Added external documentation files.
Added initial quick tutorial, compatibility appendix, transition guide and external main page.
This commit is contained in:
parent
cd78d70b25
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@ -655,7 +655,7 @@ WARN_LOGFILE = @GLFW_BINARY_DIR@/docs/warnings.txt
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# directories like "/usr/src/myproject". Separate the files or directories
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# with spaces.
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INPUT = @GLFW_DOC_HEADERS@
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INPUT = @GLFW_DOC_HEADERS@ @GLFW_SOURCE_DIR@/docs/
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# This tag can be used to specify the character encoding of the source files
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# that doxygen parses. Internally doxygen uses the UTF-8 encoding, which is
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@ -673,7 +673,7 @@ INPUT_ENCODING = UTF-8
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# *.hxx *.hpp *.h++ *.idl *.odl *.cs *.php *.php3 *.inc *.m *.mm *.dox *.py
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# *.f90 *.f *.for *.vhd *.vhdl
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FILE_PATTERNS =
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FILE_PATTERNS = *.dox
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# The RECURSIVE tag can be used to turn specify whether or not subdirectories
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# should be searched for input files as well. Possible values are YES and NO.
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@ -1115,7 +1115,7 @@ ECLIPSE_DOC_ID = org.doxygen.Project
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# navigation tree you can set this option to NO if you already set
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# GENERATE_TREEVIEW to YES.
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DISABLE_INDEX = YES
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DISABLE_INDEX = NO
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# The GENERATE_TREEVIEW tag is used to specify whether a tree-like index
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# structure should be generated to display hierarchical information.
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@ -1127,7 +1127,7 @@ DISABLE_INDEX = YES
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# Since the tree basically has the same information as the tab index you
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# could consider to set DISABLE_INDEX to NO when enabling this option.
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GENERATE_TREEVIEW = YES
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GENERATE_TREEVIEW = NO
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# The ENUM_VALUES_PER_LINE tag can be used to set the number of enum values
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# (range [0,1..20]) that doxygen will group on one line in the generated HTML
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127
docs/compat.dox
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127
docs/compat.dox
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@ -0,0 +1,127 @@
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/*!
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@page compat Standards conformance
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This chapter describes the various API extensions used by this version of GLFW.
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It lists what are essentially implementation details, but which are nonetheless
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vital knowledge for developers wishing to deploy their applications on machines
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with varied specifications.
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Note that the information in this appendix is not a part of the API
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specification but merely list some of the preconditions for certain parts of the
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API to function on a given machine. As such, any part of it may change in
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future versions without this being considered a breaking API change.
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@section compat_wm ICCCM and EWMH conformance
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As GLFW uses Xlib, directly, without any intervening toolkit
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library, it has sole responsibility for interacting well with the many and
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varied window managers in use on Unix-like systems. In order for applications
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and window managers to work well together, a number of standards and
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conventions have been developed that regulate behavior outside the scope of the
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X11 API; most importantly the
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<a href="http://www.tronche.com/gui/x/icccm/">Inter-Client Communication Conventions Manual</a>
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(ICCCM) and
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<a href="http://standards.freedesktop.org/wm-spec/wm-spec-latest.html">Extended Window Manager Hints</a>
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(EWMH) standards.
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GLFW uses the ICCCM @c WM_DELETE_WINDOW protocol to intercept the user
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attempting to close the GLFW window. If the running window manager does not
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support this protocol, the close callback will never be called.
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GLFW uses the EWMH @c _NET_WM_PING protocol, allowing the window manager notify
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the user when the application has stopped responding, i.e. when it has ceased to
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process events. If the running window manager does not support this protocol,
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the user will not be notified if the application locks up.
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GLFW uses the EWMH @c _NET_WM_STATE protocol to tell the window manager to make
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the GLFW window fullscreen. If the running window manager does not support this
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protocol, fullscreen windows may not work properly. GLFW has a fallback code
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path in case this protocol is unavailable, but every window manager behaves
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slightly differently in this regard.
