Documentation
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@ -30,8 +30,10 @@ namespace gui {
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static void window_pos_callback(GLFWwindow *window, int xpos, int ypos);
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//! RAII window.
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std::unique_ptr<GLFWwindow, decltype(&glfwDestroyWindow)> wwindow{ nullptr, glfwDestroyWindow };
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//! Modules used in callbacks.
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modulesType modules;
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explicit Window(const bool debugOpengl,
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@ -46,6 +48,14 @@ namespace gui {
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Window(Window &&window) noexcept;
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/*!
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* \brief
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* \param [in] framebufferCallback Self-explicit
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* \param [in] debugOpengl Boolean to choose if it activates OpenGL's debug mode
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* \param [in] shared Another window pointer that shares the OpenGL's context
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* \param [in] initializer To initialize Window::modules
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* \return Optional containing a Window object if it was successful.
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*/
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[[nodiscard]] static std::optional<Window> create_window(
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GLFWframebuffersizefun framebufferCallback,
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const bool debugOpengl,
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@ -74,10 +84,21 @@ namespace gui {
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Window &operator=(Window other) noexcept;
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};
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/*!
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* \brief It has to be used **before** creating a Window to put color channels on 10 bits resolution.
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*/
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void color_10_bits() noexcept;
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/*!
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* \brief It is used to check the color depth for OpenGL's context.
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* \param color_depth The color depth to check. Most of the time, 10 or 8 bits.
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* \return True: color depth is the input one, else it is not.
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*/
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[[nodiscard]] bool check_color_depth(int color_depth) noexcept;
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/*!
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* \brief It can be used to activate OpenGL's debug mode before creating a window.
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*/
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void opengl_debug() noexcept;
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}
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