public void run() { System.out.println("Hello LWJGL " + Sys.getVersion() + "!"); try { init(); loop(); // Release window and window callbacks glfwDestroyWindow(window); keyCallback.release(); } finally { // Terminate GLFW and release the GLFWerrorfun glfwTerminate(); errorCallback.release(); } }
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); }