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Documentation work.

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Camilla Berglund 2013-05-27 17:10:34 +02:00
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/*! /*!
@page glext OpenGL extension handling @page context Context handling guide
@tableofcontents
The primary purpose of GLFW is to provide a simple interface to window
management and OpenGL and OpenGL ES context creation. GLFW supports
multiple windows, each of which has its own context.
@section context_object Context handles
The @ref GLFWwindow object encapsulates both a window and a context. They are
created with @ref glfwCreateWindow and destroyed with @ref glfwDestroyWindow (or
@ref glfwTerminate, if any remain). As the window and context are inseparably
linked, the object pointer is used as both a context and window handle.
@section context_hints Context creation hints
There are a number of hints, specified using @ref glfwWindowHint, related to
what kind of context is created. See
[context related hints](@ref window_hints_ctx) in the window handling guide.
@section context_current Current context
Before you can use the OpenGL or OpenGL ES APIs, you need to have a current
context of the proper type. The context encapsulates all render state and all
objects like textures and shaders.
Note that a context can only be current for a single thread at a time, and
a thread can only have a single context at a time.
A context is made current with @ref glfwMakeContextCurrent.
@code
glfwMakeContextCurrent(window);
@endcode
The current context is returned by @ref glfwGetCurrentContext.
@code
GLFWwindow* window = glfwGetCurrentContext();
@endcode
@section context_swap Swapping buffers
See [swapping buffers](@ref window_swap) in the window handling guide.
@section context_glext OpenGL extension handling
One of the benefits of OpenGL is its extensibility. Independent hardware One of the benefits of OpenGL is its extensibility. Independent hardware
vendors (IHVs) may include functionality in their OpenGL implementations that vendors (IHVs) may include functionality in their OpenGL implementations that
@ -16,10 +67,9 @@ An extension is defined by:
Note the `ARB` affix, which stands for Architecture Review Board and is used Note the `ARB` affix, which stands for Architecture Review Board and is used
for official extensions. There are many different affixes, depending on who for official extensions. There are many different affixes, depending on who
wrote the extension. A list of extensions, together with their specifications, wrote the extension. A list of extensions, together with their specifications,
can be found at the can be found at the [OpenGL Registry](http://www.opengl.org/registry/).
[OpenGL Registry](http://www.opengl.org/registry/).
To use a certain extension, you must first check whether the context exposes To use a certain extension, you must first check whether the context supports
that extension and then, if it introduces new functions, retrieve the pointers that extension and then, if it introduces new functions, retrieve the pointers
to those functions. to those functions.
@ -31,7 +81,7 @@ the OpenGL API. GLEW in particular has been extensively tested with and works
well with GLFW. well with GLFW.
@section glext_header The glext.h header @subsection context_glext_header The glext.h header
The `glext.h` header is a continually updated file that defines the interfaces The `glext.h` header is a continually updated file that defines the interfaces
for all OpenGL extensions. The latest version of this can always be found at for all OpenGL extensions. The latest version of this can always be found at
@ -42,30 +92,30 @@ you wish to use.
The header defines function pointer types for all functions of all extensions it The header defines function pointer types for all functions of all extensions it
supports. These have names like `PFNGLGETDEBUGMESSAGELOGARB` (for supports. These have names like `PFNGLGETDEBUGMESSAGELOGARB` (for
`glGetDebugMessageLogARB`), i.e. the name is made uppercase, the `gl` prefix is `glGetDebugMessageLogARB`), i.e. the name is made uppercase and `PFN` and `PROC`
removed and `PFN` and `PROC` are added to the ends. are added to the ends.
@section glext_string Checking for extensions @subsection context_glext_string Checking for extensions
A given machine may not actually support the extension (it may have older A given machine may not actually support the extension (it may have older
drivers or a graphics card that lacks the necessary hardware features), so it drivers or a graphics card that lacks the necessary hardware features), so it
is necessary to check whether the context exposes the extension. This is done is necessary to check whether the context supports the extension. This is done
with @ref glfwExtensionSupported. with @ref glfwExtensionSupported.
