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309 lines
10 KiB
Plaintext
309 lines
10 KiB
Plaintext
/*!
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@page quick Getting started
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@tableofcontents
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This guide will show how to write simple OpenGL applications using GLFW 3. It
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will introduce a few of the most commonly used functions, but there are many
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others. To see detailed documentation on any GLFW function, just click on its
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name.
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This guide assumes no experience with earlier versions of GLFW. If you
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have used GLFW 2.x in the past, you should also read the
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[transition guide](@ref moving).
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@section quick_include Including the GLFW header
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In the files of your program where you use OpenGL or GLFW, you need to include
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the GLFW 3 header file.
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@code
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#include <GLFW/glfw3.h>
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@endcode
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This defines all the constants, types and function prototypes of the GLFW API.
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It also includes the OpenGL header, and defines all the constants and types
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necessary for it to work on your platform.
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For example, under Windows you are normally required to include `windows.h`
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before including `GL/gl.h`. This would make your source file tied to Windows
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and pollute your code's namespace with the whole Win32 API.
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Instead, the GLFW header takes care of this for you, not by including
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`windows.h`, but rather by itself duplicating only the necessary parts of it.
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It does this only where needed, so if `windows.h` *is* included, the GLFW header
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does not try to redefine those symbols.
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In other words:
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- Do *not* include the OpenGL headers yourself, as GLFW does this for you
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- Do *not* include `windows.h` or other platform-specific headers unless
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you plan on using those APIs directly
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- If you *do* need to include such headers, do it *before* including the
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GLFW one and it will detect this
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Starting with version 3.0, the GLU header `glu.h` is no longer included by
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default. If you wish to include it, define `GLFW_INCLUDE_GLU` before the
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inclusion of the GLFW header.
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@code
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#define GLFW_INCLUDE_GLU
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#include <GLFW/glfw3.h>
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@endcode
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@section quick_init_term Initializing and terminating GLFW
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Before you can use most GLFW functions, the library must be initialized. This
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is done with @ref glfwInit, which returns non-zero if successful, or zero if an
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error occurred.
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@code
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if (!glfwInit())
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exit(EXIT_FAILURE);
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@endcode
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When you are done using GLFW, typically at the very end of the program, you need
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to call @ref glfwTerminate.
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@code
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glfwTerminate();
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@endcode
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This destroys any remaining windows and releases any other resources allocated by
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GLFW. After this call, you must call @ref glfwInit again before using any GLFW
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functions that require it.
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@section quick_capture_error Setting an error callback
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Most events are reported through callbacks, whether it's a key being pressed,
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a GLFW window being moved, or an error occurring. Callbacks are simply
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C functions (or C++ static methods) that are called by GLFW with arguments
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describing the event.
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In case @ref glfwInit or any other GLFW function fails, an error is reported to
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the GLFW error callback. You can receive these reports by setting the error
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callback. The callback function itself should match the signature of @ref
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GLFWerrorfun. Here is a simple error callback that just prints the error
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description to `stderr`.
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@code
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void error_callback(int error, const char* description)
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{
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fputs(description, stderr);
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}
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@endcode
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Setting the callback, so GLFW knows to call it, is done with @ref
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glfwSetErrorCallback. This is one of the few GLFW functions that may be called
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before @ref glfwInit, which lets you be notified of errors during
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initialization, so you should set it before you do anything else with GLFW.
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@code
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glfwSetErrorCallback(error_callback);
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@endcode
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@section quick_create_window Creating a window and context
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The window (and its context) is created with @ref glfwCreateWindow, which
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returns a handle to the created window. For example, this creates a 640 by 480
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windowed mode window:
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@code
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GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
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@endcode
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If window creation fails, `NULL` will be returned, so you need to check whether
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it did.
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@code
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if (!window)
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{
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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@endcode
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This handle is then passed to all window related functions, and is provided to
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you along with input events, so you know which window received the input.
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To create a full screen window, you need to specify which monitor the window
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should use. In most cases, the user's primary monitor is a good choice. You
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can get this with @ref glfwGetPrimaryMonitor. To make the above window
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full screen, just pass along the monitor handle:
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@code
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GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL);
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@endcode
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Full screen windows cover the entire display area of a monitor, have no border
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or decorations, and change the monitor's resolution to the one most closely
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matching the requested window size.
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When you are done with the window, destroy it with the @ref glfwDestroyWindow
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function.
