function also restores windows from maximization.

glfwRestoreWindow(window);

When a full screen window is restored, the desired video mode is restored to its monitor as well.

If you wish to be notified when a window is iconified or restored, whether by the user, system or your own code, set an iconify callback.

glfwSetWindowIconifyCallback(window, window_iconify_callback);

The callback function receives changes in the iconification state of the window.

void window_iconify_callback(GLFWwindow* window, int iconified)
{
    if (iconified)
    {
        // The window was iconified
    }
    else
    {
        // The window was restored
    }
}

You can also get the current iconification state with @ref glfwGetWindowAttrib.

int iconified = glfwGetWindowAttrib(window, GLFW_ICONIFIED);

Window maximization {#window_maximize}

Windows can be maximized (i.e. zoomed) with @ref glfwMaximizeWindow.

glfwMaximizeWindow(window);

Full screen windows cannot be maximized and passing a full screen window to this function does nothing.

Maximized windows can be restored with @ref glfwRestoreWindow. This function also restores windows from iconification.

glfwRestoreWindow(window);

If you wish to be notified when a window is maximized or restored, whether by the user, system or your own code, set a maximize callback.

glfwSetWindowMaximizeCallback(window, window_maximize_callback);

The callback function receives changes in the maximization state of the window.

void window_maximize_callback(GLFWwindow* window, int maximized)
{
    if (maximized)
    {
        // The window was maximized
    }
    else
    {
        // The window was restored
    }
}

You can also get the current maximization state with @ref glfwGetWindowAttrib.

int maximized = glfwGetWindowAttrib(window, GLFW_MAXIMIZED);

By default, newly created windows are not maximized. You can change this behavior by setting the [GLFW_MAXIMIZED](@ref GLFW_MAXIMIZED_hint) window hint before creating the window.

glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE);

Window visibility {#window_hide}

Windowed mode windows can be hidden with @ref glfwHideWindow.

glfwHideWindow(window);

This makes the window completely invisible to the user, including removing it from the task bar, dock or window list. Full screen windows cannot be hidden and calling @ref glfwHideWindow on a full screen window does nothing.

Hidden windows can be shown with @ref glfwShowWindow.

glfwShowWindow(window);

By default, this function will also set the input focus to that window. Set the [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_hint) window hint to change this behavior for all newly created windows, or change the behavior for an existing window with @ref glfwSetWindowAttrib.

You can also get the current visibility state with @ref glfwGetWindowAttrib.

int visible = glfwGetWindowAttrib(window, GLFW_VISIBLE);

By default, newly created windows are visible. You can change this behavior by setting the [GLFW_VISIBLE](@ref GLFW_VISIBLE_hint) window hint before creating the window.

glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);

Windows created hidden are completely invisible to the user until shown. This can be useful if you need to set up your window further before showing it, for example moving it to a specific location.

Window input focus {#window_focus}

Windows can be given input focus and brought to the front with @ref glfwFocusWindow.

glfwFocusWindow(window);

Keep in mind that it can be very disruptive to the user when a window is forced to the top. For a less disruptive way of getting the user's attention, see [attention requests](@ref window_attention).

If you wish to be notified when a window gains or loses input focus, whether by the user, system or your own code, set a focus callback.

glfwSetWindowFocusCallback(window, window_focus_callback);

The callback function receives changes in the input focus state of the window.

void window_focus_callback(GLFWwindow* window, int focused)
{
    if (focused)
    {
        // The window gained input focus
    }
    else
    {
        // The window lost input focus
    }
}

You can also get the current input focus state with @ref glfwGetWindowAttrib.

int focused = glfwGetWindowAttrib(window, GLFW_FOCUSED);

By default, newly created windows are given input focus. You can change this behavior by setting the [GLFW_FOCUSED](@ref GLFW_FOCUSED_hint) window hint before creating the window.

glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);

Window attention request {#window_attention}

If you wish to notify the user of an event without interrupting, you can request attention with @ref glfwRequestWindowAttention.

glfwRequestWindowAttention(window);

The system will highlight the specified window, or on platforms where this is not supported, the application as a whole. Once the user has given it attention, the system will automatically end the request.

