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Documentation work
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@ -183,8 +183,8 @@ This section is about using CMake to compile and link GLFW along with your
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application. If you want to use an installed binary instead, see @ref
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build_link_cmake_package.
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With just a few changes to your `CMakeLists.txt` you can have the GLFW source
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tree built along with your application.
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With a few changes to your `CMakeLists.txt` you can have the GLFW source tree
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built along with your application.
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When including GLFW as part of your build, you probably don't want to build the
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GLFW tests, examples and documentation. To disable these, set the corresponding
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@ -249,7 +249,7 @@ This section is about using CMake to link GLFW after it has been built and
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installed. If you want to build it along with your application instead, see
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@ref build_link_cmake_source.
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With just a few changes to your `CMakeLists.txt`, you can locate the package and
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With a few changes to your `CMakeLists.txt` you can locate the package and
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target files generated when GLFW is installed.
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@code{.cmake}
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@ -312,8 +312,8 @@ GLFW library may look like this:
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cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --static --libs glfw3`
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@endcode
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If you are using the shared version of the GLFW library, simply omit the
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`--static` flag.
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If you are using the shared version of the GLFW library, omit the `--static`
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flag.
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@code{.sh}
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cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --libs glfw3`
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@ -350,8 +350,8 @@ cc `pkg-config --cflags glfw3 glu` -o myprog myprog.c `pkg-config --static --lib
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@subsection build_link_xcode With Xcode on macOS
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If you are using the dynamic library version of GLFW, simply add it to the
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project dependencies.
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If you are using the dynamic library version of GLFW, add it to the project
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dependencies.
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If you are using the static library version of GLFW, add it and the Cocoa,
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OpenGL, IOKit and CoreVideo frameworks to the project as dependencies. They can
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@ -13,7 +13,7 @@ build applications that use GLFW, see @ref build_guide.
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GLFW uses [CMake](http://www.cmake.org/) to generate project files or makefiles
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for a particular development environment. If you are on a Unix-like system such
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as Linux or FreeBSD or have a package system like Fink, MacPorts, Cygwin or
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Homebrew, you can simply install its CMake package. If not, you can download
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Homebrew, you can install its CMake package. If not, you can download
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installers for Windows and macOS from the
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[CMake website](http://www.cmake.org/).
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@ -33,9 +33,9 @@ below.
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@subsubsection compile_deps_msvc Dependencies for Visual C++ on Windows
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The Microsoft Platform SDK that is installed along with Visual C++ already
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contains all the necessary headers, link libraries and tools except for CMake.
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Move on to @ref compile_generate.
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The Windows SDK bundled with Visual C++ already contains all the necessary
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headers, link libraries and tools except for CMake. Move on to @ref
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compile_generate.
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@subsubsection compile_deps_mingw Dependencies for MinGW or MinGW-w64 on Windows
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@ -61,7 +61,7 @@ information. The name and number of this chapter unfortunately varies between
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versions and APIs, but has at times been named _Shared Objects and Multiple
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Contexts_.
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GLFW comes with a simple object sharing test program called `sharing`.
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GLFW comes with a barebones object sharing test program called `sharing`.
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@subsection context_offscreen Offscreen contexts
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@ -203,9 +203,9 @@ void character_callback(GLFWwindow* window, unsigned int codepoint)
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}
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@endcode
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If you wish to receive even those Unicode code points generated with modifier
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key combinations that a plain text field would ignore, or just want to know
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exactly what modifier keys were used, set a character with modifiers callback.
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If you also wish to receive those Unicode code points generated with modifier
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key combinations that a plain text field would ignore, or want to know exactly
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what modifier keys were used, set a character with modifiers callback.
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@code
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glfwSetCharModsCallback(window, charmods_callback);
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@ -297,8 +297,8 @@ is provided normally via both the cursor position callback and through polling.
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other features of GLFW. It is not supported and will not work as robustly as
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`GLFW_CURSOR_DISABLED`.
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If you just wish the cursor to become hidden when it is over a window, set
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the cursor mode to `GLFW_CURSOR_HIDDEN`.
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If you only wish the cursor to become hidden when it is over a window but still
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want it to behave normally, set the cursor mode to `GLFW_CURSOR_HIDDEN`.
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@code
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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@ -501,7 +501,7 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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}
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@endcode
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A simple mouse wheel, being vertical, provides offsets along the Y-axis.
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A normal mouse wheel, being vertical, provides offsets along the Y-axis.
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@section joystick Joystick input
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@ -55,13 +55,13 @@ if (!glfwInit())
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If any part of initialization fails, any parts that succeeded are terminated as
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if @ref glfwTerminate had been called. The library only needs to be initialized
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once and additional calls to an already initialized library will simply return
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once and additional calls to an already initialized library will return
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`GLFW_TRUE` immediately.
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Once the library has been successfully initialized, it should be terminated
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before the application exits. Modern systems are very good at freeing resources
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allocated by programs that simply exit, but GLFW sometimes has to change global
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system settings and these might not be restored without termination.
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allocated by programs that exit, but GLFW sometimes has to change global system
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settings and these might not be restored without termination.
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@subsection init_hints Initialization hints
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@ -79,8 +79,8 @@ during initialization. Once GLFW has been initialized, any values you set will
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be ignored until the library is terminated and initialized again.
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Some hints are platform specific. These may be set on any platform but they
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will only affect their specific platform. Other platforms will simply ignore
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them. Setting these hints requires no platform specific headers or functions.
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will only affect their specific platform. Other platforms will ignore them.
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Setting these hints requires no platform specific headers or functions.
