struct RenderWindowCreateInformation

Structure that is used for initializing a render window.

Public

Fields

VideoMode

Output monitor, frame buffer resize and refresh rate.

This is the size of the window's client area (which means actual window may be larger due to title bar and border.

Fullscreen

bool Fullscreen

Should the window be opened in fullscreen mode.

Vsync

bool Vsync

Should the window wait for vertical sync before swapping buffers.

VsyncInterval

u32 VsyncInterval

Determines how many vsync intervals occur per frame.

FPS = refreshRate/interval. Usually 1 when vsync active.

Hidden

bool Hidden

Should the window be hidden initially.

DepthBuffer

bool DepthBuffer

Should the window be created with a depth/stencil buffer.

MultisampleCount

u32 MultisampleCount

If higher than 1, texture containing multiple samples per pixel is created.

MultisampleHint

String MultisampleHint

Hint about what kind of multisampling to use.

Render system specific.

Gamma

bool Gamma

Should the written color pixels be gamma corrected before write.

Left

i32 Left

Window origin on X axis in pixels. -1 == screen center.

Relative to monitor provided in videoMode.

Top

i32 Top

Window origin on Y axis in pixels. -1 == screen center.

Relative to monitor provided in videoMode.

Title

String Title

Title of the window.

ShowTitleBar

bool ShowTitleBar

Determines if the title-bar should be shown or not.

ShowBorder

bool ShowBorder

Determines if the window border should be shown or not.

AllowResize

bool AllowResize

Determines if the user can resize the window by dragging on the window edges.

ToolWindow

bool ToolWindow

Tool windows have no task bar entry and always remain on top of their parent window.

Modal

bool Modal

When a modal window is open all other windows will be locked until modal window is closed.

HideUntilSwap

bool HideUntilSwap

Window will be created as hidden and only be shown when the first framebuffer swap happens.

CreateRenderSurface

bool CreateRenderSurface

If true the window render surface will be created, which internally provides a swap chain and allows the GPU to render to the window.

Headless

bool Headless

When true, no OS window is created.

Instead, the window renders to internal GPU textures that mimic a swap chain. All window-handle-dependent operations (focus, input capture, cursor, etc.) become no-ops. Use this for headless rendering in automated testing or offscreen rendering scenarios.