// TODO: add some fancy rendering to the buffer of size 800 * 600
state = mfb_update_ex(buffer, 800, 600);
if (state <0){
window = NULL;
break;
}
} while(mfb_wait_sync(window));
```
1. First the application creates a **window** calling **mfb_open** or **mfb_open_ex**.
2. Next it's the application responsibility to allocate a buffer to work with.
3. Next calling **mfb_update** or **mfb_update_ex** the buffer will be copied over to the window and displayed. If this function return a value lower than 0 the window will have been destroyed internally and cannot be used anymore.
4. Last the code waits to synchronize with the monitor calling **mfb_wait_sync**.
Note that, by default, if ESC key is pressed **mfb_update** / **mfb_update_ex** will return -1 (and the window will have been destroyed internally).
See https://github.com/emoon/minifb/blob/master/tests/noise.c for a complete example.
MiniFB has been tested on Windows, Mac OS X, Linux and iOS but may of course have trouble depending on your setup. Currently the code will not do any converting of data if not a proper 32-bit display can be created.
This avoid the problem of update too fast the window collapsing the redrawing in fast processors.
To use this you need to call the function:
```c
bool mfb_wait_sync(struct mfb_window *window);
```
Note that if you have several windows running on the same thread it makes no sense to wait them all...
## Build instructions
The current build system is **CMake**.
Initially MiniFB used tundra [https://github.com/deplinenoise/tundra](https://github.com/deplinenoise/tundra) as build system and it was required to build the code (but now is not maintained).
In any case, not many changes should be needed if you want to use MiniFB directly in your own code.
### Mac
Cocoa and clang is assumed to be installed on the system (downloading latest XCode + installing the command line tools should do the trick).
Note that MacOS X Mojave+ does not support Cocoa framework as expected. For that reason you can switch to Metal API.
To enable it just compile defining the preprocessor macro USE_METAL_API.
and you should be able to run noise in t2-output/win32-msvc-debug-default/noise.exe
#### **NEW**: OpenGL API backend
Now, by default, OpenGL backend is used, instead of Windows GDI, because it is faster. To maintain compatibility with old computers an OpenGL 1.5 context is created (no shaders needed).
To enable or disable OpenGL just use a CMake flag:
```
cmake .. -DUSE_OPENGL_API=ON
or
cmake .. -DUSE_OPENGL_API=OFF
```
### x11 (FreeBSD, Linux, *nix)
gcc and x11-dev libs needs to be installed.
If you use **CMake** just disable the flag:
```
mkdir build
cd build
cmake .. -DUSE_WAYLAND_API=OFF
```
If you use **tundra**:
To build the code run:
```
tundra2 x11-gcc-debug
```
and you should be able to run t2-output/x11-gcc-debug-default/noise
#### **NEW**: OpenGL API backend
Now, by default, OpenGL backend is used instead of X11 XImages because it is faster. To maintain compatibility with old computers an OpenGL 1.5 context is created (no shaders needed).
To enable or disable OpenGL just use a CMake flag: