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author | Andreas Grois <andi@grois.info> | 2018-03-09 21:36:10 +0100 |
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committer | Andreas Grois <andi@grois.info> | 2018-03-09 21:36:10 +0100 |
commit | 3b734f0d6b9e28c1f2c4ae54e3f46e573e02f4a5 (patch) | |
tree | 444542870666e41594e7b493f625ade81d64f885 /glfw-3.2.1/docs/intro.dox |
Initial Commit
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diff --git a/glfw-3.2.1/docs/intro.dox b/glfw-3.2.1/docs/intro.dox new file mode 100644 index 0000000..f784080 --- /dev/null +++ b/glfw-3.2.1/docs/intro.dox @@ -0,0 +1,372 @@ +/*! + +@page intro_guide Introduction to the API + +@tableofcontents + +This guide introduces the basic concepts of GLFW and describes initialization, +error handling and API guarantees and limitations. For a broad but shallow +tutorial, see @ref quick_guide instead. For details on a specific function in +this category, see the @ref init. + +There are also guides for the other areas of GLFW. + + - @ref window_guide + - @ref context_guide + - @ref vulkan_guide + - @ref monitor_guide + - @ref input_guide + + +@section intro_init Initialization and termination + +Before most GLFW functions may be called, the library must be initialized. +This initialization checks what features are available on the machine, +enumerates monitors and joysticks, initializes the timer and performs any +required platform-specific initialization. + +Only the following functions may be called before the library has been +successfully initialized, and only from the main thread. + + - @ref glfwGetVersion + - @ref glfwGetVersionString + - @ref glfwSetErrorCallback + - @ref glfwInit + - @ref glfwTerminate + +Calling any other function before successful initialization will cause a @ref +GLFW_NOT_INITIALIZED error. + + +@subsection intro_init_init Initializing GLFW + +The library is initialized with @ref glfwInit, which returns `GLFW_FALSE` if an +error occurred. + +@code +if (!glfwInit()) +{ + // Handle initialization failure +} +@endcode + +If any part of initialization fails, any parts that succeeded are terminated as +if @ref glfwTerminate had been called. The library only needs to be initialized +once and additional calls to an already initialized library will simply return +`GLFW_TRUE` immediately. + +Once the library has been successfully initialized, it should be terminated +before the application exits. Modern systems are very good at freeing resources +allocated by programs that simply exit, but GLFW sometimes has to change global +system settings and these might not be restored without termination. + + +@subsection intro_init_terminate Terminating GLFW + +Before your application exits, you should terminate the GLFW library if it has +been initialized. This is done with @ref glfwTerminate. + +@code +glfwTerminate(); +@endcode + +This will destroy any remaining window, monitor and cursor objects, restore any +modified gamma ramps, re-enable the screensaver if it had been disabled and free +any other resources allocated by GLFW. + +Once the library is terminated, it is as if it had never been initialized and +you will need to initialize it again before being able to use GLFW. If the +library was not initialized or had already been terminated, it return +immediately. + + +@section error_handling Error handling + +Some GLFW functions have return values that indicate an error, but this is often +not very helpful when trying to figure out _why_ the error occurred. Some +functions also return otherwise valid values on error. Finally, far from all +GLFW functions have return values. + +This is where the error callback comes in. This callback is called whenever an +error occurs. It is set with @ref glfwSetErrorCallback, a function that may be +called regardless of whether GLFW is initialized. + +@code +glfwSetErrorCallback(error_callback); +@endcode + +The error callback receives a human-readable description of the error and (when +possible) its cause. The description encoded as UTF-8. The callback is also +provided with an [error code](@ref errors). + +@code +void error_callback(int error, const char* description) +{ + puts(description); +} +@endcode + +The error code indicates the general category of the error. Some error codes, +such as @ref GLFW_NOT_INITIALIZED has only a single meaning, whereas others like +@ref GLFW_PLATFORM_ERROR are used for many different errors. + +The description string is only valid until the error callback returns, as it may +have been generated specifically for that error. This lets GLFW provide much +more specific error descriptions but means you must make a copy if you want to +keep the description string. + +@note Relying on erroneous behavior is not forward compatible. In other words, +do not rely on a currently invalid call to generate a specific error, as that +same call may in future versions generate