// WindowParam is used for acquiring various properties of an opened window. // // Opened: GL_TRUE if window is opened, else GL_FALSE. // Active: GL_TRUE if window has focus, else GL_FALSE. // Iconified: GL_TRUE if window is iconified, else GL_FALSE. // Accelerated: GL_TRUE if window is hardware accelerated, else GL_FALSE. // RedBits: Number of bits for the red color component. // GreenBits: Number of bits for the green color component. // BlueBits: Number of bits for the blue color component. // AlphaBits: Number of bits for the alpha buffer. // DepthBits: Number of bits for the depth buffer. // StencilBits: Number of bits for the stencil buffer. // RefreshRate: Vertical monitor refresh rate in Hz. Zero indicates an // unknown or a default refresh rate. // AccumRedBits: Number of bits for the red channel of the accumulation buffer. // AccumGreenBits: Number of bits for the green channel of the accumulation buffer. // AccumBlueBits: Number of bits for the blue channel of the accumulation buffer. // AccumAlphaBits: Number of bits for the alpha channel of the accumulation buffer. // AuxBuffers: Number of auxiliary buffers. // Stereo: GL_TRUE if stereo rendering is supported, else GL_FALSE. // WindowNoResize: GL_TRUE if the window cannot be resized by the user, else GL_FALSE. // FsaaSamples: Number of multisampling buffer samples. Zero indicated // multisampling is disabled. // // OpenGLVersionMajor: Major number of the actual version of the context. // OpenGLVersionMinor: Minor number of the actual version of the context. // OpenGLForwardCompat: GL_TRUE if the context is forward-compatible, else GL_FALSE. // OpenGLDebugContext: GL_TRUE if the context is a debug context. // OpenGLProfile: The profile implemented by the context, or zero. // // Note: 'Accelerated' is only supported under Windows. Other systems will always // return GL_TRUE. Under Windows, Accelerated means that the OpenGL renderer is // a 3rd party renderer, rather than the fallback Microsoft software OpenGL // renderer. In other words, it is not a real guarantee that the OpenGL renderer // is actually hardware accelerated. func WindowParam(param int) int { return int(C.glfwGetWindowParam(C.int(param))) }
func WindowParam(window Window, param int) int { return int(C.glfwGetWindowParam(C.GLFWwindow(window), C.int(param))) }