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@section compat_glx GLX extensions
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The GLX API is the default API used to create OpenGL contexts on Unix-like
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systems using the X Window System.
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GLFW uses the @c GLXFBConfig API to enumerate and select framebuffer pixel
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formats. This requires either GLX 1.3 or greater, or the @c GLX_SGIX_fbconfig
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extension. Where both are available, the SGIX extension is preferred. If
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neither is available, GLFW will be unable to create windows.
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GLFW uses the @c GLX_MESA_swap_control, @c GLX_EXT_swap_control and @c
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GLX_SGI_swap_control extensions to provide vertical retrace synchronization (or
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"vsync"), in that order of preference. Where none of these extension are
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available, calling @ref glfwSwapInterval will have no effect.
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GLFW uses the @c GLX_ARB_multisample extension to create contexts with
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multisampling anti-aliasing. Where this extension is unavailable, the @c
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GLFW_SAMPLES hint will have no effect.
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GLFW uses the @c GLX_ARB_create_context extension when available, even when
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creating OpenGL contexts of version 2.1 and below. Where this extension is
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unavailable, the @c GLFW_CONTEXT_VERSION_MAJOR and @c GLFW_CONTEXT_VERSION_MINOR
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hints will only be partially supported, the @c GLFW_OPENGL_DEBUG_CONTEXT hint
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will have no effect, and setting the @c GLFW_OPENGL_PROFILE or @c
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GLFW_OPENGL_FORWARD_COMPAT hints to a non-zero value will cause @ref
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glfwCreateWindow to fail.
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GLFW uses the @c GLX_ARB_create_context_profile extension to provide support for
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context profiles. Where this extension is unavailable, setting the @c
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GLFW_OPENGL_PROFILE hint to anything but zero, or setting @c GLFW_CLIENT_API to
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anything but @c GLFW_OPENGL_API will cause @ref glfwCreateWindow to fail.
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@section compat_wgl WGL extensions
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The WGL API is used to create OpenGL contexts on Microsoft Windows and other
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implementations of the Win32 API, such as Wine.
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GLFW uses either the @c WGL_EXT_extension_string or the @c
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WGL_ARB_extension_string extension to check for the presence of all other WGL
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extensions listed below. If both are available, the EXT one is preferred. If
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neither is available, no other extensions are used and many GLFW features
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related to context creation will have no effect or cause errors when used.
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GLFW uses the @c WGL_EXT_swap_control extension to provide vertical retrace
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synchronization (or "vsync"). Where this extension is unavailable, calling @ref
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glfwSwapInterval will have no effect.
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GLFW uses the @c WGL_ARB_pixel_format and @c WGL_ARB_multisample extensions to
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create contexts with multisampling anti-aliasing. Where these extensions are
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unavailable, the @c GLFW_SAMPLES hint will have no effect.
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GLFW uses the @c WGL_ARB_create_context extension when available, even when
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creating OpenGL contexts of version 2.1 and below. Where this extension is
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unavailable, the @c GLFW_CONTEXT_VERSION_MAJOR and @c GLFW_CONTEXT_VERSION_MINOR
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hints will only be partially supported, the @c GLFW_OPENGL_DEBUG_CONTEXT hint
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will have no effect, and setting the @c GLFW_OPENGL_PROFILE or @c
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GLFW_OPENGL_FORWARD_COMPAT hints to a non-zero value will cause @ref
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glfwCreateWindow to fail.
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GLFW uses the @c WGL_ARB_create_context_profile extension to provide support for
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context profiles. Where this extension is unavailable, setting the @c
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GLFW_OPENGL_PROFILE hint to anything but zero will cause @ref glfwCreateWindow
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to fail.
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@section cmopat_osx OpenGL 3.2 on Mac OS X
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Support for OpenGL 3.0 and above was introduced with Mac OS X 10.7, and even
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then only forward-compatible OpenGL 3.2 core profile contexts are supported.
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There is also still no mechanism for requesting debug contexts. Versions of
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Mac OS X earlier than 10.7 support at most OpenGL version 2.1.