@code @code
if (glfwExtensionSupported("GL_ARB_debug_output")) if (glfwExtensionSupported("GL_ARB_debug_output"))
{ {
// The extension is exposed by the current context // The extension is supported by the current context
} }
@endcode @endcode
The argument is a null terminated ASCII string with the extension name. If the The argument is a null terminated ASCII string with the extension name. If the
extension is exposed, @ref glfwExtensionSupported returns non-zero, otherwise it extension is supported, @ref glfwExtensionSupported returns non-zero, otherwise
returns zero. it returns zero.
@section glext_proc Fetching function pointers @subsection context_glext_proc Fetching function pointers
Many extensions, though not all, require the use of new OpenGL functions. Many extensions, though not all, require the use of new OpenGL functions.
These entry points are often not exposed by your link libraries, making These entry points are often not exposed by your link libraries, making
@ -89,7 +139,7 @@ when used together.
#define glGetDebugMessageLogARB pfnGetDebugMessageLog #define glGetDebugMessageLogARB pfnGetDebugMessageLog
PFNGLGETDEBUGMESSAGELOGARB pfnGetDebugMessageLog; PFNGLGETDEBUGMESSAGELOGARB pfnGetDebugMessageLog;
// Flag indicating whether the extension is present // Flag indicating whether the extension is supported
int has_debug_output = 0; int has_debug_output = 0;
void load_extensions(void) void load_extensions(void)

31
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/*!
@page monitor Multi-monitor guide
@section monitor_objects Monitor objects
@section monitor_modes Querying video modes
Although GLFW generally does a good job at selecting a suitable video
mode for you when you open a fullscreen window, it is sometimes useful to
know exactly which modes are available on a certain system. For example,
you may want to present the user with a list of video modes to select
from. To get a list of available video modes, you can use the function
@ref glfwGetVideoModes.
@code
int count;
GLFWvidmode* modes = glfwGetVideoModes(monitor, &count);
@endcode
To get the current video mode of a monitor call @ref glfwGetVideoMode.
@code
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
@endcode
@section monitor_gamma Gamma ramps
*/

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@ -188,6 +188,15 @@ glfwMakeContextCurrent after creating a window before you can call any OpenGL
functions. functions.
@subsection moving_repeat Key repeat
The `GLFW_KEY_REPEAT` enable has been removed and key repeat is always enabled
for both keys and characters. A new key action, `GLFW_REPEAT`, has been added
to allow the [key callback](@ref GLFWkeyfun) to distinguish an initial key press
from a repeat. Note that @ref glfwGetKey still returns only `GLFW_PRESS` or
`GLFW_RELEASE`.
@subsection moving_keys Physical key input @subsection moving_keys Physical key input
GLFW 3 key tokens map to physical keys, unlike in GLFW 2 where they mapped to GLFW 3 key tokens map to physical keys, unlike in GLFW 2 where they mapped to
@ -208,6 +217,16 @@ having to remember whether to check for `'a'` or `'A'`, you now check for
`GLFW_KEY_A`. `GLFW_KEY_A`.
@subsection moving_joystick Joystick input
The `glfwGetJoystickPos` function has been renamed to @ref glfwGetJoystickAxes.
The `glfwGetJoystickParam` function and the `GLFW_PRESENT`, `GLFW_AXES` and
`GLFW_BUTTONS` tokens have been replaced by the @ref glfwJoystickPresent
function as well as axis and button counts returned by the @ref
glfwGetJoystickAxes and @ref glfwGetJoystickButtons functions.
