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authorLorenzo Torres <lorenzotorres@outlook.it>2025-03-12 19:56:19 +0100
committerLorenzo Torres <lorenzotorres@outlook.it>2025-03-12 19:56:19 +0100
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+# Monitor guide {#monitor_guide}
+
+[TOC]
+
+This guide introduces the monitor related functions of GLFW. For details on
+a specific function in this category, see the @ref monitor. There are also
+guides for the other areas of GLFW.
+
+ - @ref intro_guide
+ - @ref window_guide
+ - @ref context_guide
+ - @ref vulkan_guide
+ - @ref input_guide
+
+
+## Monitor objects {#monitor_object}
+
+A monitor object represents a currently connected monitor and is represented as
+a pointer to the [opaque](https://en.wikipedia.org/wiki/Opaque_data_type) type
+@ref GLFWmonitor. Monitor objects cannot be created or destroyed by the
+application and retain their addresses until the monitors they represent are
+disconnected or until the library is [terminated](@ref intro_init_terminate).
+
+Each monitor has a current video mode, a list of supported video modes,
+a virtual position, a human-readable name, an estimated physical size and
+a gamma ramp. One of the monitors is the primary monitor.
+
+The virtual position of a monitor is in
+[screen coordinates](@ref coordinate_systems) and, together with the current
+video mode, describes the viewports that the connected monitors provide into the
+virtual desktop that spans them.
+
+To see how GLFW views your monitor setup and its available video modes, run the
+`monitors` test program.
+
+
+### Retrieving monitors {#monitor_monitors}
+
+The primary monitor is returned by @ref glfwGetPrimaryMonitor. It is the user's
+preferred monitor and is usually the one with global UI elements like task bar
+or menu bar.
+
+```c
+GLFWmonitor* primary = glfwGetPrimaryMonitor();
+```
+
+You can retrieve all currently connected monitors with @ref glfwGetMonitors.
+See the reference documentation for the lifetime of the returned array.
+
+```c
+int count;
+GLFWmonitor** monitors = glfwGetMonitors(&count);
+```
+
+The primary monitor is always the first monitor in the returned array, but other
+monitors may be moved to a different index when a monitor is connected or
+disconnected.
+
+
+### Monitor configuration changes {#monitor_event}
+
+If you wish to be notified when a monitor is connected or disconnected, set
+a monitor callback.
+
+```c
+glfwSetMonitorCallback(monitor_callback);
+```
+
+The callback function receives the handle for the monitor that has been
+connected or disconnected and the event that occurred.
+
+```c
+void monitor_callback(GLFWmonitor* monitor, int event)
+{
+ if (event == GLFW_CONNECTED)
+ {
+ // The monitor was connected
+ }
+ else if (event == GLFW_DISCONNECTED)
+ {
+ // The monitor was disconnected
+ }
+}
+```
+
+If a monitor is disconnected, all windows that are full screen on it will be
+switched to windowed mode before the callback is called. Only @ref
+glfwGetMonitorName and @ref glfwGetMonitorUserPointer will return useful values
+for a disconnected monitor and only before the monitor callback returns.
+
+
+## Monitor properties {#monitor_properties}
+
+Each monitor has a current video mode, a list of supported video modes,
+a virtual position, a content scale, a human-readable name, a user pointer, an
+estimated physical size and a gamma ramp.
+
+
+### Video modes {#monitor_modes}
+
+GLFW generally does a good job selecting a suitable video mode when you create
+a full screen window, change its video mode or make a windowed one full
+screen, but it is sometimes useful to know exactly which video modes are
+supported.
+
+Video modes are represented as @ref GLFWvidmode structures. You can get an
+array of the video modes supported by a monitor with @ref glfwGetVideoModes.
+See the reference documentation for the lifetime of the returned array.
+
+```c
+int count;
+GLFWvidmode* modes = glfwGetVideoModes(monitor, &count);
+```
+
+To get the current video mode of a monitor call @ref glfwGetVideoMode. See the
+reference documentation for the lifetime of the returned pointer.
+
+```c
+const GLFWvidmode* mode = glfwGetVideoMode(monitor);
+```
+
+The resolution of a video mode is specified in
+[screen coordinates](@ref coordinate_systems), not pixels.
