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@section quick_start Introduction
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In this guide you will learn how to write simple OpenGL applications using
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GLFW 3. We start by initializing GLFW, then we create a window and read some
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user keyboard input.
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GLFW 3. It will introduce you to a few of the most commonly used functions, but
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there are many others. To see detailed documentation on any GLFW function, just
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click on its name.
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@section quick_include Including the GLFW header
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The first thing you have to do when using GLFW is including the GLFW header.
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In the files of your program where you use OpenGL or GLFW, you need to include
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the GLFW 3 header file.
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@code
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#include <GL/glfw3.h>
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@endcode
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This header defines all the constants, types and function prototypes of the
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GLFW API. It also includes the OpenGL header provided by your development
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environment and defines all the necessary constants and types for it to work on
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that particular platform.
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This defines all the constants, types and function prototypes of the GLFW API.
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It also includes the OpenGL header, and defines all the constants and types
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necessary for it to work on your platform.
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For example, under Windows you are normally required to include @c windows.h
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before including @c GL/gl.h. This would make your source file tied to Windows
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and pollute your code's namespace with the whole Win32 API.
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Instead, the GLFW header takes care of this for you, not by including @c
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windows.h, but rather by itself duplicating only the necessary parts of it. It
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does this only where needed, so if @c windows.h @em is included, the GLFW header
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does not try to redefine those symbols.
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In other words:
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@arg Do @em not include the OpenGL headers yourself, as GLFW does this for you
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@arg Do @em not include @c windows.h or other platform-specific headers unless
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you plan on using those APIs directly
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@arg If you @em do need to include such headers, do it @em before including the
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GLFW and it will detect this
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Starting with version 3.0, the GLU header @c glu.h is no longer included by
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default. If you wish to include it, define @c GLFW_INCLUDE_GLU before the
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inclusion of the GLFW header.
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@code
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#define GLFW_INCLUDE_GLU
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#include <GL/glfw3.h>
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@endcode
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@section quick_init_term Initializing and terminating GLFW
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@@ -35,9 +58,7 @@ error occurred.
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@code
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if (!glfwInit())
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{
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exit(EXIT_FAILURE);
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}
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@endcode
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When you are done using GLFW, typically at the very end of the program, you need
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@@ -52,6 +73,36 @@ GLFW. After this call, you must call @ref glfwInit again before using any GLFW
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functions that require it.
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@section quick_capture_error Setting an error callback
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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 simply
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C functions (or C++ static methods) that are called by GLFW with arguments
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describing the event.
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In case @ref glfwInit or any other GLFW function fails, an error is reported to
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the GLFW error callback. You can receive these reports by setting the error
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callback. The callback function itself should match the signature of @ref
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GLFWerrorfun. Here is a simple error callback that just prints the error
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description to @c stderr.
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@code
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void error_callback(int error, const char* description)
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{
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fputs(description, stderr);
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}
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@endcode
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Setting the callback, so GLFW knows to call it, is done with @ref
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glfwSetErrorCallback. This is one of the few GLFW functions that may be called
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before @ref glfwInit, which lets you be notified of errors during
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initialization, so you should set it before you do anything else with GLFW.
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@code
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glfwSetErrorCallback(error_callback);
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@endcode
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@section quick_create_window Creating a window and context
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The window (and its context) is created with @ref glfwCreateWindow, which
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@@ -112,13 +163,13 @@ glfwMakeContextCurrent(window);
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@endcode
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@section quick_window_attribs Retrieving window attributes
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@section quick_window_params Retrieving window parameters
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Each window provides a number of attributes that can be queried with @ref
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Each window provides a number of parameters that can be queried with @ref
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glfwGetWindowParam. Some are related to the window itself and others to the
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OpenGL context. For example, to find out if the user is attempting to close the
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window, either by pressing the close widget in the title bar or using a key
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combination like Alt+F4, check the @c GLFW_SHOULD_CLOSE attribute.
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combination like Alt+F4, check the @c GLFW_SHOULD_CLOSE parameter.
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@code
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while (!glfwGetWindowParam(window, GLFW_SHOULD_CLOSE))
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@@ -128,6 +179,35 @@ while (!glfwGetWindowParam(window, GLFW_SHOULD_CLOSE))
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@endcode
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@section quick_render Rendering with OpenGL
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Once you have a current OpenGL context, you can use OpenGL normally. In this
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tutorial, a multi-colored rotating triangle will be rendered. The window size,
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needed here by @c glViewport and @c glOrtho, is retrieved using @ref
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glfwGetWindowSize. However, if you only need it for updating the viewport when
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the window size changes, you can set a window size callback using @ref
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glfwSetWindowSizeCallback and call @c glViewport from there.
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@code
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void window_size_callback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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@endcode
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@section quick_timer Reading the timer
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For the triangle to rotate properly, a time source is needed. GLFW provides
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@ref glfwGetTime, which returns the number of seconds since @ref glfwInit as
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a @c double. The time source used is the most accurate on each platform and
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generally has micro- or nanosecond resolution.
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@code
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double time = glfwGetTime();
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@endcode
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@section quick_swap_buffers Swapping buffers
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GLFW windows always use double-buffering. That means that you have two
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@@ -145,70 +225,40 @@ glfwSwapBuffers(window);
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@section quick_process_events Processing events
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GLFW needs to communicate regularly with the window system in order to receive
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events, like the ones controlling the attribute @c GLFW_SHOULD_CLOSE mentioned
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above. Event processing must be done regularly and is normally done each frame
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before rendering but after buffer swap.
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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 it hasn't locked up. Event processing must be
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done regularly and is normally done each frame before rendering but after buffer
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swap.
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There are two ways to process events. @ref glfwPollEvents processes only those
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events that have already been received and then returns immediately. This is
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the best choice when rendering continually, like most games do.
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There are two ways to process pending events. @ref glfwPollEvents processes
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only those events that have already been received and then returns immediately.
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This is the best choice when rendering continually, like most games do.
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@code
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glfwPollEvents();
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@endcode
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If instead you only need to update your rendering once you have received new
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input, @ref glfwWaitEvents is a better choice. It will wait until at least one
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event has been received and then process all received events before returning.
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input, @ref glfwWaitEvents is a better choice. It waits until at least one
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event has been received, putting the thread to sleep in the meantime, and then
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processes all received events just like @ref glfwPollEvents does. This saves
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a great deal of CPU cycles and is useful for, for example, many kinds of editing
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tools.
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@code
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glfwWaitEvents();
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@endcode
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@section quick_example Putting it together: A minimal GLFW application
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@section quick_example Putting it together: A small GLFW application
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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 simple program.
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@code
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#include <GL/glfw3.h>
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#include <stdlib.h>
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int main(void)
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{
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GLFWwindow* window;
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if (!glfwInit())
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{
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exit(EXIT_FAILURE);
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}
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window = glfwCreateWindow(640, 480, "My Window", NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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glfwMakeContextCurrent(window);
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while (!glfwGetWindowParam(window, GLFW_SHOULD_CLOSE))
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{
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glClear(GL_COLOR_BUFFER_BIT);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwDestroyWindow(window);
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glfwTerminate();
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exit(EXIT_SUCCESS);
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}
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@endcode
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@snippet simple.c code
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This program creates a 640 by 480 pixels window and runs a loop clearing the
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screen and processing events until the user closes the window.
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screen, rendering a triangle and processing events until the user closes the
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window.
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*/
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