/*! @page monitor_guide Monitor guide @tableofcontents 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 @section monitor_object Monitor objects 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. @subsection monitor_monitors Retrieving 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. @code{.c} GLFWmonitor* primary = glfwGetPrimaryMonitor(); @endcode You can retrieve all currently connected monitors with @ref glfwGetMonitors. See the reference documentation for the lifetime of the returned array. @code{.c} int count; GLFWmonitor** monitors = glfwGetMonitors(&count); @endcode 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. @subsection monitor_event Monitor configuration changes If you wish to be notified when a monitor is connected or disconnected, set a monitor callback. @code{.c} glfwSetMonitorCallback(monitor_callback); @endcode The callback function receives the handle for the monitor that has been connected or disconnected and the event that occurred. @code{.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 } } @endcode 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. @section 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. @subsection monitor_modes Video 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. @code{.c} int count; GLFWvidmode* modes = glfwGetVideoModes(monitor, &count); @endcode To get the current video mode of a monitor call @ref glfwGetVideoMode. See the reference documentation for the lifetime of the returned pointer. @code{.c} const GLFWvidmode* mode = glfwGetVideoMode(monitor); @endcode The resolution of a video mode is specified in [screen coordinates](@ref coordinate_systems), not pixels. @subsection monitor_size Physical 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). @code{.c} int width_mm, height_mm; glfwGetMonitorPhysicalSize(monitor, &width_mm, &height_mm); @endcode 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. @subsection monitor_scale Content scale The content scale for a monitor can be retrieved with @ref glfwGetMonitorContentScale. @code{.c} float xscale, yscale; glfwGetMonitorContentScale(monitor, &xscale, &yscale); @endcode The content scale is the ratio between the current DPI and the platform's default DPI. This is especially important for text and any UI elements. If the pixel dimensions of your UI scaled by this look appropriate on your machine then it should appear at a reasonable size on other machines regardless of their DPI and scaling settings. This relies on the system DPI and scaling settings being somewhat correct. The content scale may depend on both the monitor resolution and pixel density and on user settings. It may be very different from the raw DPI calculated from the physical size and current resolution. @subsection monitor_pos Virtual position The position of the monitor on the virtual desktop, in [screen coordinates](@ref coordinate_systems), can be retrieved with @ref glfwGetMonitorPos. @code{.c} int xpos, ypos; glfwGetMonitorPos(monitor, &xpos, &ypos); @endcode @subsection monitor_workarea Work area 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. @code{.c} int xpos, ypos, width, height; glfwGetMonitorWorkarea(monitor, &xpos, &ypos, &width, &height); @endcode @subsection monitor_name Human-readable 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. @code{.c} const char* name = glfwGetMonitorName(monitor); @endcode 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. @subsection monitor_userptr User pointer 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`. @subsection monitor_gamma Gamma ramp 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. @code{.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); @endcode 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. @code{.c} const GLFWgammaramp* ramp = glfwGetGammaRamp(monitor); @endcode 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. @code{.c} glfwSetGamma(monitor, 1.0); @endcode 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. */