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360 lines
13 KiB
360 lines
13 KiB
/*! |
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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 reference |
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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, see the |
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[reference documentation](@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 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, and only from the main thread. |
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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 @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, 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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`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. |
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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 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 _why_ the error occurred. Some |
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functions also return otherwise valid values on error. Finally, far from all |
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GLFW functions have 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 regardless of whether GLFW is initialized. |
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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 encoded as UTF-8. The callback is also |
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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 @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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The description string is only valid until the error callback returns, as it may |
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have been generated specifically for that error. This lets GLFW provide much |
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more specific error descriptions but means you must make a copy if you want to |
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keep the description string. |
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@note Relying on erroneous behavior is not forward compatible. In other words, |
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do not rely on a currently invalid call to generate a specific error, as that |
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same call may in future versions 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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_client 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 client 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 client area. |
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Because the origin of the window's client area coordinate system is also the |
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point from which the window position is specified, you can translate client area |
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coordinates to the virtual screen by adding the window position. The window |
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frame, when present, extends out from the client area but does not affect the |
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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 creation and destruction are not reentrant. |
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This means that the following functions must not be called from any callback |
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function: |
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- @ref glfwCreateWindow |
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- @ref glfwDestroyWindow |
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- @ref glfwCreateCursor |
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- @ref glfwCreateStandardCursor |
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- @ref glfwDestroyCursor |
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- @ref glfwPollEvents |
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- @ref glfwWaitEvents |
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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, but some may be |
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called from any thread. However, no GLFW function may be called from any thread |
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but the main thread until GLFW has been successfully initialized, including |
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functions that may called before initialization. |
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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 and termination, event processing and the creation and |
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destruction of windows, contexts and cursors are all limited to the main thread |
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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 posting of empty events may be done from any thread. The window user |
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pointer and close flag may also be accessed and modified from any thread, but |
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this is not synchronized by GLFW. The following window related functions may |
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be called from any thread: |
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- @ref glfwPostEmptyEvent |
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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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Rendering may be done on any thread. The following context related functions |
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may be called from any thread: |
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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 timer may be accessed from any thread, but this is not synchronized by GLFW. |
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The following timer related functions may be called from any thread: |
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- @ref glfwGetTime |
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Library version information may be queried from any thread. The following |
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version related functions may be called from any thread: |
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- @ref glfwGetVersion |
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- @ref glfwGetVersionString |
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Vulkan objects may be created and information queried from any thread. The |
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following 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 no synchronization objects internally except for thread-local storage |
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to keep track of the current context for each thread. Synchronization is left |
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to the 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 guarantees binary backward compatibility with earlier minor versions of the |
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API. This means that you can drop in a newer version of the GLFW DLL / shared |
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library / dynamic library and existing applications 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 is correct and the implementation will be fixed in the next |
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release. |
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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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