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Because of this, on Mac OS X 10.7, the @c GLFW_CONTEXT_VERSION_MAJOR and
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@c GLFW_CONTEXT_VERSION_MINOR hints will fail if given a version above 3.2, the
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@c GLFW_OPENGL_FORWARD_COMPAT is required for creating OpenGL 3.2 contexts, the
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@c GLFW_OPENGL_DEBUG_CONTEXT hint is ignored and setting the @c
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GLFW_OPENGL_PROFILE hint to anything except @c GLFW_OPENGL_CORE_PROFILE will
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cause @ref glfwCreateWindow to fail.
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Also, on Mac OS X 10.6 and below, the @c GLFW_CONTEXT_VERSION_MAJOR and @c
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GLFW_CONTEXT_VERSION_MINOR hints will fail if given a version above 2.1, the @c
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GLFW_OPENGL_DEBUG_CONTEXT hint will have no effect, and setting the @c
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GLFW_OPENGL_PROFILE or @c GLFW_OPENGL_FORWARD_COMPAT hints to a non-zero value
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will cause @ref glfwCreateWindow to fail.
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*/
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docs/main.dox
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docs/main.dox
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/*!
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@mainpage notitle
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@section main_intro Introduction
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GLFW is a free, Open Source, multi-platform library for opening a window,
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creating an OpenGL context and managing input. It is easy to integrate into
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existing applications and does not lay claim to the main loop.
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@link quick Quick introduction @endlink is a short tutorial for people new to GLFW.
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@link moving Moving from GLFW 2 to 3 @endlink explains what has changed and how
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to update existing code to use the GLFW 3 API.
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*/
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docs/moving.dox
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280
docs/moving.dox
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/*!
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@page moving Moving from GLFW 2 to 3
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This is a guide for people moving from GLFW 2 to 3. It describes API @em
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changes, but does @em not include entirely new features unless they are required
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when moving an existing code base onto the new API. One example of this is the
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new multi-monitor support, which you are now required to use to create
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fullscreen windows.
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@section moving_names Library and header names
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The GLFW 3 header is named @ref glfw3.h, to avoid collisions with the GLFW 2 @c
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glfw.h header, in case they are both installed. Similarly, the GLFW 3 library
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is named @c glfw3, except when it's installed as a shared library on
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Unix-like systems, where it uses the
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<a href="https://en.wikipedia.org/wiki/soname">soname</a> @c libglfw.so.3 .
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@section moving_threads Removal of threading functions
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The threading functions have been removed. However, GLFW 3 has better support
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for use from multiple threads than GLFW 2 had. Contexts can be made current on
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and used from secondary threads, and the documentation explicitly states which
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functions may and may not be used from secondary threads.
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@section moving_image Removal of image and texture loading
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The image and texture loading support has been removed.
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@section moving_window_handles Window handles
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Because GLFW 3 supports multiple windows, window handle parameters have been
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added to all window-related functions and callbacks. Window handles are of the
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@c GLFWwindow* type, i.e. a pointer to an opaque struct.
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@section moving_monitor Multi-monitor support
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GLFW 3 provides support for multiple monitors, adding the @c GLFWmonitor* handle
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type and a set of related functions. To request a fullscreen mode window, you
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need to specify which monitor you wish the window to use. There is @ref
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glfwGetPrimaryMonitor that provides something similar to the earlier behaviour.
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@section moving_window_close Window closing
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Window closing is now just an event like any other. GLFW 3 windows won't
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disappear from underfoot even when no close callback is set. You can query
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whether the user has requested that the window be closed using the @c
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GLFW_CLOSE_REQUESTED window parameter, or by setting a close callback. The
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return value of the close callback becomes the new value of the window
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parameter.
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@section moving_context Explicit context management
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Each GLFW 3 window has its own OpenGL context and only you, the user, can know
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which context should be current on which thread at any given time. Therefore,
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GLFW 3 makes no assumptions about when you want a certain context current,
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leaving that decision to you.
