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- /*!
-
- @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
-
- */
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