478 lines
18 KiB
Plaintext
478 lines
18 KiB
Plaintext
/*!
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@page intro_guide Introduction to the API
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@tableofcontents
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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_guide instead. For details on a specific function in
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this category, see the @ref init.
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There are also guides for the other areas of GLFW.
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- @ref window_guide
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- @ref context_guide
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- @ref vulkan_guide
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- @ref monitor_guide
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- @ref input_guide
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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, initializes the timer and performs any required
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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 glfwGetError
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- @ref glfwSetErrorCallback
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- @ref glfwInitHint
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- @ref glfwInit
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- @ref glfwTerminate
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Calling any other function before successful initialization 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 `GLFW_FALSE` if an
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error 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, any parts that succeeded are terminated as
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if @ref glfwTerminate had been called. The library only needs to be initialized
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once and additional calls to an already initialized library will return
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`GLFW_TRUE` immediately.
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Once the library has been successfully initialized, it should be terminated
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before the application exits. Modern systems are very good at freeing resources
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allocated by programs that exit, but GLFW sometimes has to change global system
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settings and these might not be restored without termination.
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@macos When the library is initialized the main menu and dock icon are created.
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These are not desirable for a command-line only program. The creation of the
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main menu and dock icon can be disabled with the @ref GLFW_COCOA_MENUBAR init
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hint.
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@subsection init_hints Initialization hints
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Initialization hints are set before @ref glfwInit and affect how the library
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behaves until termination. Hints are set with @ref glfwInitHint.
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@code
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glfwInitHint(GLFW_JOYSTICK_HAT_BUTTONS, GLFW_FALSE);
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@endcode
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The values you set hints to are never reset by GLFW, but they only take effect
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during initialization. Once GLFW has been initialized, any values you set will
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be ignored until the library is terminated and initialized again.
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Some hints are platform specific. These may be set on any platform but they
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will only affect their specific platform. Other platforms will ignore them.
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Setting these hints requires no platform specific headers or functions.
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@subsubsection init_hints_shared Shared init hints
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@anchor GLFW_JOYSTICK_HAT_BUTTONS
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__GLFW_JOYSTICK_HAT_BUTTONS__ specifies whether to also expose joystick hats as
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buttons, for compatibility with earlier versions of GLFW that did not have @ref
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glfwGetJoystickHats. Possible values are `GLFW_TRUE` and `GLFW_FALSE`.
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@anchor GLFW_ANGLE_PLATFORM_TYPE_hint
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__GLFW_ANGLE_PLATFORM_TYPE__ specifies the platform type (rendering backend) to
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request when using OpenGL ES and EGL via
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[ANGLE](https://chromium.googlesource.com/angle/angle/). If the requested
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platform type is unavailable, ANGLE will use its default. Possible values are
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one of `GLFW_ANGLE_PLATFORM_TYPE_NONE`, `GLFW_ANGLE_PLATFORM_TYPE_OPENGL`,
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`GLFW_ANGLE_PLATFORM_TYPE_OPENGLES`, `GLFW_ANGLE_PLATFORM_TYPE_D3D9`,
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`GLFW_ANGLE_PLATFORM_TYPE_D3D11`, `GLFW_ANGLE_PLATFORM_TYPE_VULKAN` and
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`GLFW_ANGLE_PLATFORM_TYPE_METAL`.
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@par
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The ANGLE platform type is specified via the `EGL_ANGLE_platform_angle`
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extension. This extension is not used if this hint is
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`GLFW_ANGLE_PLATFORM_TYPE_NONE`, which is the default value.
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@subsubsection init_hints_osx macOS specific init hints
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@anchor GLFW_COCOA_CHDIR_RESOURCES_hint
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__GLFW_COCOA_CHDIR_RESOURCES__ specifies whether to set the current directory to
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the application to the `Contents/Resources` subdirectory of the application's
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bundle, if present. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This is
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ignored on other platforms.
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@anchor GLFW_COCOA_MENUBAR_hint
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__GLFW_COCOA_MENUBAR__ specifies whether to create the menu bar and dock icon
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when GLFW is initialized. This applies whether the menu bar is created from
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a nib or manually by GLFW. Possible values are `GLFW_TRUE` and `GLFW_FALSE`.
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This is ignored on other platforms.
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@subsubsection init_hints_values Supported and default values
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Initialization hint | Default value | Supported values
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------------------------------- | ------------------------------- | ----------------
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@ref GLFW_JOYSTICK_HAT_BUTTONS | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE`
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@ref GLFW_ANGLE_PLATFORM_TYPE | `GLFW_ANGLE_PLATFORM_TYPE_NONE` | `GLFW_ANGLE_PLATFORM_TYPE_NONE`, `GLFW_ANGLE_PLATFORM_TYPE_OPENGL`, `GLFW_ANGLE_PLATFORM_TYPE_OPENGLES`, `GLFW_ANGLE_PLATFORM_TYPE_D3D9`, `GLFW_ANGLE_PLATFORM_TYPE_D3D11`, `GLFW_ANGLE_PLATFORM_TYPE_VULKAN` or `GLFW_ANGLE_PLATFORM_TYPE_METAL`
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@ref GLFW_COCOA_CHDIR_RESOURCES | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE`
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@ref GLFW_COCOA_MENUBAR | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE`
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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 other 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 what happened or why it occurred.