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@code
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glfwDestroyWindow(window);
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@endcode
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Once this function is called, no more events will be delivered for that window
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and its handle becomes invalid.
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@section quick_context_current Making the OpenGL context current
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Before you can use the OpenGL API, it must have a current OpenGL context. You
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make a window's context current with @ref glfwMakeContextCurrent. It will then
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remain as the current context until you make another context current or until
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the window owning it is destroyed.
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@code
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glfwMakeContextCurrent(window);
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@endcode
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@section quick_window_close Checking the window close flag
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Each window has a flag indicating whether the window should be closed. This can
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be checked with @ref glfwWindowShouldClose.
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When the user attempts to close the window, either by pressing the close widget
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in the title bar or using a key combination like Alt+F4, this flag is set to 1.
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Note that **the window isn't actually closed**, so you are expected to monitor
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this flag and either destroy the window or give some kind of feedback to the
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user.
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@code
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while (!glfwWindowShouldClose(window))
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{
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// Keep running
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}
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@endcode
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You can be notified when user is attempting to close the window by setting
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a close callback with @ref glfwSetWindowCloseCallback. The callback will be
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called immediately after the close flag has been set.
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You can also set it yourself with @ref glfwSetWindowShouldClose. This can be
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useful if you want to interpret other kinds of input as closing the window, like
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for example pressing the escape key.
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@section quick_key_input Receiving input events
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Each window has a large number of callbacks that can be set to receive all the
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various kinds of events. To receive key press and release events, a
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[key callback](@ref GLFWkeyfun) is set using @ref glfwSetKeyCallback.
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@code
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static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GL_TRUE);
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}
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@endcode
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For event callbacks to actually be called when an event occurs, you need to
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process events as described below.
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@section quick_render Rendering with OpenGL
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Once you have a current OpenGL context, you can use OpenGL normally. In this
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tutorial, a multi-colored rotating triangle will be rendered. The framebuffer
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size, needed by this example for `glViewport` and `glOrtho`, is retrieved with
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@ref glfwGetFramebufferSize.
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@code
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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glViewport(0, 0, width, height);
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@endcode
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However, you can also set a framebuffer size callback using @ref
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glfwSetFramebufferSizeCallback and call `glViewport` from there.
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@code
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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@endcode
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@section quick_timer Reading the timer
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For the triangle to rotate properly, a time source is needed. GLFW provides
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@ref glfwGetTime, which returns the number of seconds since @ref glfwInit as
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a `double`. The time source used is the most accurate on each platform and
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generally has micro- or nanosecond resolution.
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@code
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double time = glfwGetTime();
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@endcode
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@section quick_swap_buffers Swapping buffers
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GLFW windows always use double-buffering. That means that you have two
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rendering buffers; a front buffer and a back buffer. The front buffer is the
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one being displayed and the back buffer the one you render to.
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When the entire frame has been rendered, it is time to swap the back and the
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front buffers in order to display the rendered frame, and begin rendering a new
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frame. This is done with @ref glfwSwapBuffers.
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@code
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glfwSwapBuffers(window);
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@endcode
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@section quick_process_events Processing events
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GLFW needs to communicate regularly with the window system both in order to
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receive events and to show that it hasn't locked up. Event processing must be
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done regularly and is normally done each frame before rendering but after buffer
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swap.
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There are two ways to process pending events. @ref glfwPollEvents processes
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only those events that have already been received and then returns immediately.
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This is the best choice when rendering continually, like most games do.
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@code
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glfwPollEvents();
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@endcode
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If instead you only need to update your rendering once you have received new
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input, @ref glfwWaitEvents is a better choice. It waits until at least one
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event has been received, putting the thread to sleep in the meantime, and then
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processes all received events just like @ref glfwPollEvents does. This saves
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a great deal of CPU cycles and is useful for, for example, many kinds of editing
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tools.
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@code
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glfwWaitEvents();
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@endcode
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@section quick_example Putting it together: A small GLFW application
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Now that you know how to initialize GLFW, create a window and poll for
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keyboard input, it's possible to create a simple program.
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@snippet simple.c code
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This program creates a 640 by 480 windowed mode window and runs a loop clearing
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the screen, rendering a triangle and processing events until the user closes the
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window. It can be found in the source distribution as `examples/simple.c`, and
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is by default compiled along with all other examples when you build GLFW.
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To learn more about how to compile and link programs that use GLFW, see
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@ref build.
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*/
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