Refreshed Reference Manual and User's Guide from 2.7, with updates for 3.0.

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Camilla Berglund 2010-09-08 16:21:12 +02:00
parent 61cc652a2f
commit 15c5fa8506
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@ -16,8 +16,8 @@
\usepackage{times}
% Logo macros
\newcommand{\OpenGL}[1][0]{\textbf{OpenGL}\texttrademark}
\newcommand{\GLFW}[1][0]{\textbf{GLFW}}
\newcommand{\OpenGL}[1][0]{OpenGL\textsuperscript{\textregistered}}
\newcommand{\GLFW}[1][0]{GLFW}
% Encoding
\usepackage[latin1]{inputenc}
@ -50,7 +50,8 @@
\vspace{0.5cm}{\LARGE\textbf{\glfwdoctype}}\\%
\vspace{0.8cm}{\large\textbf{API version \glfwapiver}}\\%
\textit{\today}\\%
\vspace{1.5cm}\textbf{\textcopyright2002-2007 Camilla Berglund}\\%
\vspace{1.5cm}\textbf{\textcopyright2002-2006 Marcus Geelnard}\\
\textbf{\textcopyright2006-2010 Camilla Berglund}\\%
\end{center}\end{titlepage}\newpage}
% Colors

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@ -42,7 +42,7 @@
This document is a users guide for the \GLFW\ API that gives a practical
introduction to using \GLFW . For a more detailed description of the
\GLFW\ API you should refer to the \textit{GLFW Reference Manual}.
\vspace{10cm}
\vspace{5cm}
\large
Trademarks
@ -93,28 +93,27 @@ to remedy this by providing the following functionality:
\begin{itemize}
\item Opening and managing an \OpenGL\ window.
\item Keyboard, mouse and joystick input.
\item A high precision timer.
\item High precision time input.
\item Support for querying and using \OpenGL\ extensions.
\end{itemize}
\vspace{18pt}
All this functionality is implemented as a set of easy-to-use functions,
which makes it possible to write an \OpenGL\ application framework in just a
few lines of code. The \GLFW\ API is completely operating system and
platform independent, which makes it very simple to port \GLFW\ based \OpenGL\
applications to a variety of platforms.
few lines of code. The \GLFW\ API is operating system and platform independent,
making it very simple to port \GLFW\ based \OpenGL\ applications between the
supported platforms.
Currently supported platforms are:
\begin{itemize}
\item Microsoft Windows\textsuperscript{\textregistered} 95/98/ME/NT/2000/XP/.NET Server.
\item Microsoft Windows\textsuperscript{\textregistered}
\item Unix\textsuperscript{\textregistered} or Unix­-like systems running the
X Window System\texttrademark, e.g. Linux\textsuperscript{\textregistered},
IRIX\textsuperscript{\textregistered}, FreeBSD\textsuperscript{\textregistered},
Solaris\texttrademark, QNX\textsuperscript{\textregistered} and
Mac OS\textsuperscript{\textregistered} X.
\item Mac OS\textsuperscript{\textregistered} X (Carbon)\footnote{Support for joysticks missing at the time of writing.}
X Window System\texttrademark with GLX version 1.3 or later
\item Mac OS X\textsuperscript{\textregistered} 10.5 and later, using Cocoa\footnote{Support for joysticks missing at the time of writing.}
\end{itemize}
There is also deprecated support for Mac OS X versions 10.3 and 10.4, using the Carbon API.
%-------------------------------------------------------------------------
% Getting Started
@ -129,8 +128,8 @@ read some user keyboard input.
%-------------------------------------------------------------------------
\section{Initializing GLFW}
Before using any of the \GLFW\ functions, it is necessary to call
\textbf{glfwInit}. It initializes internal working variables that are used
by other \GLFW\ functions. The C syntax is:
\textbf{glfwInit}. It initializes the parts of \GLFW\ that are not dependent on
a window, such as time and joystick input. The C syntax is:
\begin{lstlisting}
int glfwInit(void)
@ -140,31 +139,28 @@ int glfwInit( void )
GL\_FALSE if it failed.
When your application is done using \GLFW , typically at the very end of
the program, you should call \textbf{glfwTerminate}, which makes a clean
up and places \GLFW\ in a non-initialized state (i.e. it is necessary to
call \textbf{glfwInit} again before using any \GLFW\ functions). The C
syntax is:
the program, you should call \textbf{glfwTerminate}. The C syntax is:
\begin{lstlisting}
void glfwTerminate(void)
\end{lstlisting}
Among other things, \textbf{glfwTerminate} closes the \OpenGL\ window
unless it was closed manually.
This releases any resources allocated by GLFW and closes the window if it is
open. After this call, you must call \textbf{glfwInit} again before using any
\GLFW\ functions).
%-------------------------------------------------------------------------
\section{Opening An OpenGL Window}
Opening an \OpenGL\ window is done with the function
\textbf{glfwOpenWindow}. The function takes nine arguments, which are used
to describe the following properties of the window to open:
Opening an \OpenGL\ window is done with the \textbf{glfwOpenWindow} function.
The function takes nine arguments, which are used to describe the following
properties of the requested window:
\begin{itemize}
\item Window dimensions (width and height) in pixels.
\item Color and alpha buffer depth.
\item Depth buffer (Z-buffer) depth.
\item Stencil buffer depth.
\item Fullscreen or windowed mode.
