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329 lines
11 KiB
Plaintext
329 lines
11 KiB
Plaintext
/*!
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@page quick Getting started
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@tableofcontents
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This guide takes you through writing a simple application using GLFW 3. The
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application will create a window and OpenGL context, render a rotating triangle
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and exit when the user closes the window or presses Escape. This guide will
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introduce a few of the most commonly used functions, but there are many more.
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This guide assumes no experience with earlier versions of GLFW. If you
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have used GLFW 2 in the past, read the @ref moving guide, as some functions
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behave differently in GLFW 3.
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@section quick_steps Step by step
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@subsection quick_include Including the GLFW header
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In the source files of your application where you use OpenGL or GLFW, you need
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to include the GLFW 3 header file.
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@code
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#include <GLFW/glfw3.h>
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@endcode
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This defines all the constants, types and function prototypes of the GLFW API.
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It also includes the OpenGL header, and defines all the constants and types
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necessary for it to work on your platform.
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For example, under Windows you are normally required to include `windows.h`
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before including `GL/gl.h`. This would make your source file tied to Windows
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and pollute your code's namespace with the whole Win32 API.
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Instead, the GLFW header takes care of this for you, not by including
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`windows.h`, but rather by itself duplicating only the necessary parts of it.
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It does this only where needed, so if `windows.h` _is_ included, the GLFW header
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does not try to redefine those symbols.
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In other words:
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- Do _not_ include the OpenGL headers yourself, as GLFW does this for you
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- Do _not_ include `windows.h` or other platform-specific headers unless
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you plan on using those APIs directly
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- If you _do_ need to include such headers, do it _before_ including the
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GLFW one and it will detect this
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Starting with version 3.0, the GLU header `glu.h` is no longer included by
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default. If you wish to include it, define `GLFW_INCLUDE_GLU` before the
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inclusion of the GLFW header.
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@code
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#define GLFW_INCLUDE_GLU
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#include <GLFW/glfw3.h>
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@endcode
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@subsection quick_init_term Initializing and terminating GLFW
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Before you can use most GLFW functions, the library must be initialized. On
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successful initialization, `GL_TRUE` is returned. If an error occurred,
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`GL_FALSE` is returned.
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@code
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if (!glfwInit())
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exit(EXIT_FAILURE);
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@endcode
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When you are done using GLFW, typically just before the application exits, you
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need to terminate GLFW.
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@code
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glfwTerminate();
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@endcode
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This destroys any remaining windows and releases any other resources allocated by
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GLFW. After this call, you must initialize GLFW again before using any GLFW
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functions that require it.
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@subsection quick_capture_error Setting an error callback
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Most events are reported through callbacks, whether it's a key being pressed,
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a GLFW window being moved, or an error occurring. Callbacks are simply
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C functions (or C++ static methods) that are called by GLFW with arguments
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describing the event.
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In case a GLFW function fails, an error is reported to the GLFW error callback.
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You can receive these reports with an error callback. This function must have
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the signature below. This simple error callback just prints the error
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description to `stderr`.
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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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fputs(description, stderr);
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}
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@endcode
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Callback functions must be set, so GLFW knows to call them. The function to set
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the error callback is one of the few GLFW functions that may be called before
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initialization, which lets you be notified of errors both during and after
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initialization.
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@code
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glfwSetErrorCallback(error_callback);
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@endcode
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@subsection quick_create_window Creating a window and context
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The window and its OpenGL context are created with a single call, which returns
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a handle to the created combined window and context object. For example, this
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creates a 640 by 480 windowed mode window with an OpenGL context:
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@code
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GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
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@endcode
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If window or context creation fails, `NULL` will be returned, so it is necessary
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to check the return value.
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@code
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if (!window)
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{
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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@endcode
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The window handle is passed to all window related functions and is provided to
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along to all window related callbacks, so they can tell which window received
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the event.
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When a window is no longer needed, destroy it.
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@code
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glfwDestroyWindow(window);
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@endcode
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Once this function is called, no more events will be delivered for that window
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and its handle becomes invalid.
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@subsection quick_context_current Making the OpenGL context current
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Before you can use the OpenGL API, you must have a current OpenGL context.
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@code
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glfwMakeContextCurrent(window);
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@endcode
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The context will remain current until you make another context current or until
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the window owning the current context is destroyed.
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@subsection quick_window_close Checking the window close flag
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Each window has a flag indicating whether the window should be closed.
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When the user attempts to close the window, either by pressing the close widget
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in the title bar or using a key combination like Alt+F4, this flag is set to 1.
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Note that __the window isn't actually closed__, so you are expected to monitor
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this flag and either destroy the window or give some kind of feedback to the
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user.