@subsection moving_video_modes Video mode enumeration @subsection moving_video_modes Video mode enumeration
Video mode enumeration is now per-monitor. The @ref glfwGetVideoModes function Video mode enumeration is now per-monitor. The @ref glfwGetVideoModes function
@ -260,6 +279,7 @@ Unix-like systems, where it uses the
| `glfwGetWindowParam` | @ref glfwGetWindowAttrib | | | `glfwGetWindowParam` | @ref glfwGetWindowAttrib | |
| `glfwGetGLVersion` | @ref glfwGetWindowAttrib | Use `GLFW_OPENGL_VERSION_MAJOR`, `GLFW_OPENGL_VERSION_MINOR` and `GLFW_OPENGL_REVISION` | | `glfwGetGLVersion` | @ref glfwGetWindowAttrib | Use `GLFW_OPENGL_VERSION_MAJOR`, `GLFW_OPENGL_VERSION_MINOR` and `GLFW_OPENGL_REVISION` |
| `glfwGetDesktopMode` | @ref glfwGetVideoMode | Returns the current mode of a monitor | | `glfwGetDesktopMode` | @ref glfwGetVideoMode | Returns the current mode of a monitor |
| `glfwGetJoystickParam` | @ref glfwJoystickPresent | The axis and button counts are provided by @ref glfwGetJoystickAxes and @ref glfwGetJoystickButtons |
@subsection moving_renamed_tokens Tokens @subsection moving_renamed_tokens Tokens

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@ -128,4 +128,9 @@ Windowed mode windows can now be created without decorations, i.e. things like
a frame, a title bar, with the `GLFW_DECORATED` window hint. This allows for a frame, a title bar, with the `GLFW_DECORATED` window hint. This allows for
the creation of things like splash screens. the creation of things like splash screens.
@subsection news_30_jsname Joystick names
The name of a joystick can now be retrieved using @ref glfwGetJoystickName.
*/ */

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@ -1,31 +1,32 @@
/*! @page window Window handling /*!
@page window Window handling guide
@tableofcontents @tableofcontents
The primary purpose of GLFW is to provide a simple interface to window The primary purpose of GLFW is to provide a simple interface to window
management and OpenGL and OpenGL ES context creation. GLFW supports management and OpenGL and OpenGL ES context creation. GLFW supports multiple
multiple windows, which can be either a normal desktop window or windows, which can be either a normal desktop window or a fullscreen window.
a fullscreen window.
@section window_object Window objects
@section window_object Window handles
The @ref GLFWwindow object encapsulates both a window and a context. They are The @ref GLFWwindow object encapsulates both a window and a context. They are
created with @ref glfwCreateWindow and destroyed with @ref glfwDestroyWindow (or created with @ref glfwCreateWindow and destroyed with @ref glfwDestroyWindow (or
@ref glfwTerminate, if any remain). As the window and context are inseparably @ref glfwTerminate, if any remain). As the window and context are inseparably
linked, the window handle (i.e. window object pointer) is used as a context linked, the object pointer is used as both a context and window handle.
handle as well, for example when calling @ref glfwMakeContextCurrent.
@section window_hints Window hints @section window_hints Window creation hints
There are a number of hints that can be set before the creation of a window. There are a number of hints that can be set before the creation of a window and
Some affect the window itself, others its framebuffer or context. These hints context. Some affect the window itself, others affect the framebuffer or
are set to their default values each time the library is initialized with @ref context. These hints are set to their default values each time the library is
glfwInit, can be individually set with @ref glfwWindowHint and reset all at once initialized with @ref glfwInit, can be set individually with @ref glfwWindowHint
to their defaults with @ref glfwDefaultWindowHints. and reset all at once to their defaults with @ref glfwDefaultWindowHints.
Note again that they need to be set *before* the creation of the window you wish Note that hints need to be set *before* the creation of the window and context
to have the specified attributes. you wish to have the specified attributes.
@subsection window_hints_hard Hard and soft constraints @subsection window_hints_hard Hard and soft constraints
@ -49,6 +50,21 @@ context:
Hints that do not apply to a given type of window or context are ignored. Hints that do not apply to a given type of window or context are ignored.