\item Color and alpha buffer bit depth.
\item Depth buffer (Z-buffer) bit depth.
\item Stencil buffer bit depth.
\item Whether to use fullscreen or windowed mode.
\end{itemize}
The C language syntax for \textbf{glfwOpenWindow} is:
@ -189,15 +185,15 @@ The \textit{mode} argument is used to specify if the window is to be a
s.c. fullscreen window, or a regular window.
If \textit{mode} is GLFW\_FULLSCREEN, the window will cover the entire
screen and no window borders will be visible. If possible, the video mode
will be changed to the mode that closest matches the \textit{width},
\textit{height}, \textit{redbits}, \textit{greenbits}, \textit{bluebits}
and \textit{alphabits} arguments. Furthermore, the mouse pointer will be
hidden, and screensavers are prohibited. This is usually the best mode for
games and demos.
screen and no window border or decorations will be visible. If possible, the
video mode will be changed to the mode that closest matches the \textit{width},
\textit{height}, \textit{redbits}, \textit{greenbits}, \textit{bluebits} and
\textit{alphabits} arguments. Furthermore, the mouse pointer will be hidden,
and screensavers are prohibited. This is usually the best mode for games and
demos.
If \textit{mode} is GLFW\_WINDOW, the window will be opened as a normal
window on the desktop. The mouse pointer will not be hidden, and
If \textit{mode} is GLFW\_WINDOW, the window will be opened as a normal,
decorated window on the desktop. The mouse pointer will not be hidden and
screensavers are allowed to be activated.
To close the window, you can either use \textbf{glfwTerminate}, as
@ -208,6 +204,10 @@ described earlier, or you can use the more explicit approach by calling
void glfwCloseWindow(void)
\end{lstlisting}
Note that you do not need to call \textbf{glfwTerminate} and \textbf{glfwInit}
before opening a new window after having closed the current one using
\textbf{glfwCloseWindow}.
%-------------------------------------------------------------------------
\section{Using Keyboard Input}
@ -225,8 +225,8 @@ It queries the current status of individual keyboard keys. The argument
uppercase printable ISO 8859-1 (Latin 1) character (e.g. `A', `3' or `.'),
or a special key identifier (see the \textit{GLFW Reference Manual} for a
list of special key identifiers). \textbf{glfwGetKey} returns GLFW\_PRESS
(or 1) if the key is currently held down, or GLFW\_RELEASE (or 0) if the
key is not being held down. For example:
if the key is currently held down, or GLFW\_RELEASE if the key is not being
held down. For example:
\begin{lstlisting}
A_pressed = glfwGetKey('A');
@ -251,25 +251,25 @@ second in order for \GLFW\ to maintain an up to date input state.
%-------------------------------------------------------------------------
\section{Putting It Together: A Minimal GLFW Application}
Now that you know how to initialize \GLFW , open a window and poll for
keyboard input, let us exemplify this with a simple \OpenGL\ program. In
the following example some error-checking has been omitted for the sake of
brevity:
keyboard input, let us exemplify this with a simple \OpenGL\ program:
\begin{lstlisting}
#include <GL/glfw.h>
#include <stdlib.h>
int main(void)
{
int running = GL_TRUE;
// Initialize GLFW
glfwInit();
if (!glfwInit())
exit(EXIT_FAILURE);
// Open an OpenGL window
if (!glfwOpenWindow(300,300, 0,0,0,0,0,0, GLFW_WINDOW))
{
glfwTerminate();
return 0;
exit(EXIT_FAILURE);
}
// Main loop
@ -290,7 +290,7 @@ int main( void )
glfwTerminate();
// Exit program
return 0;
exit(EXIT_SUCCESS);
}
\end{lstlisting}
@ -305,7 +305,7 @@ is done in this example is to clear the window.
\chapter{Window Operations}
\thispagestyle{fancy}
In this chapter, you will learn more about window related \GLFW\
functionality, including: setting and getting window properties, buffer
functionality, including setting and getting window properties, buffer
swap control and video mode querying.
@ -313,9 +313,9 @@ swap control and video mode querying.
\section{Setting Window Properties}
In the previous chapter the \textbf{glfwOpenWindow} function was
described, which specifies the sizes of the color, alpha, depth and
stencil buffers. It is also possible to request an accumulator buffer,
auxiliary buffers and stereo rendering by using the
\textbf{glfwOpenWindowHint} function:
stencil buffers. It is also possible to request a specific minimum OpenGL
version, multisampling anti-aliasing, an accumulation buffer, stereo
rendering and more by using the \textbf{glfwOpenWindowHint} function:
\begin{lstlisting}
void glfwOpenWindowHint(int target, int hint)
@ -331,20 +331,21 @@ specified target.
