import org.lwjgl.glfw.*; import org.lwjgl.opengl.*; import org.lwjgl.Version; import static org.lwjgl.glfw.Callbacks.*; import static org.lwjgl.glfw.GLFW.*; import static org.lwjgl.opengl.GL11.*; import static org.lwjgl.system.MemoryUtil.*; public class Main { // The window handle private long window; public void run() { System.out.println("Hello LWJGL " + Version.getVersion() + "!"); try { init(); loop(); // Release window and window callbacks glfwFreeCallbacks(window); glfwDestroyWindow(window); } finally { // Terminate GLFW and release the GLFWerrorfun glfwTerminate(); glfwSetErrorCallback(null).free(); } } private void init() { // Setup an error callback. The default implementation // will print the error message in System.err. GLFWErrorCallback.createPrint(System.err).set(); // Initialize GLFW. Most GLFW functions will not work before doing this. if (!glfwInit()) { throw new IllegalStateException("Unable to initialize GLFW"); } // Configure our window glfwDefaultWindowHints(); // optional, the current window hints are already the default glfwWindowHint(GLFW_VISIBLE, GL_FALSE); // the window will stay hidden after creation glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // the window will be resizable int WIDTH = 300; int HEIGHT = 300; // Create the window window = glfwCreateWindow(WIDTH, HEIGHT, "JumpGame!", NULL, NULL); if (window == NULL) { throw new RuntimeException("Failed to create the GLFW window"); } // Escで終了 glfwSetKeyCallback(window, (window, key, scancode, action, mods) -> { if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE) { glfwSetWindowShouldClose(window, true); // We will detect this in the 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); } private void loop() { // This line is critical for LWJGL's interoperation with GLFW's // OpenGL context, or any context that is managed externally. // LWJGL detects the context that is current in the current thread, // creates the ContextCapabilities instance and makes the OpenGL // bindings available for use. GL.createCapabilities(); // Set the clear color glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Run the rendering loop until the user has attempted to close // the window or has pressed the ESCAPE key. while (!glfwWindowShouldClose(window)) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer glfwSwapBuffers(window); // swap the color buffers // Poll for window events. The key callback above will only be // invoked during this call. glfwPollEvents(); } } public static void main(String[] args) { new Main().run(); } }