Window damage and refresh {#window_refresh}

If you wish to be notified when the contents of a window is damaged and needs to be refreshed, set a window refresh callback.

glfwSetWindowRefreshCallback(m_handle, window_refresh_callback);

The callback function is called when the contents of the window needs to be refreshed.

void window_refresh_callback(GLFWwindow* window)
{
    draw_editor_ui(window);
    glfwSwapBuffers(window);
}

@note On compositing window systems such as Aero, Compiz or Aqua, where the window contents are saved off-screen, this callback might only be called when the window or framebuffer is resized.

Window transparency {#window_transparency}

GLFW supports two kinds of transparency for windows; framebuffer transparency and whole window transparency. A single window may not use both methods. The results of doing this are undefined.

Both methods require the platform to support it and not every version of every platform GLFW supports does this, so there are mechanisms to check whether the window really is transparent.

Window framebuffers can be made transparent on a per-pixel per-frame basis with the [GLFW_TRANSPARENT_FRAMEBUFFER](@ref GLFW_TRANSPARENT_FRAMEBUFFER_hint) window hint.

glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE);

If supported by the system, the window content area will be composited with the background using the framebuffer per-pixel alpha channel. This requires desktop compositing to be enabled on the system. It does not affect window decorations.

You can check whether the window framebuffer was successfully made transparent with the [GLFW_TRANSPARENT_FRAMEBUFFER](@ref GLFW_TRANSPARENT_FRAMEBUFFER_attrib) window attribute.

if (glfwGetWindowAttrib(window, GLFW_TRANSPARENT_FRAMEBUFFER))
{
    // window framebuffer is currently transparent
}

GLFW comes with an example that enabled framebuffer transparency called gears.

The opacity of the whole window, including any decorations, can be set with @ref glfwSetWindowOpacity.

glfwSetWindowOpacity(window, 0.5f);

The opacity (or alpha) value is a positive finite number between zero and one, where 0 (zero) is fully transparent and 1 (one) is fully opaque. The initial opacity value for newly created windows is 1.

The current opacity of a window can be queried with @ref glfwGetWindowOpacity.

float opacity = glfwGetWindowOpacity(window);

If the system does not support whole window transparency, this function always returns one.

GLFW comes with a test program that lets you control whole window transparency at run-time called window.

If you want to use either of these transparency methods to display a temporary overlay like for example a notification, the @ref GLFW_FLOATING and @ref GLFW_MOUSE_PASSTHROUGH window hints and attributes may be useful.

Window attributes {#window_attribs}

Windows have a number of attributes that can be returned using @ref glfwGetWindowAttrib. Some reflect state that may change as a result of user interaction, (e.g. whether it has input focus), while others reflect inherent properties of the window (e.g. what kind of border it has). Some are related to the window and others to its OpenGL or OpenGL ES context.

if (glfwGetWindowAttrib(window, GLFW_FOCUSED))
{
    // window has input focus
}

The [GLFW_DECORATED](@ref GLFW_DECORATED_attrib), [GLFW_RESIZABLE](@ref GLFW_RESIZABLE_attrib), [GLFW_FLOATING](@ref GLFW_FLOATING_attrib), [GLFW_AUTO_ICONIFY](@ref GLFW_AUTO_ICONIFY_attrib) and [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_attrib) window attributes can be changed with @ref glfwSetWindowAttrib.

glfwSetWindowAttrib(window, GLFW_RESIZABLE, GLFW_FALSE);

Window related attributes {#window_attribs_wnd}

@anchor GLFW_FOCUSED_attrib GLFW_FOCUSED indicates whether the specified window has input focus. See @ref window_focus for details.

@anchor GLFW_ICONIFIED_attrib GLFW_ICONIFIED indicates whether the specified window is iconified. See @ref window_iconify for details.

@anchor GLFW_MAXIMIZED_attrib GLFW_MAXIMIZED indicates whether the specified window is maximized. See @ref window_maximize for details.

@anchor GLFW_HOVERED_attrib GLFW_HOVERED indicates whether the cursor is currently directly over the content area of the window, with no other windows between. See @ref cursor_enter for details.

@anchor GLFW_VISIBLE_attrib GLFW_VISIBLE indicates whether the specified window is visible. See @ref window_hide for details.

@anchor GLFW_RESIZABLE_attrib GLFW_RESIZABLE indicates whether the specified window is resizable by the user. This can be set before creation with the [GLFW_RESIZABLE](@ref GLFW_RESIZABLE_hint) window hint or after with @ref glfwSetWindowAttrib.

@anchor GLFW_DECORATED_attrib GLFW_DECORATED indicates whether the specified window has decorations such as a border, a close widget, etc. This can be set before creation with the [GLFW_DECORATED](@ref GLFW_DECORATED_hint) window hint or after with @ref glfwSetWindowAttrib.