\begin{tabular}{|l|l|p{7.0cm}|} \hline \raggedright
\textbf{Name} & \textbf{Default} & \textbf{Description} \\ \hline
GLFW\_REFRESH\_RATE & 0 & Vertical monitor refresh rate in Hz (only used for fullscreen windows). Zero means system default.\\ \hline
GLFW\_ACCUM\_RED\_BITS & 0 & Number of bits for the red channel of the accumulator buffer.\\ \hline
GLFW\_ACCUM\_GREEN\_BITS & 0 & Number of bits for the green channel of the accumulator buffer.\\ \hline
GLFW\_ACCUM\_BLUE\_BITS & 0 & Number of bits for the blue channel of the accumulator buffer.\\ \hline
GLFW\_ACCUM\_ALPHA\_BITS & 0 & Number of bits for the alpha channel of the accumulator buffer.\\ \hline
GLFW\_ACCUM\_RED\_BITS & 0 & Number of bits for the red channel of the accumulation buffer.\\ \hline
GLFW\_ACCUM\_GREEN\_BITS & 0 & Number of bits for the green channel of the accumulation buffer.\\ \hline
GLFW\_ACCUM\_BLUE\_BITS & 0 & Number of bits for the blue channel of the accumulation buffer.\\ \hline
GLFW\_ACCUM\_ALPHA\_BITS & 0 & Number of bits for the alpha channel of the accumulation buffer.\\ \hline
GLFW\_AUX\_BUFFERS & 0 & Number of auxiliary buffers.\\ \hline
GLFW\_STEREO & GL\_FALSE & Specify if stereo rendering should be supported (can be GL\_TRUE or GL\_FALSE).\\ \hline
GLFW\_WINDOW\_NO\_RESIZE & GL\_FALSE & Specify whether the window can be resized (not used for fullscreen windows).\\ \hline
GLFW\_WINDOW\_NO\_RESIZE & GL\_FALSE & Specify whether the window can be resized by the user (not used for fullscreen windows).\\ \hline
GLFW\_FSAA\_SAMPLES & 0 & Number of samples to use for the multisampling buffer. Zero disables multisampling.\\ \hline
GLFW\_OPENGL\_VERSION\_MAJOR & 0 & Major number of the desired OpenGL version.
The default requests the highest OpenGL version equal to or lower than 2.1.\\ \hline
GLFW\_OPENGL\_VERSION\_MINOR & 0 & Minor number of the desired OpenGL version.
The default requests the highest OpenGL version equal to or lower than 2.1.\\ \hline
GLFW\_OPENGL\_FORWARD\_COMPAT & GL\_FALSE & Specify whether the OpenGL context should be forward compatible (i.e. disallow legacy functionality).
This hint is ignored for OpenGL version 2.1 and below.\\ \hline
GLFW\_OPENGL\_VERSION\_MAJOR & 1 & Major number of the desired minimum OpenGL version.\\ \hline
GLFW\_OPENGL\_VERSION\_MINOR & 1 & Minor number of the desired minimum OpenGL version.\\ \hline
GLFW\_OPENGL\_FORWARD\_COMPAT & GL\_FALSE & Specify whether the OpenGL context should be forward-compatible (i.e. disallow legacy functionality).
This should only be used when requesting OpenGL version 3.0 or above.\\ \hline
GLFW\_OPENGL\_DEBUG\_CONTEXT & GL\_FALSE & Specify whether a debug context should be created.\\ \hline
GLFW\_OPENGL\_PROFILE & 0 & The OpenGL profile the context should implement, or zero to let the system choose.
Available profiles are GLFW\_OPENGL\_CORE\_PROFILE and GLFW\_OPENGL\_COMPAT\_PROFILE.\\ \hline
\end{tabular}
\end{center}
\caption{Targets for \textbf{glfwOpenWindowHint}}
@ -356,7 +357,7 @@ For a hint to have any effect, the \textbf{glfwOpenWindowHint} function
must be called before opening the window with the \textbf{glfwOpenWindow}
function.
To request an accumulator buffer, set the GLFW\_ACCUM\_x\_BITS targets to
To request an accumulation buffer, set the GLFW\_ACCUM\_x\_BITS targets to
values greater than zero (usually eight or sixteen bits per component).
To request auxiliary buffers, set the GLFW\_AUX\_BUFFERS target to a value
greater than zero. To request a stereo rendering capable window, set the
@ -369,10 +370,19 @@ fulfil the request, \GLFW\ will degrade gracefully and disable FSAA if necessary
The GLFW\_REFRESH\_RATE target should be used with caution, since it may
result in suboptimal operation, or even a blank or damaged screen.
If you want to create a context with OpenGL version 3.0 or above you have to
set the GLFW\_OPENGL\_VERSION\_MAJOR and GLFW\_OPENGL\_VERSION\_MINOR hints
accordingly. If you don't do this, the highest OpenGL version available for a
context is 2.1 or lower.
If you want to create a forward-compatible \OpenGL\ context, set the
GLFW\_OPENGL\_FORWARD\_COMPAT hint to GL\_TRUE. Note that such contexts are
only available for \OpenGL\ version 3.0 and above, so you will need to specify
a valid minimum version using the GLFW\_OPENGL\_VERSION\_MAJOR and
GLFW\_OPENGL\_VERSION\_MINOR hints.
If you want to create a context using the core profile as available in \OpenGL\
version 3.2 and above, set the GLFW\_OPENGL\_PROFILE hint accordingly. Note that
as above you have to set a valid minimum version for this to work.
Also note that at the time of this release, Mac OS X did not support \OpenGL\
version 3.0 or above; thus GLFW cannot create contexts of versions above 2.1
on that platform.