@subsection window_hints_wnd Window related hints
The `GLFW_RESIZABLE` hint specifies whether the window will be resizable *by the
user*. The window will still be resizable using the @ref glfwSetWindowSize
function. This hint is ignored for fullscreen windows.
The `GLFW_VISIBLE` hint specifies whether the window will be initially
visible. This hint is ignored for fullscreen windows.
The `GLFW_DECORATED` hint specifies whether the window will have window
decorations such as a border, a close widget, etc. This hint is ignored for
fullscreen windows. Note that even though a window may lack a close widget, it
is usually still possible for the user to generate close events.
@subsection window_hints_fb Framebuffer related hints @subsection window_hints_fb Framebuffer related hints
The `GLFW_RED_BITS`, `GLFW_GREEN_BITS`, `GLFW_BLUE_BITS`, `GLFW_ALPHA_BITS`, The `GLFW_RED_BITS`, `GLFW_GREEN_BITS`, `GLFW_BLUE_BITS`, `GLFW_ALPHA_BITS`,
@ -116,21 +132,6 @@ used by the context. This can be one of `GLFW_NO_RESET_NOTIFICATION` or
a robustness strategy. a robustness strategy.
@subsection window_hints_wnd Window related hints
The `GLFW_RESIZABLE` hint specifies whether the window will be resizable *by the
user*. The window will still be resizable using the @ref glfwSetWindowSize
function. This hint is ignored for fullscreen windows.
The `GLFW_VISIBLE` hint specifies whether the window will be initially
visible. This hint is ignored for fullscreen windows.
The `GLFW_DECORATED` hint specifies whether the window will have window
decorations such as a border, a close widget, etc. This hint is ignored for
fullscreen windows. Note that even though a window may lack a close widget, it
is usually still possible for the user to generate close events.
@subsection window_hints_values Supported and default values @subsection window_hints_values Supported and default values
| Name | Default value | Supported values | | Name | Default value | Supported values |
@ -161,20 +162,235 @@ is usually still possible for the user to generate close events.
| `GLFW_OPENGL_PROFILE` | `GLFW_OPENGL_NO_PROFILE` | `GLFW_OPENGL_NO_PROFILE`, `GLFW_OPENGL_COMPAT_PROFILE` or `GLFW_OPENGL_CORE_PROFILE` | | `GLFW_OPENGL_PROFILE` | `GLFW_OPENGL_NO_PROFILE` | `GLFW_OPENGL_NO_PROFILE`, `GLFW_OPENGL_COMPAT_PROFILE` or `GLFW_OPENGL_CORE_PROFILE` |
@section window_closing Window closing @section window_close Window close flag
When the user attempts to close the window, for example by clicking the close When the user attempts to close the window, for example by clicking the close
widget or using a key chord like Alt+F4, the window's close flag is set and then widget or using a key chord like Alt+F4, the *close flag* of the window is set.
its close callback is called. The window is not actually destroyed and, unless The window is however not actually destroyed and, unless you watch for this
you are monitoring the close flag, nothing further happens. state change, nothing further happens.
If you do not want the close flag to be set, it can be cleared again from the The current state of the close flag is returned by @ref glfwWindowShouldClose
close callback (or from any other point in your program) with @ref and can be set or cleared directly with @ref glfwSetWindowShouldClose. A common
glfwSetWindowShouldClose. pattern is to use the close flag as a main loop condition.
@code
while (!glfwWindowShouldClose(window))
{
render(window);
glfwSwapBuffers(window);
glfwPollEvents();
}
@endcode
If you wish to be notified when the user attempts to close a window, you can set
the close callback with @ref glfwSetWindowCloseCallback. This callback is
called directly *after* the close flag has been set.