@anchor GLFW_AUTO_ICONIFY_attrib GLFW_AUTO_ICONIFY indicates whether the specified full screen window is iconified on focus loss, a close widget, etc. This can be set before creation with the [GLFW_AUTO_ICONIFY](@ref GLFW_AUTO_ICONIFY_hint) window hint or after with @ref glfwSetWindowAttrib.

@anchor GLFW_FLOATING_attrib GLFW_FLOATING indicates whether the specified window is floating, also called topmost or always-on-top. This can be set before creation with the [GLFW_FLOATING](@ref GLFW_FLOATING_hint) window hint or after with @ref glfwSetWindowAttrib.

@anchor GLFW_TRANSPARENT_FRAMEBUFFER_attrib GLFW_TRANSPARENT_FRAMEBUFFER indicates whether the specified window has a transparent framebuffer, i.e. the window contents is composited with the background using the window framebuffer alpha channel. See @ref window_transparency for details.

@anchor GLFW_FOCUS_ON_SHOW_attrib GLFW_FOCUS_ON_SHOW specifies whether the window will be given input focus when @ref glfwShowWindow is called. This can be set before creation with the [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_hint) window hint or after with @ref glfwSetWindowAttrib.

@anchor GLFW_MOUSE_PASSTHROUGH_attrib GLFW_MOUSE_PASSTHROUGH specifies whether the window is transparent to mouse input, letting any mouse events pass through to whatever window is behind it. This can be set before creation with the [GLFW_MOUSE_PASSTHROUGH](@ref GLFW_MOUSE_PASSTHROUGH_hint) window hint or after with @ref glfwSetWindowAttrib. This is only supported for undecorated windows. Decorated windows with this enabled will behave differently between platforms.

Context related attributes {#window_attribs_ctx}

@anchor GLFW_CLIENT_API_attrib GLFW_CLIENT_API indicates the client API provided by the window's context; either GLFW_OPENGL_API, GLFW_OPENGL_ES_API or GLFW_NO_API.

@anchor GLFW_CONTEXT_CREATION_API_attrib GLFW_CONTEXT_CREATION_API indicates the context creation API used to create the window's context; either GLFW_NATIVE_CONTEXT_API, GLFW_EGL_CONTEXT_API or GLFW_OSMESA_CONTEXT_API.

@anchor GLFW_CONTEXT_VERSION_MAJOR_attrib @anchor GLFW_CONTEXT_VERSION_MINOR_attrib @anchor GLFW_CONTEXT_REVISION_attrib GLFW_CONTEXT_VERSION_MAJOR, GLFW_CONTEXT_VERSION_MINOR and GLFW_CONTEXT_REVISION indicate the client API version of the window's context.

@note Do not confuse these attributes with GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR and GLFW_VERSION_REVISION which provide the API version of the GLFW header.

@anchor GLFW_OPENGL_FORWARD_COMPAT_attrib GLFW_OPENGL_FORWARD_COMPAT is GLFW_TRUE if the window's context is an OpenGL forward-compatible one, or GLFW_FALSE otherwise.

@anchor GLFW_CONTEXT_DEBUG_attrib @anchor GLFW_OPENGL_DEBUG_CONTEXT_attrib GLFW_CONTEXT_DEBUG is GLFW_TRUE if the window's context is in debug mode, or GLFW_FALSE otherwise.

This is the new name, introduced in GLFW 3.4. The older GLFW_OPENGL_DEBUG_CONTEXT name is also available for compatibility.

@anchor GLFW_OPENGL_PROFILE_attrib GLFW_OPENGL_PROFILE indicates the OpenGL profile used by the context. This is GLFW_OPENGL_CORE_PROFILE or GLFW_OPENGL_COMPAT_PROFILE if the context uses a known profile, or GLFW_OPENGL_ANY_PROFILE if the OpenGL profile is unknown or the context is an OpenGL ES context. Note that the returned profile may not match the profile bits of the context flags, as GLFW will try other means of detecting the profile when no bits are set.