Besides the parameters that are given with the \textbf{glfwOpenWindow} and
\textbf{glfwOpenWindowHint} functions, a few more properties of a window
@ -388,7 +398,7 @@ void glfwSetWindowTitle( const char *title )
\textit{title} is a null terminated ISO~8859-1 (8-bit Latin~1) string that
will be used as the window title. It will also be used as the application
name (for instance in the application list when using \texttt{ALT+TAB}
name (for instance in the application list when using \texttt{Alt+Tab}
under Windows, or as the icon name when the window is iconified under
the X Window System). The default window name is ``GLFW Window'', which
will be used unless \textbf{glfwSetWindowTitle} is called after the window
@ -444,18 +454,19 @@ GLFW\_ALPHA\_BITS & Number of bits for the alpha buffer.\\ \hline
GLFW\_DEPTH\_BITS & Number of bits for the depth buffer.\\ \hline
GLFW\_STENCIL\_BITS & Number of bits for the stencil buffer.\\ \hline
GLFW\_REFRESH\_RATE & Vertical monitor refresh rate in Hz. Zero indicates an unknown or a default refresh rate.\\ \hline
GLFW\_ACCUM\_RED\_BITS & Number of bits for the red channel of the accumulator buffer.\\ \hline
GLFW\_ACCUM\_GREEN\_BITS & Number of bits for the green channel of the accumulator buffer.\\ \hline
GLFW\_ACCUM\_BLUE\_BITS & Number of bits for the blue channel of the accumulator buffer.\\ \hline
GLFW\_ACCUM\_ALPHA\_BITS & Number of bits for the alpha channel of the accumulator buffer.\\ \hline
GLFW\_ACCUM\_RED\_BITS & Number of bits for the red channel of the accumulation buffer.\\ \hline
GLFW\_ACCUM\_GREEN\_BITS & Number of bits for the green channel of the accumulation buffer.\\ \hline
GLFW\_ACCUM\_BLUE\_BITS & Number of bits for the blue channel of the accumulation buffer.\\ \hline
GLFW\_ACCUM\_ALPHA\_BITS & Number of bits for the alpha channel of the accumulation buffer.\\ \hline
GLFW\_AUX\_BUFFERS & Number of auxiliary buffers.\\ \hline
GLFW\_STEREO & GL\_TRUE if stereo rendering is supported, else GL\_FALSE.\\ \hline
GLFW\_WINDOW\_NO\_RESIZE & GL\_TRUE if the window cannot be resized, else GL\_FALSE.\\ \hline
GLFW\_WINDOW\_NO\_RESIZE & GL\_TRUE if the window cannot be resized by the user, else GL\_FALSE.\\ \hline
GLFW\_FSAA\_SAMPLES & Number of multisampling buffer samples. Zero indicated multisampling is disabled.\\ \hline
GLFW\_OPENGL\_VERSION\_MAJOR & Major number of the desired OpenGL version.\\ \hline
GLFW\_OPENGL\_VERSION\_MINOR & Minor number of the desired OpenGL version.\\ \hline
GLFW\_OPENGL\_FORWARD\_COMPAT & GL\_TRUE if the OpenGL context is forward compatible (i.e. disallows legacy functionality), else GL\_FALSE.
This is always GL\_FALSE for OpenGL version 2.1 and below.\\ \hline
GLFW\_OPENGL\_VERSION\_MAJOR & Major number of the actual version of the context.\\ \hline
GLFW\_OPENGL\_VERSION\_MINOR & Minor number of the actual version of the context.\\ \hline
GLFW\_OPENGL\_FORWARD\_COMPAT & GL\_TRUE if the context is forward-compatible, else GL\_FALSE.\\ \hline
GLFW\_OPENGL\_DEBUG\_CONTEXT & GL\_TRUE if the context is a debug context.\\ \hline
GLFW\_OPENGL\_PROFILE & The profile implemented by the context, or zero.\\ \hline
\end{tabular}
\end{center}
\caption{Window parameters for \textbf{glfwGetWindowParam}}
@ -474,7 +485,7 @@ void glfwSetWindowSizeCallback( GLFWwindowsizefun cbfun )
The user function \textit{fun} should be of the type:
\begin{lstlisting}
void GLFWCALL fun( int width, int height )
void fun(int width, int height)
\end{lstlisting}
The first argument passed to the user function is the width of the window,
@ -482,12 +493,12 @@ and the second argument is the height of the window. Here is an example
of how to use a window size callback function:
\begin{lstlisting}
int WinWidth, WinHeight;
int windowWidth, windowHeight;
void GLFWCALL WindowResize( int width, int height )
void WindowResize(int width, int height)
{
WinWidth = width;
WinHeight = height;
windowWidth = width;
windowHeight = height;
}
int main(void)
@ -510,8 +521,9 @@ is to use the function \textbf{glfwGetWindowSize}:
void glfwGetWindowSize(int* width, int* height)
\end{lstlisting}
The \textit{width} and \textit{height} arguments are filled out with the
current window dimensions.
The variables pointed to by \textit{width} and \textit{height} are set to the
current window dimensions. Note that either of these may be NULL; that
argument is then ignored.
%-------------------------------------------------------------------------
@ -534,11 +546,14 @@ frame, and begin rendering a new frame. This is done with the command
void glfwSwapBuffers(void)
\end{lstlisting}
Besides swapping the front and back rendering buffers,
\textbf{glfwSwapBuffers} also calls \textbf{glfwPollEvents}\footnote{This
behavior can be disabled by calling \textbf{glfwDisable} with the argument
GLFW\_AUTO\_POLL\_EVENTS.}. This is to ensure frequent polling of events,
such as keyboard and mouse input, and window reshaping events.
