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/*!
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@page intro Introduction to the API
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@tableofcontents
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2014-09-18 15:03:29 +02:00
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This guide introduces the basic concepts of GLFW and describes initialization,
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error handling and API guarantees and limitations. For a broad but shallow
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tutorial, see @ref quick instead. There are also guides for the other areas of
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GLFW.
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- @ref window
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- @ref context
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- @ref monitor
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- @ref input
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@section intro_init Initialization and termination
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Before most GLFW functions may be called, the library must be initialized.
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This initialization checks what features are available on the machine,
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enumerates monitors and joysticks, initializes the timer and performs any
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required platform-specific initialization.
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Only the following functions may be called before the library has been
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successfully initialized, and only from the main thread.
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- @ref glfwGetVersion
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- @ref glfwGetVersionString
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- @ref glfwSetErrorCallback
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- @ref glfwInit
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- @ref glfwTerminate
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Calling any other function before that time will cause a @ref
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GLFW_NOT_INITIALIZED error.
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@subsection intro_init_init Initializing GLFW
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The library is initialized with @ref glfwInit, which returns zero if an error
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occurred.
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@code
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if (!glfwInit())
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{
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// Handle initialization failure
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}
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@endcode
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If any part of initialization fails, all remaining bits are terminated as if
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@ref glfwTerminate was called. The library only needs to be initialized once
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and additional calls to an already initialized library will simply return
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non-zero immediately.
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Once the library has been successfully initialized, it should be terminated
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before the application exits.
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@subsection intro_init_terminate Terminating GLFW
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Before your application exits, you should terminate the GLFW library if it has
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been initialized. This is done with @ref glfwTerminate.
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@code
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glfwTerminate();
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@endcode
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This will destroy any remaining window, monitor and cursor objects, restore any
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modified gamma ramps, re-enable the screensaver if it had been disabled and free
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any resources allocated by GLFW.
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Once the library is terminated, it is as if it had never been initialized and
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you will need to initialize it again before being able to use GLFW. If the
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library was not initialized or had already been terminated, it return
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immediately.
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@section error_handling Error handling
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Some GLFW functions have return values that indicate an error, but this is often
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not very helpful when trying to figure out _why_ the error occurred. Some
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functions also return otherwise valid values on error. Finally, far from all
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GLFW functions have return values.
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This is where the error callback comes in. This callback is called whenever an
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error occurs. It is set with @ref glfwSetErrorCallback, a function that may be
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called regardless of whether GLFW is initialized.
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@code
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glfwSetErrorCallback(error_callback);
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@endcode
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The error callback receives a human-readable description of the error and (when
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possible) its cause. The description encoded as UTF-8. The callback is also
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provided with an [error code](@ref errors).
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@code
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void error_callback(int error, const char* description)
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{
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puts(description);
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}
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@endcode
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The error code indicates the general category of the error. Some error codes,
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such as @ref GLFW_NOT_INITIALIZED has only a single meaning, whereas others like
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@ref GLFW_PLATFORM_ERROR are used for many different errors.
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The description string is only valid until the error callback returns, as it may
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have been generated specifically for that error. This lets GLFW provide much
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more specific error descriptions but means you must make a copy if you want to
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keep the description string.
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@section coordinate_systems Coordinate systems
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GLFW has two primary coordinate systems: the _virtual screen_ and the window
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_client area_ or _content area_. Both use the same unit: _virtual screen
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coordinates_, or just _screen coordinates_, which don't necessarily correspond
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to pixels.
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<img src="spaces.svg" width="90%" />
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Both the virtual screen and the client area coordinate systems have the X-axis
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pointing to the right and the Y-axis pointing down.
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Window and monitor positions are specified as the position of the upper-left
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corners of their content areas relative to the virtual screen, while cursor
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positions are specified relative to a window's client area.
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Because the origin of the window's client area coordinate system is also the
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point from which the window position is specified, you can translate client area
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coordinates to the virtual screen by adding the window position. The window
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frame, when present, extends out from the client area but does not affect the
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window position.
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Almost all positions and sizes in GLFW are measured in screen coordinates
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relative to one of the two origins above. This includes cursor positions,
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window positions and sizes, window frame sizes, monitor positions and video mode
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resolutions.
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Two exceptions are the [monitor physical size](@ref monitor_size), which is
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measured in millimetres, and [framebuffer size](@ref window_fbsize), which is
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measured in pixels.
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Pixels and screen coordinates may map 1:1 on your machine, but they won't on
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every other machine, for example on a Mac with a Retina display. The ratio
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between screen coordinates and pixels may also change at run-time depending on
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which monitor the window is currently considered to be on.
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@section guarantees_limitations Guarantees and limitations
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This section describes the conditions under which GLFW can be expected to
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function, barring any bugs in GLFW, the operating system or drivers. Use of
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GLFW outside of these limits may work on some platforms, or on some machines, or
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some of the time, or on some versions of GLFW, but it may break at any time and
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will not be considered a bug.
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@subsection lifetime Pointer lifetimes
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GLFW will never free any pointer you provide to it and you must never free any
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pointer it provides to you.
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Many GLFW functions return pointers to dynamically allocated structures, strings
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or arrays, and some callbacks are provided with strings or arrays. These are
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always managed by GLFW and should never be freed by the application. The
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lifetime of these pointers is documented for each GLFW function and callback.
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If you need to keep this data, you must copy it before its lifetime expires.