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This means that you need to call @ref glfwMakeContextCurrent after creating
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a window but before calling any OpenGL functions.
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@section moving_keys Physical key input
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GLFW 3 uses the physical key locations named after the symbols they generate
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using the US keyboard layout, instead of layout-dependent characters like in
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GLFW 2. This means that (for example) @c GLFW_KEY_BACKSLASH is always a single
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key and is the same key in the same place regardless of what keyboard layouts
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the users of your program has.
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GLFW 3 has key tokens for all keys, so instead of trying to remember whether to
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check for @c 'a' or @c 'A', you now check for @c GLFW_KEY_A.
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The key input facility was never meant for text input, although using it that
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way worked slightly better in GLFW 2. If you were using it to input text, you
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should be using the character callback instead, on both GLFW 2 and 3. This will
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give you the characters being input, as opposed to the keys being pressed.
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@section moving_video_modes Video mode enumeration
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Video mode enumeration is now per-monitor. The @c glfwGetDesktopMode function
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has been replaced by @ref glfwGetVideoMode, which returns the current mode of
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a monitor. The @ref glfwGetVideoMode function now returns all available modes
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for a monitor instead of requiring you to guess how large an array you need.
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@section moving_glu GLU header inclusion
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Unlike GLFW 2, GLFW 3 doesn't include the GLU header by default, but you can
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make it do so by defining @c GLFW_INCLUDE_GLU before including the GLFW
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3 header.
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@section moving_cursor Cursor positioning
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GLFW 3 only allows you to position the cursor within a window (using @ref
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glfwSetCursorPos) when that window is active. Unless the window is active, the
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function fails silently.
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@section moving_renamed Symbol name changes
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@subsection moving_renamed_functions Renamed functions
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<table>
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<tr>
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<td>GLFW 2</td>
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<td>GLFW 3</td>
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<td>Notes</td>
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</tr>
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<tr>
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<td>@c glfwOpenWindow</td>
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<td>@ref glfwCreateWindow</td>
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<td>All channel bit depths are now hints<br />The defaults are 24-bit color
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and depth buffers<br />Accepts initial window title, optional monitor to go
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fullscreen on and optional context to share objects with</td>
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</tr>
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<tr>
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<td>@c glfwCloseWindow</td>
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<td>@ref glfwDestroyWindow</td>
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<td></td>
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</tr>
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<tr>
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<td>@c glfwOpenWindowHint</td>
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<td>@ref glfwWindowHint</td>
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<td>Now also accepts @c GLFW_RED_BITS, @c GLFW_GREEN_BITS, @c
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GLFW_BLUE_BITS, @c GLFW_ALPHA_BITS, @c GLFW_DEPTH_BITS and @c
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GLFW_STENCIL_BITS</td>
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</tr>
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<tr>
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<td>@c glfwEnable</td>
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<td>@ref glfwSetInputMode</td>
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<td></td>
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</tr>
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<tr>
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<td>@c glfwDisable</td>
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<td>@ref glfwSetInputMode</td>
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<td></td>
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</tr>
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<tr>
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<td>@c glfwGetMousePos</td>
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<td>@ref glfwGetCursorPos</td>
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<td></td>
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</tr>
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<tr>
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<td>@c glfwSetMousePos</td>
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<td>@ref glfwSetCursorPos</td>
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<td></td>
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</tr>
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<tr>
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<td>@c glfwSetMousePosCallback</td>
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<td>@ref glfwSetCursorPosCallback</td>
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<td></td>
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</tr>