a different error or become valid. + + +@section coordinate_systems Coordinate systems + +GLFW has two primary coordinate systems: the _virtual screen_ and the window +_client area_ or _content area_. Both use the same unit: _virtual screen +coordinates_, or just _screen coordinates_, which don't necessarily correspond +to pixels. + +<img src="spaces.svg" width="90%" /> + +Both the virtual screen and the client area coordinate systems have the X-axis +pointing to the right and the Y-axis pointing down. + +Window and monitor positions are specified as the position of the upper-left +corners of their content areas relative to the virtual screen, while cursor +positions are specified relative to a window's client area. + +Because the origin of the window's client area coordinate system is also the +point from which the window position is specified, you can translate client area +coordinates to the virtual screen by adding the window position. The window +frame, when present, extends out from the client area but does not affect the +window position. + +Almost all positions and sizes in GLFW are measured in screen coordinates +relative to one of the two origins above. This includes cursor positions, +window positions and sizes, window frame sizes, monitor positions and video mode +resolutions. + +Two exceptions are the [monitor physical size](@ref monitor_size), which is +measured in millimetres, and [framebuffer size](@ref window_fbsize), which is +measured in pixels. + +Pixels and screen coordinates may map 1:1 on your machine, but they won't on +every other machine, for example on a Mac with a Retina display. The ratio +between screen coordinates and pixels may also change at run-time depending on +which monitor the window is currently considered to be on. + + +@section guarantees_limitations Guarantees and limitations + +This section describes the conditions under which GLFW can be expected to +function, barring bugs in the operating system or drivers. Use of GLFW outside +of these limits may work on some platforms, or on some machines, or some of the +time, or on some versions of GLFW, but it may break at any time and this will +not be considered a bug. + + +@subsection lifetime Pointer lifetimes + +GLFW will never free any pointer you provide to it and you must never free any +pointer it provides to you. + +Many GLFW functions return pointers to dynamically allocated structures, strings +or arrays, and some callbacks are provided with strings or arrays. These are +always managed by GLFW and should never be freed by the application. The +lifetime of these pointers is documented for each GLFW function and callback. +If you need to keep this data, you must copy it before its lifetime expires. + +Many GLFW functions accept pointers to structures or strings allocated by the +application. These are never freed by GLFW and are always the responsibility of +the application. If GLFW needs to keep the data in these structures or strings, +it is copied before the function returns. + +Pointer lifetimes are guaranteed not to be shortened in future minor or patch +releases. + + +@subsection reentrancy Reentrancy + +GLFW event processing and object creation and destruction are not reentrant. +This means that the following functions must not be called from any callback +function: + + - @ref glfwCreateWindow + - @ref glfwDestroyWindow + - @ref glfwCreateCursor + - @ref glfwCreateStandardCursor + - @ref glfwDestroyCursor + - @ref glfwPollEvents + - @ref glfwWaitEvents + - @ref glfwWaitEventsTimeout + - @ref glfwTerminate + +These functions may be made reentrant in future minor or patch releases, but +functions not on this list will not be made non-reentrant. + + +@subsection thread_safety Thread safety + +Most GLFW functions must only be called from the main thread, but some may be +called from any thread. However, no GLFW function may be called from any thread +but the main thread until GLFW has been successfully initialized, including +functions that may called before initialization. + +The reference documentation for every GLFW function states whether it is limited +to the main thread. + +Initialization and termination, event processing and the creation and +destruction of windows, contexts and cursors are all limited to the main thread +due to limitations of one or several platforms. + +Because event processing must be performed on the main thread, all callbacks +except for the error callback will only be called on that thread. The error +callback may be called on any thread, as any GLFW function may generate errors. + +The posting of empty events may be done from any thread. The window user +pointer and close flag may also be accessed and modified from any thread, but +this is not synchronized by GLFW. The following window related functions may +be called from any thread: + + - @ref glfwPostEmptyEvent + - @ref glfwGetWindowUserPointer + - @ref glfwSetWindowUserPointer + - @ref glfwWindowShouldClose + - @ref glfwSetWindowShouldClose + +Rendering may be done on any thread. The following context related functions +may be called from any thread: + + - @ref glfwMakeContextCurrent + - @ref glfwGetCurrentContext + - @ref glfwSwapBuffers + - @ref glfwSwapInterval + - @ref glfwExtensionSupported + - @ref glfwGetProcAddress + +The raw timer may be queried from any thread. The following raw timer related +functions may be called from any thread: + + - @ref glfwGetTimerFrequency + - @ref glfwGetTimerValue + +The regular timer may be used from any thread, but the reading and writing of +the timer offset is not synchronized by GLFW. The following timer related +functions may be called from any thread: + + - @ref glfwGetTime + - @ref glfwSetTime + +Library version information may be queried from any thread. The following +version related functions may be called from any thread: + + - @ref glfwGetVersion + - @ref glfwGetVersionString + +Vulkan objects may be created and information queried from any thread. The +following Vulkan related functions may be called from any thread: + + - @ref glfwVulkanSupported + - @ref glfwGetRequiredInstanceExtensions + - @ref glfwGetInstanceProcAddress + - @ref glfwGetPhysicalDevicePresentationSupport + - @ref glfwCreateWindowSurface + +GLFW uses no synchronization objects internally except for thread-local storage +to keep track of the current context for each thread. Synchronization is left +to the application. + +Functions that may currently be called from any thread will always remain so, +but functions that are currently limited to the main thread may be updated to +allow calls from any thread in future releases. + + +@subsection compatibility Version compatibility + +GLFW guarantees source and binary backward compatibility with earlier minor +versions of the API. This means that you can drop in a newer version of the +library and existing programs will continue to compile and existing binaries +will continue to run. + +Once a function or constant has been added, the signature of that function or +value of that constant will remain unchanged until the next major version of +GLFW. No compatibility of any kind is guaranteed between major versions. + +Undocumented behavior, i.e. behavior that is not described in the documentation, +may change at any time until it is documented. + +If the reference documentation and the implementation differ, the reference +documentation is correct and the implementation will be fixed in the next +release. + + +@subsection event_order Event order + +The order of arrival of related events is not guaranteed to be consistent +across platforms. The exception is synthetic key and mouse button release +events, which are always delivered after the window defocus event. + + +@section intro_version Version management + +GLFW provides mechanisms for identifying what version of GLFW your application +was compiled against as well as what version it is currently running against. +If you are loading GLFW dynamically (not just linking dynamically), you can use +this to verify that the library binary is compatible with your application. + + +@subsection intro_version_compile Compile-time version + +The compile-time version of GLFW is provided by the GLFW header with the +`GLFW_VERSION_MAJOR`, `GLFW_VERSION_MINOR` and `GLFW_VERSION_REVISION` macros. + +@code +printf("Compiled against GLFW %i.%i.%i\n", + GLFW_VERSION_MAJOR, + GLFW_VERSION_MINOR, + GLFW_VERSION_REVISION); +@endcode + + +@subsection intro_version_runtime Run-time version + +The run-time version can be retrieved with @ref glfwGetVersion, a function that +may be called regardless of whether GLFW is initialized. + +@code +int major, minor, revision; +glfwGetVersion(&major, &minor, &revision); + +printf("Running against GLFW %i.%i.%i\n", major, minor, revision); +@endcode + + +@subsection intro_version_string Version string + +GLFW 3 also provides a compile-time generated version string that describes the +version, platform, compiler and any platform-specific compile-time options. +This is primarily intended for submitting bug reports, to allow developers to +see which code paths are enabled in a binary. + +The version string is returned by @ref glfwGetVersionString, a function that may +be called regardless of whether GLFW is initialized. + +__Do not use the version string__ to parse the GLFW library version. The @ref +glfwGetVersion function already provides the version of the running library +binary. + +The format of the string is as follows: + - The version of GLFW + - The name of the window system API + - The name of the context creation API + - Any additional options or APIs + +For example, when compiling GLFW 3.0 with MinGW using the Win32 and WGL +back ends, the version string may look something like this: + +@code +3.0.0 Win32 WGL MinGW +@endcode + +*/ |