After swapping the front and back rendering buffers, \textbf{glfwSwapBuffers}
by default calls \textbf{glfwPollEvents}\footnote{This behavior can be disabled
by calling \textbf{glfwDisable} with the argument GLFW\_AUTO\_POLL\_EVENTS.}.
This is to ensure frequent polling of events, such as keyboard and mouse input,
and window reshaping events. Even if a given application does not use input
events, without frequent polling of events (at \emph{least} once every few
seconds), most modern window systems will flag the application as unresponsive
and may suggest that the user terminate it.
Sometimes it can be useful to select when the buffer swap will occur. With
the function \textbf{glfwSwapInterval} it is possible to select the
@ -558,11 +573,12 @@ when it is not desirable to measure the time it takes to wait for the
vertical retrace. However, a swap interval of 1 generally gives better
visual quality.
It should be noted that not all \OpenGL\ implementations and hardware
support this function, in which case \textbf{glfwSwapInterval} will have
no effect. Sometimes it is only possible to affect the swap interval
through driver settings (e.g. the display settings under Windows, or as an
environment variable setting under Unix).
It should be noted that not all \OpenGL\ implementations and hardware support
this function, in which case \textbf{glfwSwapInterval} will have no effect. ATI
Radeon cards under Microsoft Windows are especially notorious in this regard.
Sometimes it is only possible to affect the swap interval through driver
settings (e.g. the display settings under Windows, or as an environment
variable setting under Unix).
%-------------------------------------------------------------------------
@ -579,9 +595,9 @@ int glfwGetVideoModes( GLFWvidmode *list, int maxcount )
\end{lstlisting}
The argument \textit{list} is a vector of GLFWvidmode structures, and
\textit{maxcount} is the maximum number of video modes that your vector
can hold. \textbf{glfwGetVideoModes} will return the actual number of
video modes detected on the system.
\textit{maxcount} is the maximum number of video modes that your vector can
hold. \textbf{glfwGetVideoModes} will return the number of video modes detected
on the system, up to \textit{maxcount}.
The GLFWvidmode structure looks like this:
@ -634,12 +650,16 @@ The first thing to know about input handling in \GLFW\ is that all
keyboard and mouse input is collected by checking for input events. This
has do be done manually by calling either \textbf{glfwPollEvents} or
\textbf{glfwSwapBuffers} (which implicitly calls \textbf{glfwPollEvents}
for you). Normally this does not have to be a concern, since
for you). Normally this is not a cause for concern, as
\textbf{glfwSwapBuffers} is called every frame, which should be often
enough (about 10-100 times per second for a normal \OpenGL\ application).
One exception is when rendering is paused, and then the program waits for
input to begin animation again. In this case \textbf{glfwPollEvents} has
to be called repeatedly until any new input events arrive.
enough (about 10-100 times per second for a normal \OpenGL\ application) that
the window will feel responsive.
One exception is when an application is updating its view only in response to input.
In this case the \textbf{glfwWaitEvents} is useful, as it blocks the calling
thread until an event arrives. The refresh callback, set with
\textbf{glfwSetWindowRefreshCallback}, may also be useful for such
applications, especially on unbuffered window systems.
If it is not desirable that \textbf{glfwPollEvents is} called implicitly
from \textbf{glfwSwapBuffers}, call \textbf{glfwDisable} with the argument
@ -652,7 +672,7 @@ called.
%-------------------------------------------------------------------------
\section{Keyboard Input}
\GLFW\ gives three options for getting keyboard input:
\GLFW\ provides three mechanisms for getting keyboard input:
\begin{itemize}
\item Manually polling the state of individual keys.
@ -661,12 +681,12 @@ called.
\item Automatically receive characters, using a callback function.
\end{itemize}
Depending on what the keyboard input will be used for, either of the
methods may be more suitable. The main difference between the two last
options is that while characters are affected by modifier keys (such as
shift), key state is independent of any modifier keys. Also, special keys
(such as function keys, cursor keys and modifier keys) are not reported to
the character callback function.
Depending on what the keyboard input will be used for, different methods may be
preferred. The main difference between the two last methods is that while
characters are affected by modifier keys (such as shift), key state is
independent of any modifier keys. Also, special keys (such as function keys,
cursor keys and modifier keys) are not reported to the character callback
function.
%-------------------------------------------------------------------------
\subsection{Key state}
@ -697,8 +717,8 @@ glfwEnable( GLFW_STICKY_KEYS );
When sticky keys are enabled, a key will not be released until it is
checked with \textbf{glfwGetKey}. To disable sticky keys, call
\textbf{glfwDisable} witht the argument GLFW\_STICKY\_KEYS. Then all keys
that are not currently held down will be released, and future key releases
will take place immediately when the user releases the key, without
that are not currently held down will be released and future key releases
will take place immediately when the user releases the key without
waiting for \textbf{glfwGetKey} to check the key. By default sticky keys
are disabled.
@ -714,8 +734,8 @@ recording many key presses in the first section that will be detected in
the second section. To avoid this problem, always disable sticky keys
before leaving a section of a program.
An alternative to using \textbf{glfwGetKey} is to register a keyboard
input callback function with \textbf{glfwSetKeyCallback}:
A usually better alternative to using \textbf{glfwGetKey} is to register a
keyboard input callback function with \textbf{glfwSetKeyCallback}:
\begin{lstlisting}
void glfwSetKeyCallback(GLFWkeyfun cbfun)
@ -727,8 +747,10 @@ identifier, and the second is the new key state, which can be GLFW\_PRESS
or GLFW\_RELEASE. To unregister a callback function, call
\textbf{glfwSetKeyCallback} with \textit{fun} = NULL.