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Other functions have no return value reserved for errors, so error notification
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needs a separate channel. Finally, far from all GLFW functions have return
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values.
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The last [error code](@ref errors) for the calling thread can be queried at any
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time with @ref glfwGetError.
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@code
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int code = glfwGetError(NULL);
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if (code != GLFW_NO_ERROR)
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handle_error(code);
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@endcode
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If no error has occurred since the last call, @ref GLFW_NO_ERROR (zero) is
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returned. The error is cleared before the function returns.
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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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GLFW often has more information about an error than its general category. You
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can retrieve a UTF-8 encoded human-readable description along with the error
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code. If no error has occurred since the last call, the description is set to
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`NULL`.
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@code
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const char* description;
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int code = glfwGetError(&description);
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if (description)
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display_error_message(code, description);
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@endcode
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The retrieved description string is only valid until the next error occurs.
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This means you must make a copy of it if you want to keep it.
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You can also set an error callback, which will be called each time an error
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occurs. It is set with @ref glfwSetErrorCallback.
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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 the same error code and human-readable description
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returned by @ref glfwGetError.
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@code
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void error_callback(int code, const char* description)
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{
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display_error_message(code, description);
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}
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@endcode
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The error callback is called after the error is stored, so calling @ref
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glfwGetError from within the error callback returns the same values as the
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callback argument.
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The description string passed to the callback is only valid until the error
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callback returns. This means you must make a copy of it if you want to keep it.
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__Reported errors are never fatal.__ As long as GLFW was successfully
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initialized, it will remain initialized and in a safe state until terminated
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regardless of how many errors occur. If an error occurs during initialization
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that causes @ref glfwInit to fail, any part of the library that was initialized
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will be safely terminated.
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Do not rely on a currently invalid call to generate a specific error, as in the
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future that same call may generate a different error or become valid.
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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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_content 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 content 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 content area.
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Because the origin of the window's content area coordinate system is also the
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point from which the window position is specified, you can translate content
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area coordinates to the virtual screen by adding the window position. The
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window frame, when present, extends out from the content area but does not
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affect the 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 bugs in the operating system or drivers. Use of GLFW outside
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of these limits may work on some platforms, or on some machines, or some of the
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time, or on some versions of GLFW, but it may break at any time and this will
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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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it is copied before the function returns.
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Pointer lifetimes are guaranteed not to be shortened in future minor or patch
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releases.
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@subsection reentrancy Reentrancy
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GLFW event processing and object destruction are not reentrant. This means that
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the following functions must not be called from any callback function:
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- @ref glfwDestroyWindow
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- @ref glfwDestroyCursor
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- @ref glfwPollEvents
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- @ref glfwWaitEvents
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- @ref glfwWaitEventsTimeout
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- @ref glfwTerminate
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These functions may be made reentrant in future minor or patch releases, but
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functions not on this list will not be made non-reentrant.
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@subsection thread_safety Thread safety
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Most GLFW functions must only be called from the main thread (the thread that
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calls main), but some may be called from any thread once the library has been
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initialized. Before initialization the whole library is thread-unsafe.
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The reference documentation for every GLFW function states whether it is limited
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to the main thread.
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Initialization, termination, event processing and the creation and
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destruction of windows, cursors and OpenGL and OpenGL ES contexts are all
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restricted to the main thread due to limitations of one or several platforms.
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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 error code and description may be queried from any thread.
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- @ref glfwGetError
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Empty events may be posted from any thread.
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- @ref glfwPostEmptyEvent
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The window user pointer and close flag may be read and written from any thread,
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but this is not synchronized by GLFW.
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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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These functions for working with OpenGL and OpenGL ES contexts may be called
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from any thread, but the window object is not synchronized by GLFW.
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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 raw timer functions may be called from any thread.
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- @ref glfwGetTimerFrequency
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- @ref glfwGetTimerValue
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The regular timer may be used from any thread, but reading and writing the timer
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offset is not synchronized by GLFW.
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- @ref glfwGetTime
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- @ref glfwSetTime
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Library version information may be queried from any thread.
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- @ref glfwGetVersion
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- @ref glfwGetVersionString
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All Vulkan related functions may be called from any thread.
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- @ref glfwVulkanSupported
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- @ref glfwGetRequiredInstanceExtensions
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- @ref glfwGetInstanceProcAddress
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- @ref glfwGetPhysicalDevicePresentationSupport
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- @ref glfwCreateWindowSurface
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GLFW uses synchronization objects internally only to manage the per-thread
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context and error states. Additional synchronization is left to the
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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 thread may be updated to
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allow calls from any thread in future releases.
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@subsection compatibility Version compatibility
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GLFW uses [Semantic Versioning](https://semver.org/). This guarantees source
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and binary backward compatibility with earlier minor versions of the API. This
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means that you can drop in a newer version of the library and existing programs
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will continue to compile and existing binaries 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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Undocumented behavior, i.e. behavior that is not described in the documentation,
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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 will almost always take precedence and the implementation will be
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fixed in the next release. The reference documentation will also take
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precedence over anything stated in a guide.
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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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__Do not use the version string__ to parse the GLFW library version. The @ref
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glfwGetVersion function already provides the version of the running library
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binary.
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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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@code
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3.0.0 Win32 WGL MinGW
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@endcode
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*/
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