+
+
+### Physical size {#monitor_size}
+
+The physical size of a monitor in millimetres, or an estimation of it, can be
+retrieved with @ref glfwGetMonitorPhysicalSize. This has no relation to its
+current _resolution_, i.e. the width and height of its current
+[video mode](@ref monitor_modes).
+
+```c
+int width_mm, height_mm;
+glfwGetMonitorPhysicalSize(monitor, &width_mm, &height_mm);
+```
+
+While this can be used to calculate the raw DPI of a monitor, this is often not
+useful. Instead, use the [monitor content scale](@ref monitor_scale) and
+[window content scale](@ref window_scale) to scale your content.
+
+
+### Content scale {#monitor_scale}
+
+The content scale for a monitor can be retrieved with @ref
+glfwGetMonitorContentScale.
+
+```c
+float xscale, yscale;
+glfwGetMonitorContentScale(monitor, &xscale, &yscale);
+```
+
+For more information on what the content scale is and how to use it, see
+[window content scale](@ref window_scale).
+
+
+### Virtual position {#monitor_pos}
+
+The position of the monitor on the virtual desktop, in
+[screen coordinates](@ref coordinate_systems), can be retrieved with @ref
+glfwGetMonitorPos.
+
+```c
+int xpos, ypos;
+glfwGetMonitorPos(monitor, &xpos, &ypos);
+```
+
+
+### Work area {#monitor_workarea}
+
+The area of a monitor not occupied by global task bars or menu bars is the work
+area. This is specified in [screen coordinates](@ref coordinate_systems) and
+can be retrieved with @ref glfwGetMonitorWorkarea.
+
+```c
+int xpos, ypos, width, height;
+glfwGetMonitorWorkarea(monitor, &xpos, &ypos, &width, &height);
+```
+
+
+### Human-readable name {#monitor_name}
+
+The human-readable, UTF-8 encoded name of a monitor is returned by @ref
+glfwGetMonitorName. See the reference documentation for the lifetime of the
+returned string.
+
+```c
+const char* name = glfwGetMonitorName(monitor);
+```
+
+Monitor names are not guaranteed to be unique. Two monitors of the same model
+and make may have the same name. Only the monitor handle is guaranteed to be
+unique, and only until that monitor is disconnected.
+
+
+### User pointer {#monitor_userptr}
+
+Each monitor has a user pointer that can be set with @ref
+glfwSetMonitorUserPointer and queried with @ref glfwGetMonitorUserPointer. This
+can be used for any purpose you need and will not be modified by GLFW. The
+value will be kept until the monitor is disconnected or until the library is
+terminated.
+
+The initial value of the pointer is `NULL`.
+
+
+### Gamma ramp {#monitor_gamma}
+
+The gamma ramp of a monitor can be set with @ref glfwSetGammaRamp, which accepts
+a monitor handle and a pointer to a @ref GLFWgammaramp structure.
+
+```c
+GLFWgammaramp ramp;
+unsigned short red[256], green[256], blue[256];
+
+ramp.size = 256;
+ramp.red = red;
+ramp.green = green;
+ramp.blue = blue;
+
+for (i = 0; i < ramp.size; i++)
+{
+ // Fill out gamma ramp arrays as desired
+}
+
+glfwSetGammaRamp(monitor, &ramp);
+```
+
+The gamma ramp data is copied before the function returns, so there is no need
+to keep it around once the ramp has been set.
+
+It is recommended that your gamma ramp have the same size as the current gamma
+ramp for that monitor.
+
+The current gamma ramp for a monitor is returned by @ref glfwGetGammaRamp. See
+the reference documentation for the lifetime of the returned structure.
+
+```c
+const GLFWgammaramp* ramp = glfwGetGammaRamp(monitor);
+```
+
+If you wish to set a regular gamma ramp, you can have GLFW calculate it for you
+from the desired exponent with @ref glfwSetGamma, which in turn calls @ref
+glfwSetGammaRamp with the resulting ramp.
+
+```c
+glfwSetGamma(monitor, 1.0);
+```
+
+To experiment with gamma correction via the @ref glfwSetGamma function, run the
+`gamma` test program.
+
+@note The software controlled gamma ramp is applied _in addition_ to the
+hardware gamma correction, which today is typically an approximation of sRGB
+gamma. This means that setting a perfectly linear ramp, or gamma 1.0, will
+produce the default (usually sRGB-like) behavior.
+