Opening and managing a SFML window

Original documentation can be found on the SFML website (C++ only)

Introduction

This tutorial only explains how to open and manage a window. Drawing stuff is beyond the scope of the sfml-window module: it is handled by the sfml-graphics module. However, the window management remains exactly the same so reading this tutorial is important in any case.

Opening a window

Windows in SFML are defined by the Window class. A window can be created an opened directly upon construction:

import sfml.window.{VideoMode, Window}

@main def main =
    val window = Window(VideoMode(800, 600), "My window")
   

The first argument, the video mode, defines the size of the window (the inner size, without the title bar and borders). Here, we create a window with a size of 800x600 pixels. The VideoMode class has some interesting static functions to get the desktop resolution, or the list of valid video modes for fullscreen mode. Don't hesitate to have a look at its documentation.

The second argument is simply the title of the window.

This constructor accepts a third optional argument: a style, which allows you to choose which decorations and features you want. You can use any combination of the following styles:

Style Description
Style.None No decoration at all (useful for splash screens, for example); this style cannot be combined with others
Style.Titlebar The window has a titlebar
Style.Resize The window can be resized and has a maximize button
Style.Close The window has a close button
Style.Fullscreen The window is shown in fullscreen mode; this style cannot be combined with others, and requires a valid video mode
Style.Default The default style, which is a shortcut for Titlebar | Resize | Close

There's also a fourth optional argument, which defines OpenGL specific options which are explained in the dedicated OpenGL tutorial (feature not ported yet).

Bringing the window to life

If you try to execute the code above with nothing in place of the "...", you will hardly see something. First, because the program ends immediately. Second, because there's no event handling -- so even if you added an endless loop to this code, you would see a dead window, unable to be moved, resized, or closed.

Let's add some code to make this program a bit more interesting:

import sfml.window.{Event, VideoMode, Window}

@main def main =
    val window = Window(VideoMode(800, 600), "My window")

    while window.isOpen() do
        for event <- window.pollEvent() do
            event match {
                case Event.Closed() => window.close()
                case _              => ()
            }

The above code will open a window, and terminate when the user closes it. Let's see how it works in detail.

First, we added a loop that ensures that the application will be refreshed/updated until the window is closed. Most (if not all) SFML programs will have this kind of loop, sometimes called the main loop or game loop.

Then, the first thing that we want to do inside our game loop is check for any events that occurred. Note that we use a while loop so that all pending events are processed in case there were several. The pollEvent function returns true if an event was pending, or false if there was none.

Whenever we get an event, we must check its type (window closed? key pressed? mouse moved? joystick connected? ...), and react accordingly if we are interested in it. In this case, we only care about the Event::Closed event, which is triggered when the user wants to close the window. At this point, the window is still open and we have to close it explicitly with the close function. This enables you to do something before the window is closed, such as saving the current state of the application, or displaying a message.

A mistake that people often make is to forget the event loop, simply because they don't yet care about handling events (they use real-time inputs instead). Without an event loop, the window will become unresponsive. It is important to note that the event loop has two roles: in addition to providing events to the user, it gives the window a chance to process its internal events too, which is required so that it can react to move or resize user actions.

After the window has been closed, the main loop exits and the program terminates.

At this point, you probably noticed that we haven't talked about drawing something to the window yet. As stated in the introduction, this is not the job of the sfml-window module, and you'll have to jump to the sfml-graphics tutorials if you want to draw things such as sprites, text or shapes.

Don't expect to see something interesting in this window: you may see a uniform color (black or white), or the last contents of the previous application that used OpenGL, or... something else.

Controlling the framerate

Sometimes, when your application runs fast, you may notice visual artifacts such as tearing. The reason is that your application's refresh rate is not synchronized with the vertical frequency of the monitor, and as a result, the bottom of the previous frame is mixed with the top of the next one.

The solution to this problem is to activate vertical synchronization. It is automatically handled by the graphics card, and can easily be switched on and off with verticalSync:

import sfml.window.{VideoMode, Window}

val window = Window(VideoMode(800, 600), "My window")
window.verticalSync = true  // call it once, after creating the window

After this call, your application will run at the same frequency as the monitor's refresh rate.

Sometimes verticalSync will have no effect: this is most likely because vertical synchronization is forced to "off" in your graphics driver's settings. It should be set to "controlled by application" instead.

In other situations, you may also want your application to run at a given framerate, instead of the monitor's frequency. This can be done by setting framerateLimit:

import sfml.window.{VideoMode, Window}

val window = Window(VideoMode(800, 600), "My window")
window.framerateLimit = 60  // call it once, after creating the window

Unlike verticalSync, this feature is implemented by SFML itself.

An important consequence is that it is not 100% reliable, especially for high framerates: it depends on the underlying operating system and hardware, and can be as high as 10 or 15 milliseconds. Don't rely on this feature to implement precise timing.

Never use both verticalSync and framerateLimit at the same time! They would badly mix and make things worse.