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<tr>
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<td>@c glfwSetMouseWheelCallback</td>
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<td>@ref glfwSetScrollCallback</td>
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<td>Accepts two-dimensional scroll offsets as doubles</td>
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</tr>
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<tr>
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<td>@c glfwGetJoystickPos</td>
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<td>@ref glfwGetJoystickAxes</td>
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<td></td>
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</tr>
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<tr>
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<td>@c glfwGetGLVersion</td>
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<td>@ref glfwGetWindowParam</td>
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<td>Use @c GLFW_OPENGL_VERSION_MAJOR, @c GLFW_OPENGL_VERSION_MINOR and @c
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GLFW_OPENGL_REVISION</td>
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</tr>
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<tr>
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<td>@c glfwGetDesktopMode</td>
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<td>@ref glfwGetVideoMode</td>
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<td>Returns the current mode of a monitor</td>
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</tr>
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</table>
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@subsection moving_renamed_tokens Renamed tokens
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<table>
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<tr>
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<td>GLFW 2</td>
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<td>GLFW 3</td>
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<td>Notes</td>
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</tr>
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<tr>
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<td>@c GLFW_OPENGL_VERSION_MAJOR</td>
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<td>@c GLFW_CONTEXT_VERSION_MAJOR</td>
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<td>Renamed as it applies to OpenGL ES as well</td>
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</tr>
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<tr>
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<td>@c GLFW_OPENGL_VERSION_MINOR</td>
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<td>@c GLFW_CONTEXT_VERSION_MINOR</td>
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<td>Renamed as it applies to OpenGL ES as well</td>
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</tr>
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<tr>
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<td>@c GLFW_FSAA_SAMPLES</td>
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<td>@c GLFW_SAMPLES</td>
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<td>Renamed to match the OpenGL API</td>
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</tr>
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<tr>
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<td>@c GLFW_ACTIVE</td>
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<td>@c GLFW_FOCUSED</td>
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<td>Renamed to match the window focus callback</td>
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</tr>
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<tr>
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<td>@c GLFW_WINDOW_NO_RESIZE</td>
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<td>@c GLFW_RESIZABLE</td>
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<td>The default has been inverted</td>
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</tr>
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<tr>
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<td>@c GLFW_MOUSE_CURSOR</td>
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<td>@c GLFW_CURSOR_MODE</td>
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<td>Used with @c glfwSetInputMode<br />Accepts @c GLFW_CURSOR_NORMAL, @c
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GLFW_CURSOR_HIDDEN and @c GLFW_CURSOR_CAPTURED</td>
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</tr>
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<tr>
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<td>@c GLFW_KEY_ESC</td>
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<td>@c GLFW_KEY_ESCAPE</td>
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<td></td>
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</tr>
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<tr>
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<td>@c GLFW_KEY_DEL</td>
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<td>@c GLFW_KEY_DELETE</td>
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<td></td>
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</tr>
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<tr>
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<td>@c GLFW_KEY_PAGEUP</td>
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<td>@c GLFW_KEY_PAGE_UP</td>
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<td></td>
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</tr>
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<tr>
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<td>@c GLFW_KEY_PAGEDOWN</td>
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<td>@c GLFW_KEY_PAGE_DOWN</td>
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||||
<td></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>@c GLFW_KEY_KP_NUM_LOCK</td>
|
||||
<td>@c GLFW_KEY_NUM_LOCK</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>@c GLFW_KEY_LCTRL</td>
|
||||
<td>@c GLFW_KEY_LEFT_CONTROL</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>@c GLFW_KEY_LSHIFT</td>
|
||||
<td>@c GLFW_KEY_LEFT_SHIFT</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>@c GLFW_KEY_LALT</td>
|
||||
<td>@c GLFW_KEY_LEFT_ALT</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>@c GLFW_KEY_LSUPER</td>
|
||||
<td>@c GLFW_KEY_LEFT_SUPER</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>@c GLFW_KEY_RCTRL</td>
|
||||
<td>@c GLFW_KEY_RIGHT_CONTROL</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>@c GLFW_KEY_RSHIFT</td>
|
||||
<td>@c GLFW_KEY_RIGHT_SHIFT</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>@c GLFW_KEY_RALT</td>
|
||||
<td>@c GLFW_KEY_RIGHT_ALT</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>@c GLFW_KEY_RSUPER</td>
|
||||
<td>@c GLFW_KEY_RIGHT_SUPER</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
*/
|
200
docs/quick.dox
Normal file
200
docs/quick.dox
Normal file
@ -0,0 +1,200 @@
|
||||
/*!
