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-/*!
-
-@page quick_guide Getting started
-
-@tableofcontents
-
-This guide takes you through writing a small application using GLFW 3. The
-application will create a window and OpenGL context, render a rotating triangle
-and exit when the user closes the window or presses _Escape_. This guide will
-introduce a few of the most commonly used functions, but there are many more.
-
-This guide assumes no experience with earlier versions of GLFW. If you
-have used GLFW 2 in the past, read @ref moving_guide, as some functions
-behave differently in GLFW 3.
-
-
-@section quick_steps Step by step
-
-@subsection quick_include Including the GLFW header
-
-In the source files of your application where you use GLFW, you need to include
-its header file.
-
-@code
-#include <GLFW/glfw3.h>
-@endcode
-
-This header provides all the constants, types and function prototypes of the
-GLFW API.
-
-By default it also includes the OpenGL header from your development environment.
-On some platforms this header only supports older versions of OpenGL. The most
-extreme case is Windows, where it typically only supports OpenGL 1.2.
-
-Most programs will instead use an
-[extension loader library](@ref context_glext_auto) and include its header.
-This example uses files generated by [glad](https://gen.glad.sh/). The GLFW
-header can detect most such headers if they are included first and will then not
-include the one from your development environment.
-
-@code
-#include <glad/gl.h>
-#include <GLFW/glfw3.h>
-@endcode
-
-To make sure there will be no header conflicts, you can define @ref
-GLFW_INCLUDE_NONE before the GLFW header to explicitly disable inclusion of the
-development environment header. This also allows the two headers to be included
-in any order.
-
-@code
-#define GLFW_INCLUDE_NONE
-#include <GLFW/glfw3.h>
-#include <glad/gl.h>
-@endcode
-
-
-@subsection quick_init_term Initializing and terminating GLFW
-
-Before you can use most GLFW functions, the library must be initialized. On
-successful initialization, `GLFW_TRUE` is returned. If an error occurred,
-`GLFW_FALSE` is returned.
-
-@code
-if (!glfwInit())
-{
- // Initialization failed
-}
-@endcode
-
-Note that `GLFW_TRUE` and `GLFW_FALSE` are and will always be one and zero.
-
-When you are done using GLFW, typically just before the application exits, you
-need to terminate GLFW.
-
-@code
-glfwTerminate();
-@endcode
-
-This destroys any remaining windows and releases any other resources allocated by
-GLFW. After this call, you must initialize GLFW again before using any GLFW
-functions that require it.
-
-
-@subsection quick_capture_error Setting an error callback
-
-Most events are reported through callbacks, whether it's a key being pressed,
-a GLFW window being moved, or an error occurring. Callbacks are C functions (or
-C++ static methods) that are called by GLFW with arguments describing the event.
-
-In case a GLFW function fails, an error is reported to the GLFW error callback.
-You can receive these reports with an error callback. This function must have
-the signature below but may do anything permitted in other callbacks.
-
-@code
-void error_callback(int error, const char* description)
-{
- fprintf(stderr, "Error: %s\n", description);
-}
-@endcode
-
-Callback functions must be set, so GLFW knows to call them. The function to set
-the error callback is one of the few GLFW functions that may be called before
-initialization, which lets you be notified of errors both during and after
-initialization.
-
-@code
-glfwSetErrorCallback(error_callback);
-@endcode
-
-
-@subsection quick_create_window Creating a window and context
-
-The window and its OpenGL context are created with a single call to @ref
-glfwCreateWindow, which returns a handle to the created combined window and
-context object
-
-@code
-GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
-if (!window)
-{
- // Window or OpenGL context creation failed
-}
-@endcode
-
-This creates a 640 by 480 windowed mode window with an OpenGL context. If
-window or OpenGL context creation fails, `NULL` will be returned. You should
-always check the return value. While window creation rarely fails, context
-creation depends on properly installed drivers and may fail even on machines
-with the necessary hardware.