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@code
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while (!glfwWindowShouldClose(window))
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{
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// Keep running
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}
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@endcode
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You can be notified when the user is attempting to close the window by setting
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a close callback with @ref glfwSetWindowCloseCallback. The callback will be
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called immediately after the close flag has been set.
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You can also set it yourself with @ref glfwSetWindowShouldClose. This can be
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useful if you want to interpret other kinds of input as closing the window, like
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for example pressing the escape key.
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@subsection quick_key_input Receiving input events
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Each window has a large number of callbacks that can be set to receive all the
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various kinds of events. To receive key press and release events, create a key
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callback function.
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@code
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static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GL_TRUE);
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}
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@endcode
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The key callback, like other window related callbacks, are set per-window.
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@code
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glfwSetKeyCallback(window, key_callback);
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@endcode
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In order for event callbacks to be called when events occur, you need to process
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events as described below.
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@subsection quick_render Rendering with OpenGL
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Once you have a current OpenGL context, you can use OpenGL normally. In this
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tutorial, a multi-colored rotating triangle will be rendered. The framebuffer
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size needs to be retrieved for `glViewport`.
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@code
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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glViewport(0, 0, width, height);
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@endcode
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You can also set a framebuffer size callback using @ref
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glfwSetFramebufferSizeCallback and call `glViewport` from there.
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@subsection quick_timer Reading the timer
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To create smooth animation, a time source is needed. GLFW provides a timer that
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returns the number of seconds since initialization. The time source used is the
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most accurate on each platform and generally has micro- or nanosecond
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resolution.
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@code
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double time = glfwGetTime();
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@endcode
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@subsection quick_swap_buffers Swapping buffers
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GLFW windows by default use double buffering. That means that each window has
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two rendering buffers; a front buffer and a back buffer. The front buffer is
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the one being displayed and the back buffer the one you render to.
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When the entire frame has been rendered, the buffers need to be swapped with one
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another, so the back buffer becomes the front buffer and vice versa.
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@code
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glfwSwapBuffers(window);
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@endcode
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The swap interval indicates how many frames to wait until swapping the buffers,
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commonly known as _vsync_. By default, the swap interval is zero, meaning
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buffer swapping will occur immediately. On fast machines, many of those frames
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will never be seen, as the screen is still only updated typically 60-75 times
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per second, so this wastes a lot of CPU and GPU cycles.
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Also, because the buffers will be swapped in the middle the screen update,
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leading to [screen tearing](https://en.wikipedia.org/wiki/Screen_tearing).
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For these reasons, applications will typically want to set the swap interval to
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one. It can be set to higher values, but this is usually not recommended,
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because of the input latency it leads to.
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@code
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glfwSwapInterval(1);
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@endcode
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This function acts on the current context and will fail unless a context is
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current.
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@subsection quick_process_events Processing events
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GLFW needs to communicate regularly with the window system both in order to
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receive events and to show that the application hasn't locked up. Event
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processing must be done regularly while you have visible windows and is normally
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done each frame after buffer swapping.
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There are two methods for processing pending events; polling and waiting. This
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example will use event polling, which processes only those events that have
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already been received and then returns immediately.
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@code
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glfwPollEvents();
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@endcode
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This is the best choice when rendering continually, like most games do. If
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instead you only need to update your rendering once you have received new input,
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@ref glfwWaitEvents is a better choice. It waits until at least one event has
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been received, putting the thread to sleep in the meantime, and then processes
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all received events. This saves a great deal of CPU cycles and is useful for,
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for example, many kinds of editing tools.
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@section quick_example Putting it together
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Now that you know how to initialize GLFW, create a window and poll for
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keyboard input, it's possible to create a simple program.
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@snippet simple.c code
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This program creates a 640 by 480 windowed mode window and starts a loop that
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clears the screen, renders a triangle and processes events until the user either
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presses Escape or closes the window.
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This program uses only a few of the many functions GLFW provides. There are
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guides for each of the areas covered by GLFW. Each guide will introduce all the
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functions for that category.
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- @ref intro
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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 quick_build Compiling and linking the program
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The complete program above can be found in the source distribution as
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`examples/simple.c` and is compiled along with all other examples when you
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build GLFW. That is, if you have compiled GLFW then you have already built this
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as `simple.exe` on Windows, `simple` on Linux or `simple.app` on OS X.
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This tutorial ends here. Once you have written a program that uses GLFW, you
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will need to compile and link it. How to do that depends on the development
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environment you are using and is best explained by the documentation for that
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environment. To learn about the details that are specific to GLFW, see
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@ref build.
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*/
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