Final Platform Layer  0.9.6-beta
Initialization & Release

Include the Library

In one of your C/C++ translation units include this:

#include "final_platform_layer.h"

You can then include this file in any other C/C++ source or header file as you would with any other header file.

Entry Point

Simply provide the typical main entry point:

int main(int argc, char **argv) {
// code goes here

Initialization with default settings

Call fplPlatformInit() (inside the main Entry Point) and provide the desired fplInitFlags and fpl_null as arguments, to initialize FPL with default settings.

int main(int argc, char **argv) {
// With defaults (Window, Video, Audio)
// Only audio
// Only window and audio
return 0;

It is recommended to always pass a pointer to a fplSettings structure, but you can leave it as fpl_null as well.
Call fplSetDefaultSettings() with a pointer to your local settings container to initialize the settings container with default values.

Initialization with custom settings

Call fplPlatformInit() (inside the main Entry Point) and provide the desired fplInitFlags and a pointer to fplSettings argument to initialize FPL with custom settings.

// Overwrite settings
fplSettings settings;
// or
// change the settings here

Releasing the Platform

Call fplPlatformRelease() when you are done. This will release all internal resources.

Result/Error checking

There is no guarantee that fplPlatformInit() will always work with the fplSettings you specified, maybe the audio device does not support a sample rate of 1337 kHz or your video card does not support OpenGL version 3.7 - who knows.

Therefore, you should always check the result using fplGetPlatformResult() !
This returns a fplPlatformResultType enum which is fplPlatformResultType_Success when initialization succeeded.

Also, you should release the platform when the initialization was successful only!
If something goes wrong the remaining resources are already cleaned up by FPL automatically.

Also, you should use fplGetLastError() to print out the actual error when the initialization fails!

Very bad: (But will work)

Bad: (But will work)



// your code here
} else {
const char *errStr = fplGetLastError();
fplConsoleFormatError("FPL-ERROR: %s\n", errStr);

Much better:

// your code here
} else {
const char *initResultStr = fplGetPlatformResultName(initResult);
const char *errStr = fplGetLastError();
fplConsoleFormatError("FPL-ERROR[%s]: %s\n", initResultStr, errStr);

See the Error handling page for more details about error handling.


After releasing FPL you can call fplPlatformInit() again if needed - for example: Finding the proper audio device, Testing for OpenGL compatibility, etc. may require you to call fplPlatformInit() and fplPlatformRelease() multiple times.
For more details see Getting started

Optionally you can use fplMakeDefaultSettings to create a default filled fplSettings structure, which can be directly used for fplPlatformInit()

If needed you can get the currently used fplSettings configuration by calling fplGetCurrentSettings()

Use asynchronous audio playback.
Definition: final_platform_layer.h:3386
fpl_common_api void fplPlatformRelease()
Releases the resources allocated by the platform layer.
fpl_common_api fplSettings fplMakeDefaultSettings()
Creates a full settings structure containing default values.
An enumeration of platform result types.
Definition: final_platform_layer.h:3413
fpl_common_api fplPlatformResultType fplGetPlatformResult()
Gets the result type of the platform initialization.
const fpl_common_api char * fplGetLastError()
Gets the last internal error string.
A structure containing settings, such as window, video, etc.
Definition: final_platform_layer.h:3930
fpl_common_api void fplConsoleFormatError(const char *format,...)
Writes the given formatted text to the standard error console buffer.
All init flags.
Definition: final_platform_layer.h:3390
fpl_common_api bool fplPlatformInit(const fplInitFlags initFlags, const fplSettings *initSettings)
Initializes the platform layer.
const fpl_common_api char * fplGetPlatformResultName(const fplPlatformResultType type)
Gets the string representation of a platform result type.
#define fpl_null
Definition: final_platform_layer.h:2166
Create a single window.
Definition: final_platform_layer.h:3382
fpl_common_api void fplSetDefaultSettings(fplSettings *settings)
Resets the given settings container to default values for window, video, audio, etc.