-
-By default, the OpenGL context GLFW creates may have any version. You can
-require a minimum OpenGL version by setting the `GLFW_CONTEXT_VERSION_MAJOR` and
-`GLFW_CONTEXT_VERSION_MINOR` hints _before_ creation. If the required minimum
-version is not supported on the machine, context (and window) creation fails.
-
-You can select the OpenGL profile by setting the `GLFW_OPENGL_PROFILE` hint.
-This program uses the core profile as that is the only profile macOS supports
-for OpenGL 3.x and 4.x.
-
-@code
-glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
-glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
-glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
-GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
-if (!window)
-{
- // Window or context creation failed
-}
-@endcode
-
-The window handle is passed to all window related functions and is provided to
-along to all window related callbacks, so they can tell which window received
-the event.
-
-When a window and context is no longer needed, destroy it.
-
-@code
-glfwDestroyWindow(window);
-@endcode
-
-Once this function is called, no more events will be delivered for that window
-and its handle becomes invalid.
-
-
-@subsection quick_context_current Making the OpenGL context current
-
-Before you can use the OpenGL API, you must have a current OpenGL context.
-
-@code
-glfwMakeContextCurrent(window);
-@endcode
-
-The context will remain current until you make another context current or until
-the window owning the current context is destroyed.
-
-If you are using an [extension loader library](@ref context_glext_auto) to
-access modern OpenGL then this is when to initialize it, as the loader needs
-a current context to load from. This example uses
-[glad](https://github.com/Dav1dde/glad), but the same rule applies to all such
-libraries.
-
-@code
-gladLoadGL(glfwGetProcAddress);
-@endcode
-
-
-@subsection quick_window_close Checking the window close flag
-
-Each window has a flag indicating whether the window should be closed.
-
-When the user attempts to close the window, either by pressing the close widget
-in the title bar or using a key combination like Alt+F4, this flag is set to 1.
-Note that __the window isn't actually closed__, so you are expected to monitor
-this flag and either destroy the window or give some kind of feedback to the
-user.
-
-@code
-while (!glfwWindowShouldClose(window))
-{
- // Keep running
-}
-@endcode
-
-You can be notified when the user is attempting to close the window by setting
-a close callback with @ref glfwSetWindowCloseCallback. The callback will be
-called immediately after the close flag has been set.
-
-You can also set it yourself with @ref glfwSetWindowShouldClose. This can be
-useful if you want to interpret other kinds of input as closing the window, like
-for example pressing the _Escape_ key.
-
-
-@subsection quick_key_input Receiving input events
-
-Each window has a large number of callbacks that can be set to receive all the
-various kinds of events. To receive key press and release events, create a key
-callback function.
-
-@code
-static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
-{
- if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
- glfwSetWindowShouldClose(window, GLFW_TRUE);
-}
-@endcode
-
-The key callback, like other window related callbacks, are set per-window.
-
-@code
-glfwSetKeyCallback(window, key_callback);
-@endcode
-
-In order for event callbacks to be called when events occur, you need to process
-events as described below.
-
-
-@subsection quick_render Rendering with OpenGL
-
-Once you have a current OpenGL context, you can use OpenGL normally. In this
-tutorial, a multi-colored rotating triangle will be rendered. The framebuffer
-size needs to be retrieved for `glViewport`.
-
-@code
-int width, height;
-glfwGetFramebufferSize(window, &width, &height);
-glViewport(0, 0, width, height);
-@endcode
-
-You can also set a framebuffer size callback using @ref
-glfwSetFramebufferSizeCallback and be notified when the size changes.
-
-The details of how to render with OpenGL is outside the scope of this tutorial,
-but there are many excellent resources for learning modern OpenGL. Here are
-a few of them:
-
- - [Anton's OpenGL 4 Tutorials](https://antongerdelan.net/opengl/)
- - [Learn OpenGL](https://learnopengl.com/)
- - [Open.GL](https://open.gl/)
-
-These all happen to use GLFW, but OpenGL itself works the same whatever API you
-use to create the window and context.
