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136 lines
5.3 KiB
C#
136 lines
5.3 KiB
C#
//
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// WindowHintBool.cs
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//
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// Copyright (C) 2019 OpenTK
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//
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// This software may be modified and distributed under the terms
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// of the MIT license. See the LICENSE file for details.
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//
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namespace OpenToolkit.GraphicsLibraryFramework
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{
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/// <summary>
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/// Context related boolean attributes.
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/// </summary>
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/// <seealso cref="GLFW.WindowHint(WindowHintBool,bool)"/>
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public enum WindowHintBool
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{
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/// <summary>
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/// Indicates whether the specified window has input focus.
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/// Initial input focus is controlled by the window hint with the same name
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/// </summary>
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Focused = 0x00020001,
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/// <summary>
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/// Indicates whether the specified window is iconified,
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/// whether by the user or with <see cref="GLFW.IconifyWindow"/>.
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/// </summary>
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Iconified = 0x00020002,
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/// <summary>
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/// Indicates whether the specified window is resizable by the user.
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/// This is set on creation with the window hint with the same name.
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/// </summary>
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Resizable = 0x00020003,
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/// <summary>
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/// Indicates whether the specified window is visible.
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/// Window visibility can be controlled with <see cref="GLFW.ShowWindow"/> and <see cref="GLFW.HideWindow"/>
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/// and initial visibility is controlled by the window hint with the same name.
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/// </summary>
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Visible = 0x00020004,
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/// <summary>
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/// Indicates whether the specified window has decorations such as a border,a close widget, etc.
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/// This is set on creation with the window hint with the same name.
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/// </summary>
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Decorated = 0x00020005,
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/// <summary>
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/// Specifies whether the full screen window will automatically iconify and restore
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/// the previous video mode on input focus loss.
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/// Possible values are <c>true</c> and <c>false</c>. This hint is ignored for windowed mode windows.
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/// </summary>
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AutoIconify = 0x00020006,
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/// <summary>
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/// Indicates whether the specified window is floating, also called topmost or always-on-top.
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/// This is controlled by the window hint with the same name.
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/// </summary>
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Floating = 0x00020007,
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/// <summary>
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/// Indicates whether the specified window is maximized,
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/// whether by the user or with <see cref="GLFW.MaximizeWindow"/>.
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/// </summary>
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Maximized = 0x00020008,
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/// <summary>
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/// Specifies whether the cursor should be centered over newly created full screen windows.
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/// Possible values are <c>true</c> and <c>false</c>. This hint is ignored for windowed mode windows.
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/// </summary>
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CenterCursor = 0x00020009,
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/// <summary>
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/// Specifies whether the window framebuffer will be transparent.
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/// If enabled and supported by the system, the window framebuffer alpha channel will be used
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/// to combine the framebuffer with the background.
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/// This does not affect window decorations. Possible values are <c>true</c> and <c>false</c>.
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/// </summary>
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TransparentFramebuffer = 0x0002000A,
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/// <summary>
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/// Indicates whether the cursor is currently directly over the client area of the window,
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/// with no other windows between.
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/// See <a href="https://www.glfw.org/docs/3.3/input_guide.html#cursor_enter">Cursor enter/leave events</a>
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/// for details.
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/// </summary>
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Hovered = 0x0002000B,
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/// <summary>
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/// Specifies whether the window will be given input focus when <see cref="GLFW.ShowWindow"/> is called.
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/// Possible values are <c>true</c> and <c>false</c>.
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/// </summary>
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FocusOnShow = 0x0002000C,
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/// <summary>
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/// Specifies whether the window's context is an OpenGL forward-compatible one.
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/// Possible values are <c>true</c> and <c>false</c>.
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/// </summary>
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OpenGLForwardCompat = 0x00022006,
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/// <summary>
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/// Specifies whether the window's context is an OpenGL debug context.
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/// Possible values are <c>true</c> and <c>false</c>.
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/// </summary>
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OpenGLDebugContext = 0x00022007,
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/// <summary>
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/// Specifies whether errors should be generated by the context.
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/// If enabled, situations that would have generated errors instead cause undefined behavior.
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/// </summary>
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ContextNoError = 0x0002200A,
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/// <summary>
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/// Specifies whether to use stereoscopic rendering. This is a hard constraint.
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/// </summary>
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Stereo = 0x0002100C,
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/// <summary>
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/// Specifies whether the framebuffer should be double buffered.
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/// You nearly always want to use double buffering. This is a hard constraint.
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/// </summary>
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DoubleBuffer = 0x00021010,
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/// <summary>
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/// Specifies whether the framebuffer should be sRGB capable.
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/// If supported, a created OpenGL context will support the
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/// <c>GL_FRAMEBUFFER_SRGB</c> enable( also called <c>GL_FRAMEBUFFER_SRGB_EXT</c>)
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/// for controlling sRGB rendering and a created OpenGL ES context will always have sRGB rendering enabled.
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/// </summary>
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SrgbCapable = 0x0002100E,
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ScaleToMonitor = 0x0002200C,
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}
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}
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