@anchor GLFW_CONTEXT_RELEASE_BEHAVIOR_attrib GLFW_CONTEXT_RELEASE_BEHAVIOR indicates the release used by the context. Possible values are one of GLFW_ANY_RELEASE_BEHAVIOR, GLFW_RELEASE_BEHAVIOR_FLUSH or GLFW_RELEASE_BEHAVIOR_NONE. If the behavior is GLFW_ANY_RELEASE_BEHAVIOR, the default behavior of the context creation API will be used. If the behavior is GLFW_RELEASE_BEHAVIOR_FLUSH, the pipeline will be flushed whenever the context is released from being the current one. If the behavior is GLFW_RELEASE_BEHAVIOR_NONE, the pipeline will not be flushed on release.

@anchor GLFW_CONTEXT_NO_ERROR_attrib GLFW_CONTEXT_NO_ERROR indicates whether errors are generated by the context. Possible values are GLFW_TRUE and GLFW_FALSE. If enabled, situations that would have generated errors instead cause undefined behavior.

@anchor GLFW_CONTEXT_ROBUSTNESS_attrib GLFW_CONTEXT_ROBUSTNESS indicates the robustness strategy used by the context. This is GLFW_LOSE_CONTEXT_ON_RESET or GLFW_NO_RESET_NOTIFICATION if the window's context supports robustness, or GLFW_NO_ROBUSTNESS otherwise.

Framebuffer related attributes {#window_attribs_fb}

GLFW does not expose most attributes of the default framebuffer (i.e. the framebuffer attached to the window) as these can be queried directly with either OpenGL, OpenGL ES or Vulkan. The one exception is [GLFW_DOUBLEBUFFER](@ref GLFW_DOUBLEBUFFER_attrib), as this is not provided by OpenGL ES.

If you are using version 3.0 or later of OpenGL or OpenGL ES, the glGetFramebufferAttachmentParameteriv function can be used to retrieve the number of bits for the red, green, blue, alpha, depth and stencil buffer channels. Otherwise, the glGetIntegerv function can be used.

The number of MSAA samples are always retrieved with glGetIntegerv. For contexts supporting framebuffer objects, the number of samples of the currently bound framebuffer is returned.

AttributeglGetIntegervglGetFramebufferAttachmentParameteriv
Red bitsGL_RED_BITSGL_FRAMEBUFFER_ATTACHMENT_RED_SIZE
Green bitsGL_GREEN_BITSGL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE
Blue bitsGL_BLUE_BITSGL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE
Alpha bitsGL_ALPHA_BITSGL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE
Depth bitsGL_DEPTH_BITSGL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE
Stencil bitsGL_STENCIL_BITSGL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE
MSAA samplesGL_SAMPLESNot provided by this function

When calling glGetFramebufferAttachmentParameteriv, the red, green, blue and alpha sizes are queried from the GL_BACK_LEFT, while the depth and stencil sizes are queried from the GL_DEPTH and GL_STENCIL attachments, respectively.

@anchor GLFW_DOUBLEBUFFER_attrib GLFW_DOUBLEBUFFER indicates whether the specified window is double-buffered when rendering with OpenGL or OpenGL ES. This can be set before creation with the [GLFW_DOUBLEBUFFER](@ref GLFW_DOUBLEBUFFER_hint) window hint.

Buffer swapping {#buffer_swap}

GLFW windows are by default double buffered. That means that you have two rendering buffers; a front buffer and a back buffer. The front buffer is the one being displayed and the back buffer the one you render to.

When the entire frame has been rendered, it is time to swap the back and the front buffers in order to display what has been rendered and begin rendering a new frame. This is done with @ref glfwSwapBuffers.

glfwSwapBuffers(window);

Sometimes it can be useful to select when the buffer swap will occur. With the function @ref glfwSwapInterval it is possible to select the minimum number of monitor refreshes the driver should wait from the time @ref glfwSwapBuffers was called before swapping the buffers:

glfwSwapInterval(1);

If the interval is zero, the swap will take place immediately when @ref glfwSwapBuffers is called without waiting for a refresh. Otherwise at least interval retraces will pass between each buffer swap. Using a swap interval of zero can be useful for benchmarking purposes, when it is not desirable to measure the time it takes to wait for the vertical retrace. However, a swap interval of one lets you avoid tearing.

Note that this may not work on all machines, as some drivers have user-controlled settings that override any swap interval the application requests.

A context that supports either the WGL_EXT_swap_control_tear or the GLX_EXT_swap_control_tear extension also accepts negative swap intervals, which allows the driver to swap immediately even if a frame arrives a little bit late. This trades the risk of visible tears for greater framerate stability. You can check for these extensions with @ref glfwExtensionSupported.