-
-
-@subsection quick_timer Reading the timer
-
-To create smooth animation, a time source is needed. GLFW provides a timer that
-returns the number of seconds since initialization. The time source used is the
-most accurate on each platform and generally has micro- or nanosecond
-resolution.
-
-@code
-double time = glfwGetTime();
-@endcode
-
-
-@subsection quick_swap_buffers Swapping buffers
-
-GLFW windows by default use double buffering. That means that each window has
-two rendering buffers; a front buffer and a back buffer. The front buffer is
-the one being displayed and the back buffer the one you render to.
-
-When the entire frame has been rendered, the buffers need to be swapped with one
-another, so the back buffer becomes the front buffer and vice versa.
-
-@code
-glfwSwapBuffers(window);
-@endcode
-
-The swap interval indicates how many frames to wait until swapping the buffers,
-commonly known as _vsync_. By default, the swap interval is zero, meaning
-buffer swapping will occur immediately. On fast machines, many of those frames
-will never be seen, as the screen is still only updated typically 60-75 times
-per second, so this wastes a lot of CPU and GPU cycles.
-
-Also, because the buffers will be swapped in the middle the screen update,
-leading to [screen tearing](https://en.wikipedia.org/wiki/Screen_tearing).
-
-For these reasons, applications will typically want to set the swap interval to
-one. It can be set to higher values, but this is usually not recommended,
-because of the input latency it leads to.
-
-@code
-glfwSwapInterval(1);
-@endcode
-
-This function acts on the current context and will fail unless a context is
-current.
-
-
-@subsection quick_process_events Processing events
-
-GLFW needs to communicate regularly with the window system both in order to
-receive events and to show that the application hasn't locked up. Event
-processing must be done regularly while you have visible windows and is normally
-done each frame after buffer swapping.
-
-There are two methods for processing pending events; polling and waiting. This
-example will use event polling, which processes only those events that have
-already been received and then returns immediately.
-
-@code
-glfwPollEvents();
-@endcode
-
-This is the best choice when rendering continually, like most games do. If
-instead you only need to update your rendering once you have received new input,
-@ref glfwWaitEvents is a better choice. It waits until at least one event has
-been received, putting the thread to sleep in the meantime, and then processes
-all received events. This saves a great deal of CPU cycles and is useful for,
-for example, many kinds of editing tools.
-
-
-@section quick_example Putting it together
-
-Now that you know how to initialize GLFW, create a window and poll for
-keyboard input, it's possible to create a small program.
-
-This program creates a 640 by 480 windowed mode window and starts a loop that
-clears the screen, renders a triangle and processes events until the user either
-presses _Escape_ or closes the window.
-
-@snippet triangle-opengl.c code
-
-The program above can be found in the
-[source package](https://www.glfw.org/download.html) as
-`examples/triangle-opengl.c` and is compiled along with all other examples when
-you build GLFW. If you built GLFW from the source package then you already have
-this as `triangle-opengl.exe` on Windows, `triangle-opengl` on Linux or
-`triangle-opengl.app` on macOS.
-
-This tutorial used only a few of the many functions GLFW provides. There are
-guides for each of the areas covered by GLFW. Each guide will introduce all the
-functions for that category.
-
- - @ref intro_guide
- - @ref window_guide
- - @ref context_guide
- - @ref monitor_guide
- - @ref input_guide
-
-You can access reference documentation for any GLFW function by clicking it and
-the reference for each function links to related functions and guide sections.
-
-The tutorial ends here. Once you have written a program that uses GLFW, you
-will need to compile and link it. How to do that depends on the development
-environment you are using and is best explained by the documentation for that
-environment. To learn about the details that are specific to GLFW, see
-@ref build_guide.
-
-*/