A callback function can be useful in some situations. For instance it can
replace multiple \textbf{glfwGetKey} calls with a switch/case statement.
Using the callback function, you can be sure not to miss any key press or
release events, regardless of how many may have occurred during the last frame.
It also encourages event-based design, where the application responds only to
actual events instead of having to poll for every supported event.
%-------------------------------------------------------------------------
\subsection{Character input}
@ -743,7 +765,7 @@ void glfwSetCharCallback( GLFWcharfun cbfun )
The argument \textit{fun} is a pointer to a callback function. The
callback function shall take two integer arguments. The first is a Unicode
character code, and the second is GLFW\_PRESS if the key that generated
code point, and the second is GLFW\_PRESS if the key that generated
the character was pressed, or GLFW\_RELEASE if it was released. To
unregister a callback function, call \textbf{glfwSetCharCallback} with
\textit{fun} = NULL.
@ -800,16 +822,17 @@ polling or callback functions.
%-------------------------------------------------------------------------
\subsection{Mouse position}
To read the mouse position, you can use the function
\textbf{glfwGetMousePos}:
To query the position of the mouse cursor, call \textbf{glfwGetMousePos}:
\begin{lstlisting}
void glfwGetMousePos(int* x, int* y)
\end{lstlisting}
The arguments \textit{x} and \textit{y} point to integer variables that
will be updated with the current absolute mouse position. An alternative
is to use a callback function instead, which can be set with
The variables pointed to by \textit{x} and \textit{y} will be updated with the
current position of the mouse cursor relative to the upper-left corner of the
client area of the \GLFW\ window.
An alternative is to use a callback function, which can be set with
\textbf{glfwSetMousePosCallback}:
\begin{lstlisting}
@ -817,8 +840,13 @@ void glfwSetMousePosCallback( GLFWmouseposfun cbfun )
\end{lstlisting}
The function that \textit{fun} points to will be called every time the
mouse position changes. The first argument to the callback function is
the mouse x position, and the second argument is the mouse y position.
mouse cursor moves. The first argument to the callback function is
the cursor x-coordinate and the second the cursor y-coordinate, both relative
to the upper-left corner of the client area of the \GLFW\ window.
Note that while the \textbf{glfwGetMousePos} function only reports the final
position after cursor movement events have been processed, using a callback
function lets the application see each and every such event.
%-------------------------------------------------------------------------
@ -829,24 +857,24 @@ To query the state of a mouse button, call \textbf{glfwGetMouseButton}:
int glfwGetMouseButton(int button)
\end{lstlisting}
The argument \textit{button} can be one of the following mouse button
identifiers: GLFW\_MOUSE\_BUTTON\_LEFT, GLFW\_MOUSE\_BUTTON\_RIGHT or
The argument \textit{button} can be any \GLFW\ mouse button token, i.e.
GLFW\_MOUSE\_BUTTON\_1 through GLFW\_MOUSE\_BUTTON\_8 or one of
GLFW\_MOUSE\_BUTTON\_LEFT, GLFW\_MOUSE\_BUTTON\_RIGHT or
GLFW\_MOUSE\_BUTTON\_MIDDLE. \textbf{glfwGetMouseButton} will return
GLFW\_PRESS (which is a non-zero value) if the corresponding mouse
button is held down, otherwise it will return GLFW\_RELEASE (which is
equal to zero).
GLFW\_PRESS (which is a non-zero value) if the corresponding mouse button is
held down, otherwise it will return GLFW\_RELEASE (which is equal to zero).
Just as it is possible to make keys ``sticky'', it is also possible to
make mouse buttons appear as held down until the button is checked for
with \textbf{glfwGetMouseButton}. To enable sticky mouse buttons, call
Just as it is possible to make keys ``sticky'', it is also possible to make
each mouse button appear as held down until it is checked with
\textbf{glfwGetMouseButton}. To enable sticky mouse buttons, call
\textbf{glfwEnable} with the argument GLFW\_STICKY\_MOUSE\_BUTTONS.
When sticky mouse buttons are enabled, a mouse button will not be released
until it is checked with \textbf{glfwGetMouseButton}. To disable sticky
mouse buttons, call \textbf{glfwDisable} with the argument
GLFW\_STICKY\_MOUSE\_BUTTONS. Then all mouse buttons that are not
currently held down will be released, and future mouse button releases
will take place immediately when the user releases the mouse button,
currently held down will be released and future mouse button releases
will take place immediately when the user releases the mouse button
without waiting for \textbf{glfwGetMouseButton} to check for the mouse
button. By default sticky mouse buttons are disabled.
@ -866,9 +894,10 @@ depending on the new state of the corresponding mouse button.