|
||||
|
||||
@page quick Getting started
|
||||
|
||||
@section quick_start Introduction
|
||||
|
||||
In this guide you will learn how to write simple OpenGL applications using
|
||||
GLFW 3. We start by initializing GLFW, then we create a window and read some
|
||||
user keyboard input.
|
||||
|
||||
|
||||
@section quick_include Including the GLFW header
|
||||
|
||||
The first thing you have to do when using GLFW is including the GLFW header.
|
||||
|
||||
@code
|
||||
#include <GL/glfw3.h>
|
||||
@endcode
|
||||
|
||||
This header defines all the constants, types and function prototypes of the
|
||||
GLFW API. It also includes the OpenGL header provided by your development
|
||||
environment and defines all the necessary constants and types for it to work on
|
||||
that particular platform.
|
||||
|
||||
Starting with version 3.0, the GLU header @c glu.h is no longer included by
|
||||
default. If you wish to include it, define @c GLFW_INCLUDE_GLU before the
|
||||
inclusion of the GLFW header.
|
||||
|
||||
|
||||
@section quick_init_term Initializing and terminating GLFW
|
||||
|
||||
Before you can use most GLFW functions, the library must be initialized. This
|
||||
is done with @ref glfwInit, which returns non-zero if successful, or zero if an
|
||||
error occurred.
|
||||
|
||||
@code
|
||||
if (!glfwInit())
|
||||
{
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
@endcode
|
||||
|
||||
When you are done using GLFW, typically at the very end of the program, you need
|
||||
to call @ref glfwTerminate.
|
||||
|
||||
@code
|
||||
glfwTerminate();
|
||||
@endcode
|
||||
|
||||
This destroys any remaining windows and releases any other resources allocated by
|
||||
GLFW. After this call, you must call @ref glfwInit again before using any GLFW
|
||||
functions that require it.
|
||||
|
||||
|
||||
@section quick_create_window Creating a window and context
|
||||
|
||||
The window (and its context) is created with @ref glfwCreateWindow, which
|
||||
returns a handle to the created window. For example, this creates an 640 by 480
|
||||
pixels windowed mode window:
|
||||
|
||||
@code
|
||||
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
|
||||
@endcode
|
||||
|
||||
If window creation fails, @c NULL will be returned, so you need to check whether
|
||||
it did.
|
||||
|
||||
@code
|
||||
if (!window)
|
||||
{
|
||||
glfwTerminate();
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
@endcode
|
||||
|
||||
This handle is then passed to all window related functions, and is provided to
|
||||
you along with input events, so you know which window received the input.
|
||||
|
||||
To create a fullscreen window, you need to specify which monitor the window
|
||||
should use. In most cases, the user's primary monitor is a good choice. You
|
||||
can get this with @ref glfwGetPrimaryMonitor. To make the above window
|
||||
fullscreen, just pass along the monitor handle:
|
||||
|
||||
@code
|
||||
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL);
|
||||
@endcode
|
||||
|
||||
Fullscreen windows cover the entire screen, have no border or decorations, and
|
||||
change the monitor's resolution to the one most closely matching the requested
|
||||
window size.
|
||||
|
||||
When you are done with the window, destroy it with the @ref glfwDestroyWindow
|
||||
function.
|
||||
|
||||
@code
|
||||
glfwDestroyWindow(window);
|
||||
@endcode
|
||||
|
||||
Once this function is called, no more events will be delivered for that window
|
||||
and its handle becomes invalid.
|
||||
|
||||
|
||||
@section quick_window_attribs Retrieving window attributes
|
||||
|
||||
Each window provides a number of attributes that can be queried with @ref
|
||||
glfwGetWindowParam. Some are related to the window itself and others to the
|
||||
OpenGL context. For example, to find out if the user is attempting to close the
|
||||
window, either by pressing the close widget in the title bar or using a key
|
||||
combination like Alt+F4, check the @c GLFW_SHOULD_CLOSE attribute.