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@subsubsection init_hints_shared Shared init hints
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@ -221,7 +221,7 @@ GLFW 2, windows and contexts created with GLFW 3 will never be destroyed unless
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you choose them to be. Each window now has a close flag that is set to
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`GLFW_TRUE` when the user attempts to close that window. By default, nothing else
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happens and the window stays visible. It is then up to you to either destroy
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the window, take some other action or simply ignore the request.
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the window, take some other action or ignore the request.
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You can query the close flag at any time with @ref glfwWindowShouldClose and set
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it at any time with @ref glfwSetWindowShouldClose.
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@ -69,7 +69,7 @@ if (!glfwInit())
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}
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@endcode
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Note that `GLFW_TRUE` and `GLFW_FALSE` are and will always be just one and zero.
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Note that `GLFW_TRUE` and `GLFW_FALSE` are and will always be one and zero.
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When you are done using GLFW, typically just before the application exits, you
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need to terminate GLFW.
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@ -86,14 +86,12 @@ functions that require it.
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@subsection 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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a GLFW window being moved, or an error occurring. Callbacks are C functions (or
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C++ static methods) that are called by GLFW with arguments describing the event.
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In case a GLFW function fails, an error is reported to the GLFW error callback.
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You can receive these reports with an error callback. This function must have
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the signature below. This simple error callback just prints the error
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description to `stderr`.
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the signature below but may do anything permitted in other callbacks.
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@code
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void error_callback(int error, const char* description)
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@ -249,7 +247,7 @@ You can also set a framebuffer size callback using @ref
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glfwSetFramebufferSizeCallback and be notified when the size changes.
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Actual rendering with OpenGL is outside the scope of this tutorial, but there
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are [many](https://open.gl/) [excellent](http://learnopengl.com/)
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are [many](https://open.gl/) [excellent](https://learnopengl.com/)
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[tutorial](http://openglbook.com/) [sites](http://ogldev.atspace.co.uk/) that
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teach modern OpenGL. Some of them use GLFW to create the context and window
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while others use GLUT or SDL, but remember that OpenGL itself always works the
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@ -77,7 +77,7 @@ GLFWvidmode.blueBits | @ref GLFW_BLUE_BITS hint
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GLFWvidmode.refreshRate | @ref GLFW_REFRESH_RATE hint
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Once you have a full screen window, you can change its resolution, refresh rate
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and monitor with @ref glfwSetWindowMonitor. If you just need change its
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and monitor with @ref glfwSetWindowMonitor. If you only need change its
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resolution you can also call @ref glfwSetWindowSize. In all cases, the new
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video mode will be selected the same way as the video mode chosen by @ref
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glfwCreateWindow. If the window has an OpenGL or OpenGL ES context, it will be
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@ -99,7 +99,7 @@ If the closest match for the desired video mode is the current one, the video
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mode will not be changed, making window creation faster and application
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switching much smoother. This is sometimes called _windowed full screen_ or
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_borderless full screen_ window and counts as a full screen window. To create
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such a window, simply request the current video mode.
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such a window, request the current video mode.
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@code
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const GLFWvidmode* mode = glfwGetVideoMode(monitor);
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@ -151,8 +151,8 @@ and reset all at once to their defaults with @ref glfwDefaultWindowHints.
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Some hints are platform specific. These are always valid to set on any
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platform but they will only affect their specific platform. Other platforms
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will simply ignore them. Setting these hints requires no platform specific
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headers or calls.
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will ignore them. Setting these hints requires no platform specific headers or
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calls.
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Note that hints need to be set _before_ the creation of the window and context
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you wish to have the specified attributes.
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The aspect ratio is specified as a numerator and denominator, corresponding to
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the width and height, respectively. If you want a window to maintain its
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current aspect ratio, simply use its current size as the ratio.
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current aspect ratio, use its current size as the ratio.
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@code
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int width, height;
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@ -274,14 +274,14 @@ extern "C" {
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/*! @brief One.
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*
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* One. Seriously. You don't _need_ to use this symbol in your code. It's
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* just semantic sugar for the number 1. You can use `1` or `true` or `_True`
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* semantic sugar for the number 1. You can also use `1` or `true` or `_True`
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* or `GL_TRUE` or whatever you want.
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*/
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#define GLFW_TRUE 1
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/*! @brief Zero.
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*
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* Zero. Seriously. You don't _need_ to use this symbol in your code. It's
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* just just semantic sugar for the number 0. You can use `0` or `false` or
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* semantic sugar for the number 0. You can also use `0` or `false` or
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* `_False` or `GL_FALSE` or whatever you want.
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*/
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#define GLFW_FALSE 0
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@ -1629,9 +1629,8 @@ GLFWAPI void glfwTerminate(void);
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* again.
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*
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* Some hints are platform specific. These may be set on any platform but they
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* will only affect their specific platform. Other platforms will simply
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* ignore them. Setting these hints requires no platform specific headers or
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* functions.
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* will only affect their specific platform. Other platforms will ignore them.
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* Setting these hints requires no platform specific headers or functions.
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*
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* @param[in] hint The [init hint](@ref init_hints) to set.
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* @param[in] value The new value of the init hint.
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* again.
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*
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* Some hints are platform specific. These may be set on any platform but they
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* will only affect their specific platform. Other platforms will simply
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* ignore them. Setting these hints requires no platform specific headers or
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* functions.
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* will only affect their specific platform. Other platforms will ignore them.
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* Setting these hints requires no platform specific headers or functions.
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*
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* @param[in] hint The [init hint](@ref init_hints) to set.
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* @param[in] value The new value of the init hint.
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