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167 lines
5.4 KiB
Plaintext
167 lines
5.4 KiB
Plaintext
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/*!
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@page intro Introduction to the GLFW API
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@tableofcontents
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This guide will introduce the basic concepts of GLFW and describes
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initialization, error handling and version management. There are other guides
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for the various areas of the GLFW API.
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- @ref window
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- @ref context
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- @ref monitor
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- @ref input
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@section intro_init Initialization and termination
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Before most GLFW functions may be called, the library must be initialized.
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This initialization checks what features are available on the machine,
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enumerates monitors and joysticks, initializes the timer and performs any
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required platform-specific initialization.
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Only the following functions may be called before the library has been
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successfully initialized.
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- @ref glfwGetVersion
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- @ref glfwGetVersionString
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- @ref glfwSetErrorCallback
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- @ref glfwInit
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- @ref glfwTerminate
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Calling any other function before that time will cause a `GLFW_NOT_INITIALIZED`
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error.
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@subsection intro_init_init Initializing GLFW
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The library is initialized with @ref glfwInit, which returns `GL_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, all remaining bits are terminated as if
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@ref glfwTerminate was called. The library only needs to be initialized once
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and additional calls to an already initialized library will simply return
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`GL_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.
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@subsection intro_init_terminate Terminating GLFW
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Before your application exits, you should terminate the GLFW library if it has
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been initialized. This is done with @ref glfwTerminate.
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@code
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glfwTerminate();
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@endcode
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This will destroy any remaining window, monitor and cursor objects, restore any
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modified gamma ramps, re-enable the screensaver if it had been disabled and free
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any resources allocated by GLFW.
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Once the library is terminated, it is as if it had never been initialized and
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you will need to initialize it again before being able to use GLFW. If the
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library had not been successfully initialized or had already been terminated,
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additional calls return immediately.
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@section intro_error Error handling
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Some GLFW functions have return values that indicate an error, but this is often
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not very helpful when trying to figure out *why* the error occurred. Also, far
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from all GLFW functions have such return values.
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This is where the error callback comes in. This callback is called whenever an
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error occurs. It is set with @ref glfwSetErrorCallback, a function that may be
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called before @ref glfwInit and after @ref glfwTerminate.
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@code
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glfwSetErrorCallback(error_callback);
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@endcode
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The error callback receives a human-readable description of the error and (when
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possible) its cause. The description is a regular C string using the UTF-8
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encoding. The callback is also provided with an [error code](@ref errors).
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@code
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void error_callback(int error, const char* description)
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{
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puts(description);
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}
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@endcode
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The error code indicates the general category of the error. Some error codes,
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such as `GLFW_NOT_INITIALIZED` has only a single meaning, whereas others like
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`GLFW_PLATFORM_ERROR` are used for many different errors.
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@note The description string is only valid until the error callback returns, as
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it may have been generated specifically for that error. This lets GLFW provide
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much more specific error descriptions but means you must make a copy if you want
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to keep the description string.
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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 using. The GLFW
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API is binary-compatible with later minor versions, i.e. an executable using the
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3.0 API will be able to use a version 3.2 DLL.
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As long as an executable does not use any newer functions, it can also use an
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older minor version DLL, although any window hints or other tokens added since
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that older version will cause errors to be reported.
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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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@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 before @ref glfwInit and after @ref glfwTerminate
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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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@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 before @ref glfwInit and after @ref glfwTerminate.
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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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3.0.0 Win32 WGL MinGW
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@note Do not parse the version string to find the GLFW library version. The
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@ref glfwGetVersion function provides the version of the library binary in
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numeric form.
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*/
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