|
||||
|
||||
@code
|
||||
while (!glfwGetWindowParam(window, GLFW_SHOULD_CLOSE))
|
||||
{
|
||||
// Keep running
|
||||
}
|
||||
@endcode
|
||||
|
||||
|
||||
@section quick_swap_buffers Swapping buffers
|
||||
|
||||
GLFW windows always use double-buffering. That means that you have two
|
||||
rendering buffers; a front buffer and a back buffer. The front buffer is the
|
||||
one being displayed and the back buffer the one you render to.
|
||||
|
||||
When the entire frame has been rendered, it is time to swap the back and the
|
||||
front buffers in order to display the rendered frame, and begin rendering a new
|
||||
frame. This is done with @ref glfwSwapBuffers.
|
||||
|
||||
@code
|
||||
glfwSwapBuffers(window);
|
||||
@endcode
|
||||
|
||||
|
||||
@section quick_process_events Processing events
|
||||
|
||||
GLFW needs to communicate regularly with the window system in order to receive
|
||||
events, like the ones controlling the attribute @c GLFW_SHOULD_CLOSE mentioned
|
||||
above. Event processing must be done regularly and is normally done each frame
|
||||
before rendering but after buffer swap.
|
||||
|
||||
There are two ways to process events. @ref glfwPollEvents processes only those
|
||||
events that have already been received and then returns immediately. This is
|
||||
the best choice when rendering continually, like most games do.
|
||||
|
||||
@code
|
||||
glfwPollEvents();
|
||||
@endcode
|
||||
|
||||
If instead you only need to update your rendering once you have received new
|
||||
input, @ref glfwWaitEvents is a better choice. It will wait until at least one
|
||||
event has been received and then process all received events before returning.
|
||||
|
||||
@code
|
||||
glfwWaitEvents();
|
||||
@endcode
|
||||
|
||||
|
||||
@section quick_example Putting it together: A minimal GLFW application
|
||||
|
||||
Now that you know how to initialize GLFW, create a window and poll for
|
||||
keyboard input, it's possible to create a simple program.
|
||||
|
||||
@code
|
||||
#include <GL/glfw3.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
int main(void)
|
||||
{
|
||||
GLFWwindow* window;
|
||||
|
||||
if (!glfwInit())
|
||||
{
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
window = glfwCreateWindow(640, 480, "My Window", NULL, NULL);
|
||||
if (!window)
|
||||
{
|
||||
glfwTerminate();
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
while (!glfwGetWindowParam(window, GLFW_SHOULD_CLOSE))
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
|
||||
glfwTerminate();
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
@endcode
|
||||
|
||||
This program creates a 640 by 480 pixels window and runs a loop clearing the
|
||||
screen and processing events until the user closes the window.
|
||||
|
||||
*/
|
@ -39,13 +39,6 @@ extern "C" {
|
||||
* Doxygen documentation
|
||||
*************************************************************************/
|
||||
|
||||
/*! @mainpage notitle
|
||||
*
|
||||
* @section intro Introduction
|
||||
*
|
||||
* This is the reference documentation for the GLFW library.
|
||||
*/
|
||||
|
||||
/*! @defgroup clipboard Clipboard support
|
||||
*/
|
||||
/*! @defgroup context Context handling
|
||||
@ -1409,6 +1402,7 @@ GLFWAPI void glfwSetWindowIconifyCallback(GLFWwindow* window, GLFWwindowiconifyf
|
||||
* @ingroup window
|
||||
*
|
||||
* @note This function may only be called from the main thread.
|
||||
* @note This function may not be called from a callback.
|
||||
*
|
||||
* @note This function may not be called from a callback.
|
||||
*
|
||||
@ -1420,6 +1414,7 @@ GLFWAPI void glfwPollEvents(void);
|
||||
* @ingroup window
|
||||
*
|
||||
* @note This function may only be called from the main thread.
|
||||
* @note This function may not be called from a callback.
|
||||
*
|
||||
* @note This function may not be called from a callback.
|
||||
*
|
||||
|
Loading…
Reference in New Issue
Block a user