%-------------------------------------------------------------------------
\subsection{Mouse wheel}
Some mice have a mouse wheel, which can be thought of as a third mouse
axis. To get the position of the mouse wheel, call
\textbf{glfwGetMouseWheel}:
Some mice have a mouse wheel, most commonly used for vertical scrolling. Also,
most modern touchpads allow the user to scroll at least vertically, either by
reserving an area for scrolling or through multi-finger gestures. To get the
position of the mouse wheel, call \textbf{glfwGetMouseWheel}:
\begin{lstlisting}
int glfwGetMouseWheel(void)
@ -876,7 +905,8 @@ int glfwGetMouseWheel( void )
The function returns an integer that represents the position of the mouse
wheel. When the user turns the wheel, the wheel position will increase or
decrease.
decrease. Note that since scrolling hardware has no absolute position, \GLFW\
simply sets the position to zero when the window is opened.
It is also possible to register a callback function for mouse wheel events
with the \textbf{glfwSetMouseWheelCallback} function:
@ -930,7 +960,7 @@ have to be called in order for joystick state to be updated.
%-------------------------------------------------------------------------
\subsection{Joystick capabilities}
First, it is often necessary to determine if a joystick is connected, and
First, it is often necessary to determine if a joystick is connected and
what its capabilities are. To get this information the function
\textbf{glfwGetJoystickParam} can be used:
@ -948,6 +978,10 @@ To determine the number of axes or buttons that are supported by the
joystick, \textit{param} should be GLFW\_AXES or GLFW\_BUTTONS,
respectively.
Note that \GLFW\ supports both D-pads and POVs, even though they are not
explicitly mentioned in the API. D-pads are exposed as a set of four buttons
and POVs are as two axes.
%-------------------------------------------------------------------------
\subsection{Joystick position}
@ -960,8 +994,8 @@ int glfwGetJoystickPos( int joy, float *pos, int numaxes )
As with \textbf{glfwGetJoystickParam}, the \textit{joy} argument
specifies which joystick to retrieve information from. The
\textit{numaxes} argument specifies how many axes to return, and the
\textit{pos} argument specifies an array in which all the axis positions
\textit{numaxes} argument specifies how many axes to return positions for and the
\textit{pos} argument specifies an array in which they
are stored. The function returns the actual number of axes that were
returned, which could be less than \textit{numaxes} if the joystick does
not support all the requested axes, or if the joystick is not connected.
@ -999,12 +1033,12 @@ int glfwGetJoystickButtons( int joy, unsigned char *buttons,
int numbuttons)
\end{lstlisting}
The function works just like the \textbf{glfwGetJoystickAxis} function,
except that it returns the state of joystick buttons instead of axis
positions. Each button in the array specified by the \textit{buttons}
argument can be either GLFW\_PRESS or GLFW\_RELEASE, telling if the
corresponding button is currently held down or not. Unsupported buttons
will have the value GLFW\_RELEASE.
The function works just like the \textbf{glfwGetJoystickAxis} function, except
that it returns the state of joystick buttons instead of axis positions. Each
button in the array specified by the \textit{buttons} argument can be either
GLFW\_PRESS or GLFW\_RELEASE, indicating whether the corresponding button is
currently held down or not. Unsupported buttons will have the value
GLFW\_RELEASE.
%-------------------------------------------------------------------------
@ -1065,8 +1099,8 @@ An extension is defined by:
\end{enumerate}
A list of official extensions, together with their definitions, can be
found at the \textit{OpenGL Extension Registry}
(\url{http://oss.sgi.com/projects/ogl-sample/registry/}).
found at the \textit{OpenGL Registry}
(\url{http://www.opengl.org/registry/}).
To use a certain extension, the following steps must be performed:
@ -1081,6 +1115,12 @@ How this is done using \GLFW\ is described in the following sections.
Please note that this chapter covers some advanced topics, and is quite
specific to the C programming language.
For a much easier way to get access to \OpenGL\ extensions, you should probably
use a dedicated extension loading library such as GLEW or GLee. This kind of
library greatly reduces the amount of work necessary to use \OpenGL\
extensions. GLEW in particular has been extensively tested with and works well
with \GLFW .
%-------------------------------------------------------------------------
\section{Compile Time Check}
@ -1095,25 +1135,25 @@ is an example of how to check for the extension GL\_ARB\_multitexture:
// Extension is supported by the include files
#else
// Extension is not supported by the include files
// Update your <GL/gl.h> file!
// Get a more up-to-date <GL/gl.h> file!
#endif
\end{lstlisting}
%-------------------------------------------------------------------------
\section{Runtime Check}
Even if the compiler include files have defined all the necessary tokens,
the target system may not support the extension (perhaps it has a
different graphic card with a different \OpenGL\ implementation, or it has
an older driver). That is why it is necessary to do a run time check for
the extension support as well. This is done with the \GLFW\ function
\textbf{glfwExtensionSupported}, which has the C syntax:
Even if the compiler include files have defined all the necessary tokens, a
given machine may not actually support the extension (it may have a graphics
card with a different \OpenGL\ implementation, or an older driver). That is why
it is necessary to do a run time check for the extension support as well. This
is done with the \GLFW\ function \textbf{glfwExtensionSupported}, which has the
C syntax:
\begin{lstlisting}
int glfwExtensionSupported(const char* extension)
\end{lstlisting}
The argument \textit{extension} is a null terminated ISO~8859-1 string
The argument \textit{extension} is a null terminated ASCII string
with the extension name. \textbf{glfwExtensionSupported} returns GL\_TRUE
if the extension is supported, otherwise it returns GL\_FALSE.
