Files
Pieter-Jan BriersandGitHub 52e5afd277 Switch to GLFW for windowing (#914)
* Use GLFW instead of OpenTK windows

* Seems to work pretty well now.

* Fix stackalloc issue on Framework.

* Add GLFW project to sln.

* Fix package downgrade.

* Fix SLN more.

* Please work.

* Fix C# version error.
2019-12-15 15:53:30 +01:00

97 lines
3.9 KiB
C#

//
// WindowAttributeSetter.cs
//
// Copyright (C) 2019 OpenTK
//
// This software may be modified and distributed under the terms
// of the MIT license. See the LICENSE file for details.
//
namespace OpenToolkit.GraphicsLibraryFramework
{
/// <summary>
/// Used to get window related attributes.
/// </summary>
/// <seealso cref="GLFW.GetWindowAttrib"/>
public enum WindowAttributeGetter
{
/// <summary>
/// Indicates whether the specified window has input focus.
/// Initial input focus is controlled by the window hint with the same name
/// </summary>
Focused = WindowHintBool.Focused,
/// <summary>
/// Indicates whether the specified window is iconified,
/// whether by the user or with <see cref="GLFW.IconifyWindow"/>.
/// </summary>
Iconified = WindowHintBool.Iconified,
/// <summary>
/// Indicates whether the specified window is resizable by the user.
/// This is set on creation with the window hint with the same name.
/// </summary>
Resizable = WindowHintBool.Resizable,
/// <summary>
/// Indicates whether the specified window is visible.
/// Window visibility can be controlled with <see cref="GLFW.ShowWindow"/> and <see cref="GLFW.HideWindow"/>
/// and initial visibility is controlled by the window hint with the same name.
/// </summary>
Visible = WindowHintBool.Visible,
/// <summary>
/// Indicates whether the specified window has decorations such as a border,a close widget, etc.
/// This is set on creation with the window hint with the same name.
/// </summary>
Decorated = WindowHintBool.Decorated,
/// <summary>
/// Specifies whether the full screen window will automatically iconify and restore
/// the previous video mode on input focus loss.
/// Possible values are <c>true</c> and <c>false</c>. This hint is ignored for windowed mode windows.
/// </summary>
AutoIconify = WindowHintBool.AutoIconify,
/// <summary>
/// Indicates whether the specified window is floating, also called topmost or always-on-top.
/// This is controlled by the window hint with the same name.
/// </summary>
Floating = WindowHintBool.Floating,
/// <summary>
/// Indicates whether the specified window is maximized,
/// whether by the user or with <see cref="GLFW.MaximizeWindow"/>.
/// </summary>
Maximized = WindowHintBool.Maximized,
/// <summary>
/// Specifies whether the cursor should be centered over newly created full screen windows.
/// Possible values are <c>true</c> and <c>false</c>. This hint is ignored for windowed mode windows.
/// </summary>
CenterCursor = WindowHintBool.CenterCursor,
/// <summary>
/// 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 <c>true</c> and <c>false</c>.
/// </summary>
TransparentFramebuffer = WindowHintBool.TransparentFramebuffer,
/// <summary>
/// indicates whether the cursor is currently directly over the client area of the window,
/// with no other windows between.
/// See <a href="https://www.glfw.org/docs/3.3/input_guide.html#cursor_enter">Cursor enter/leave events</a>
/// for details.
/// </summary>
Hovered = WindowHintBool.Hovered,
/// <summary>
/// Specifies whether the window will be given input focus when <see cref="GLFW.ShowWindow"/> is called.
/// Possible values are <c>true</c> and <c>false</c>.
/// </summary>
FocusOnShow = WindowHintBool.FocusOnShow,
}
}