Esempio n. 1
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  private void InitWindow() {

    GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
    // Center window on the screen
    glfwSetWindowPos(window, (vidmode.width() - width) / 2, (vidmode.height() - height) / 2);
    // Set window events callbacks
    glfwSetKeyCallback(window, keyCallback = new Input());
    glfwSetWindowSizeCallback(window, sizeCallback = new ResizeHandler());
    glfwSetMouseButtonCallback(window, mouseCallback = new MouseHandler());
    glfwSetWindowFocusCallback(window, focusCallback = new FocusCallback());

    glfwMakeContextCurrent(window);
    glfwSwapInterval(0);
    glfwShowWindow(window);
  }
Esempio n. 2
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  private void init() {
    // Setup an error callback. The default implementation
    // will print the error message in System.err.
    glfwSetErrorCallback(errorCallback = GLFWErrorCallback.createPrint(System.err));

    // Initialize GLFW. Most GLFW functions will not work before doing this.
    if (glfwInit() != GLFW_TRUE) throw new IllegalStateException("Unable to initialize GLFW");

    // Configure our window
    glfwDefaultWindowHints(); // optional, the current window hints are already the default
    glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // the window will stay hidden after creation
    glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // the window will be resizable

    int WIDTH = 300;
    int HEIGHT = 300;

    // Create the window
    window = glfwCreateWindow(WIDTH, HEIGHT, "Hello World!", NULL, NULL);
    if (window == NULL) throw new RuntimeException("Failed to create the GLFW window");

    // Setup a key callback. It will be called every time a key is pressed, repeated or released.
    glfwSetKeyCallback(
        window,
        keyCallback =
            new GLFWKeyCallback() {
              @Override
              public void invoke(long window, int key, int scancode, int action, int mods) {
                if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE)
                  glfwSetWindowShouldClose(
                      window, GLFW_TRUE); // We will detect this in our rendering loop
              }
            });

    // Get the resolution of the primary monitor
    GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
    // Center our window
    glfwSetWindowPos(window, (vidmode.width() - WIDTH) / 2, (vidmode.height() - HEIGHT) / 2);

    // Make the OpenGL context current
    glfwMakeContextCurrent(window);
    // Enable v-sync
    glfwSwapInterval(1);

    // Make the window visible
    glfwShowWindow(window);
  }