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Many GLFW functions accept pointers to structures or strings allocated by the
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application. These are never freed by GLFW and are always the responsibility of
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the application. If GLFW needs to keep the data in these structures or strings,
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they are copied before the function returns.
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Pointer lifetimes are guaranteed not to be shortened in future minor releases.
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@subsection reentrancy Reentrancy
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GLFW event processing and object creation and destruction are not reentrant.
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This means that the following functions may not be called from any callback
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function:
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- @ref glfwCreateWindow
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- @ref glfwDestroyWindow
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- @ref glfwCreateCursor
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- @ref glfwCreateStandardCursor
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- @ref glfwDestroyCursor
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- @ref glfwPollEvents
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- @ref glfwWaitEvents
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- @ref glfwTerminate
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@subsection thread_safety Thread safety
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Most GLFW functions may only be called from the main thread. The reference
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documentation for every GLFW function states whether it is limited to the main
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thread.
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There are some general rules that make it easier to remember which functions are
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limited to the main thread. The following tasks may only be performed on the
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main thread:
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- Initialization and termination
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- Event processing
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- Creation and destruction of window, context and cursor objects
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Because event processing must be performed on the main thread, all callbacks
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except for the error callback will only be called on that thread. The error
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callback may be called on any thread, as any GLFW function may generate errors.
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The posting of empty events may be done from any thread. The window user
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pointer and close flag may also be accessed and modified from any thread, but
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this is not synchronized by GLFW. The following window related functions may
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be called from any thread:
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- @ref glfwPostEmptyEvent
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- @ref glfwGetWindowUserPointer
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- @ref glfwSetWindowUserPointer
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- @ref glfwWindowShouldClose
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- @ref glfwSetWindowShouldClose
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Rendering may be done on any thread. The following context related functions
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may be called from any thread:
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- @ref glfwMakeContextCurrent
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- @ref glfwGetCurrentContext
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- @ref glfwSwapBuffers
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- @ref glfwSwapInterval
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- @ref glfwExtensionSupported
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- @ref glfwGetProcAddress
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The timer may be accessed from any thread, but this is not synchronized by GLFW.
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The following timer related functions may be called from any thread:
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- @ref glfwGetTime
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No GLFW function may be called from any other thread until GLFW has been
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successfully initialized on the main thread, including functions that may called
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before initialization.
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GLFW uses no synchronization objects internally except for thread-local storage
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to keep track of the current context for each thread. Synchronization is left
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to the application.
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Functions that may currently be called from any thread will always remain so,
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but functions that are currently limited to the main may be updated to allow
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calls from any thread in future releases.
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@subsection compatibility Version compatibility
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GLFW guarantees binary backward compatibility with earlier minor versions of the
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API. This means that you can drop in a newer version of the GLFW DLL / shared
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library / dynamic library and existing applications will continue to run.
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Once a function or constant has been added, the signature of that function or
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value of that constant will remain unchanged until the next major version of
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GLFW. No compatibility of any kind is guaranteed between major versions.
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Undefined behavior, i.e. behavior that is not described in reference
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documentation, may change at any time until it is documented.
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If the reference documentation and the implementation differ, the reference
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documentation is correct and the implementation will be fixed in the next
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release.
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@subsection event_order Event order
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The order of arrival of related events is not guaranteed to be consistent
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across platforms. The exception is synthetic key and mouse button release
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events, which are always delivered after the window defocus event.
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@section intro_version Version management
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GLFW provides mechanisms for identifying what version of GLFW your application
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was compiled against as well as what version it is currently running against.
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If you are loading GLFW dynamically (not just linking dynamically), you can use
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this to verify that the library binary is compatible with your application.
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@subsection intro_version_compile Compile-time version
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The compile-time version of GLFW is provided by the GLFW header with the
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`GLFW_VERSION_MAJOR`, `GLFW_VERSION_MINOR` and `GLFW_VERSION_REVISION` macros.
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@code
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printf("Compiled against GLFW %i.%i.%i\n",
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GLFW_VERSION_MAJOR,
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GLFW_VERSION_MINOR,
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GLFW_VERSION_REVISION);
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@endcode
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@subsection intro_version_runtime Run-time version
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The run-time version can be retrieved with @ref glfwGetVersion, a function that
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may be called regardless of whether GLFW is initialized.
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@code
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int major, minor, revision;
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glfwGetVersion(&major, &minor, &revision);
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printf("Running against GLFW %i.%i.%i\n", major, minor, revision);
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@endcode
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@subsection intro_version_string Version string
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GLFW 3 also provides a compile-time generated version string that describes the
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version, platform, compiler and any platform-specific compile-time options.
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This is primarily intended for submitting bug reports, to allow developers to
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see which code paths are enabled in a binary.
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The version string is returned by @ref glfwGetVersionString, a function that may
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be called regardless of whether GLFW is initialized.
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The format of the string is as follows:
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- The version of GLFW
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- The name of the window system API
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- The name of the context creation API
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- Any additional options or APIs
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For example, when compiling GLFW 3.0 with MinGW using the Win32 and WGL
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back ends, the version string may look something like this:
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2014-09-18 15:03:29 +02:00
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@code
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3.0.0 Win32 WGL MinGW
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@endcode
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@note Do not parse the version string to find the GLFW library version. The
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@ref glfwGetVersion function provides the version of the library binary in
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numeric form.
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*/
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