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diff --git a/3rdparty/glfw/source/docs/quick.dox b/3rdparty/glfw/source/docs/quick.dox deleted file mode 100644 index c3f47aa..0000000 --- a/3rdparty/glfw/source/docs/quick.dox +++ /dev/null @@ -1,371 +0,0 @@ -/*! - -@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. - -*/ |