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@page quick_guide Getting started
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# Getting started {#quick_guide}
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@tableofcontents
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@@ -12,9 +12,9 @@ have used GLFW 2 in the past, read @ref moving_guide, as some functions
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behave differently in GLFW 3.
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@section quick_steps Step by step
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## Step by step {#quick_steps}
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@subsection quick_include Including the GLFW header
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### Including the GLFW header {#quick_include}
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In the source files of your application where you use GLFW, you need to include
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its header file.
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@endcode
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@subsection quick_init_term Initializing and terminating GLFW
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### Initializing and terminating GLFW {#quick_init_term}
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Before you can use most GLFW functions, the library must be initialized. On
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successful initialization, `GLFW_TRUE` is returned. If an error occurred,
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@@ -80,7 +80,7 @@ GLFW. After this call, you must initialize GLFW again before using any GLFW
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functions that require it.
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@subsection quick_capture_error Setting an error callback
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### Setting an error callback {#quick_capture_error}
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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 C functions (or
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@endcode
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@subsection quick_create_window Creating a window and context
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### Creating a window and context {#quick_create_window}
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The window and its OpenGL context are created with a single call to @ref
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glfwCreateWindow, which returns a handle to the created combined window and
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@@ -157,7 +157,7 @@ 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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@subsection quick_context_current Making the OpenGL context current
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### Making the OpenGL context current {#quick_context_current}
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Before you can use the OpenGL API, you must have a current OpenGL context.
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@endcode
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@subsection quick_window_close Checking the window close flag
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### Checking the window close flag {#quick_window_close}
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Each window has a flag indicating whether the window should be closed.
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@@ -205,7 +205,7 @@ 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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@subsection quick_key_input Receiving input events
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### Receiving input events {#quick_key_input}
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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, create a key
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events as described below.
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@subsection quick_render Rendering with OpenGL
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### Rendering with OpenGL {#quick_render}
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Once you have a current OpenGL context, you can use OpenGL normally. In this
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tutorial, a multicolored rotating triangle will be rendered. The framebuffer
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@@ -256,7 +256,7 @@ These all happen to use GLFW, but OpenGL itself works the same whatever API you
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use to create the window and context.
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@subsection quick_timer Reading the timer
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### Reading the timer {#quick_timer}
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To create smooth animation, a time source is needed. GLFW provides a timer that
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returns the number of seconds since initialization. The time source used is the
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@endcode
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@subsection quick_swap_buffers Swapping buffers
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### Swapping buffers {#quick_swap_buffers}
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GLFW windows by default use double buffering. That means that each window has
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two rendering buffers; a front buffer and a back buffer. The front buffer is
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current.
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@subsection quick_process_events Processing events
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### Processing events {#quick_process_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 the application hasn't locked up. Event
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for example, many kinds of editing tools.
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@section quick_example Putting it together
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## Putting it together {#quick_example}
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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 small program.
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