@ -1127,11 +1167,10 @@ int multitexture_supported;
#ifdef GL_ARB_multitexture
// Check if extension is supported at run time
multitexture_supported =
glfwExtensionSupported( "GL_ARB_multitexture" );
multitexture_supported = glfwExtensionSupported("GL_ARB_multitexture");
#else
// Extension is not supported by the include files
// Update your <GL/gl.h> file!
// Get a more up-to-date <GL/gl.h> file!
multitexture_supported = GL_FALSE;
#endif
\end{lstlisting}
@ -1152,16 +1191,16 @@ Now it is easy to check for the extension within the program, simply do:
%-------------------------------------------------------------------------
\section{Fetching Function Pointers}
Some extensions (not all) require the use of new \OpenGL\ functions, which
are not necessarily defined by your link libraries. Thus it is necessary
to get the function pointers dynamically at run time. This is done with
the \GLFW\ function \textbf{glfwGetProcAddress}:
Some extensions, though not all, require the use of new \OpenGL\ functions.
These entry points are not necessarily exposed by your link libraries, making
it necessary to find them dynamically at run time. You can retrieve these
entry points using the \textbf{glfwGetProcAddress} function:
\begin{lstlisting}
void* glfwGetProcAddress(const char* procname)
\end{lstlisting}
The argument \textit{procname} is a null terminated ISO~8859-1 string
The argument \textit{procname} is a null terminated ASCII string
holding the name of the \OpenGL\ function. \textbf{glfwGetProcAddress}
returns the address to the function if the function is available,
otherwise NULL is returned.
@ -1179,21 +1218,20 @@ errors. My proposed solution is the following:
\begin{itemize}
\item Do not use the function name for the variable name. Use something
similar (perhaps with a prefix or suffix), and then use
similar, perhaps by adding a prefix or suffix, and then use
\texttt{\#define} to map the function name to your variable.
\item The standard type definition naming convention for function pointers
is \texttt{PFN\textit{xxxx}PROC}, where \texttt{\textit{xxxx}} is
the uppercase version of the function name (e.g.
\texttt{PFNGLACTIVETEXTUREARBPROC}). Either make sure that a
compatible \texttt{gl.h} and/or \texttt{glext.h} file is used by
your compiler and rely on it to do the type definitions for you, or
use a custom type definition naming convention (e.g.
\texttt{\textit{xxxx}\_T} or something) and do the type definitions
yourself.
\texttt{PFNGLACTIVETEXTUREARBPROC}). Either make sure your compiler uses
a compatible \texttt{gl.h} and/or \texttt{glext.h} file and rely on it to
define these types, or use define the types yourself using a different
naming convention (for example \texttt{\textit{xxxx}\_T}) and do the
type definitions yourself.
\end{itemize}
Here is an example of how to do it (here we use our own function pointer
type defintion):
Here is a slightly longer example of how to use an extension, this time using
our own function pointer type definition):
\begin{lstlisting}
// Type definition of the function pointer
@ -1226,27 +1264,25 @@ int multitexture_supported;
#endif
\end{lstlisting}
Please note that the code example is not 100\% complete. First of all,
the GL\_ARB\_multitexture extension defines many more functions than the
single function that the code example defines. Secondly, checking if an
extension is supported using \textbf{glfwExtensionSupported} is not enough
to ensure that the corresponding functions will be valid. You also need to
check if the function pointers returned by \textbf{glfwGetProcAddress} are
non-NULL values.
Even this example leaves some things to be desired. First of all, the
GL\_ARB\_multitexture extension defines many more functions than the single
function used above. Secondly, checking if an extension is supported using
\textbf{glfwExtensionSupported} is not enough to ensure that the corresponding
functions will be valid. You also need to check that the all function pointers
returned by \textbf{glfwGetProcAddress} are non-NULL.
%-------------------------------------------------------------------------
\subsection{Function pointer type definitions}
To make a function pointer type definition, you need to know the function
prototype. This can often be found in the extension definitions (e.g. at
the \textit{OpenGL Extension Registry}). All the functions that are
defined for an extension are listed with their C prototype definitions
under the section \textit{New Procedures and Functions} in the extension
definition.
the \textit{OpenGL Registry}). All the entry points that are defined by an
extension are listed with their C prototype definitions under the section
\textit{New Procedures and Functions} in the extension definition.
For instance, if we look at the definition of the
GL\_ARB\_texture\_compression extension, we find a list of new functions.
One of the functions looks like this:
One of these is declared like this:
\begin{lstlisting}
void GetCompressedTexImageARB(enum target, int lod, void* img);
@ -1265,9 +1301,8 @@ pointer type definition, is to replace the function name with
\texttt{(APIENTRY * \textit{xxxx}\_T)}, where \textit{xxxx} is the
uppercase version of the name (according to the proposed naming
convention). The keyword \texttt{APIENTRY} is needed to be compatible
between different platforms. The \GLFW\ include file \texttt{GL/glfw.h}
always makes sure that \texttt{APIENTRY} is properly defined, regardless
of which platform the program is compiled on.
between different platforms. The \GLFW\ header file \texttt{GL/glfw.h}
ensures that \texttt{APIENTRY} is properly defined on all supported platforms.
In other words, for the function \textbf{glGetCompressedTexImageARB} we
get:
@ -1278,10 +1313,4 @@ typedef void (APIENTRY * GLGETCOMPRESSEDTEXIMAGEARB_T)
\end{lstlisting}
%-------------------------------------------------------------------------
% Index
%-------------------------------------------------------------------------
% ...
\end{document}