@code
glfwSetWindowCloseCallback(window, window_close_callback);
@endcode
The callback function can be used for example to filter close requests and clear
the close flag again unless certain conditions are met.
@code
void window_close_callback(GLFWwindow* window)
{
if (!time_to_close)
glfwSetWindowShouldClose(window, GL_FALSE);
}
@endcode
@section window_dims Window dimensions @section window_size Window size
Text here. The size of a window can be changed with @ref glfwSetWindowSize. For windowed
mode windows, this resizes the specified window so that its *client area* has
the specified size. Note that the window system may put limitations on size.
For full screen windows, it selects and sets the video mode most closely
matching the specified size.
@code
void glfwSetWindowSize(window, 640, 480);
@endcode
If you wish to be notified when a window is resized, whether by the user or
the system, you can set the size callback with @ref glfwSetWindowSizeCallback.
@code
glfwSetWindowSizeCallback(window, window_size_callback);
@endcode
The callback function receives the new size of the client area of the window,
which can for example be used to update the viewport.
@code
void window_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
@endcode
There is also @ref glfwGetWindowSize for directly retrieving the current size of
a window.
@code
int width, height;
glfwGetWindowSize(window, &width, &height);
glViewport(0, 0, width, height);
@endcode
@section window_pos Window position
The position of a windowed-mode window can be changed with @ref
glfwSetWindowPos. This moves the window so that the upper-left corner of its
client area has the specified screen coordinates. Note that the window system
may put limitations on placement.
@code
glfwSetWindowPos(window, 100, 100);
@endcode
If you wish to be notified when a window is moved, whether by the user or
the system, you can set the position callback with @ref glfwSetWindowPosCallback.
@code
glfwSetWindowPosCallback(window, window_pos_callback);
@endcode
The callback function receives the new position of the upper-left corner of its
client area.
@code
void window_size_callback(GLFWwindow* window, int xpos, int ypos)
{
}
@endcode
There is also @ref glfwGetWindowPos for directly retrieving the current position
of the client area of the window.
@code
int xpos, ypos;
glfwGetWindowPos(window, &xpos, &ypos);
@endcode
@section window_title Window title
All GLFW windows have a title, although undecorated or full screen windows may
not display it or only display it in a task bar or similar interface. To change
the title of a window, use @ref glfwSetWindowTitle.
@code
glfwSetWindowTitle(window, "My Window");
@endcode
The window title is a regular C string using the UTF-8 encoding. This means
for example that, as long as your source file is encoded as UTF-8, you can use
any Unicode characters.
@code
glfwSetWindowTitle(window, "さよなら絶望先生");
@endcode
@section window_attribs Window attributes
Windows have a number of attributes that can be returned using @ref
glfwGetWindowAttrib. Some reflect state that may change during the lifetime of
the window, while others reflect the corresponding hints and are fixed at the
time of creation.
@code
if (glfwGetWindowAttrib(window, GLFW_FOCUSED))
{
// window has input focus
}
@endcode
@subsection window_attribs_window Window attributes
The `GLFW_FOCUSED` attribute indicates whether the specified window currently
has input focus.
The `GLFW_ICONIFIED` attribute indicates whether the specified window is
currently iconified, whether by the user or with @ref glfwIconifyWindow.
The `GLFW_VISIBLE` attribute indicates whether the specified window is currently
visible. Window visibility can be controlled with @ref glfwShowWindow and @ref
glfwHideWindow and initial visibility is controlled by the [window hint](@ref
window_hints) with the same name.
The `GLFW_RESIZABLE` attribute indicates whether the specified window is
resizable *by the user*. This is controlled by the [window hint](@ref
window_hints) with the same name.
The `GLFW_DECORATED` attribute indicates whether the specified window has
decorations such as a border, a close widget, etc. This is controlled by the
[window hint](@ref window_hints) with the same name.
@subsection window_attribs_context Context attributes
The `GLFW_CLIENT_API` attribute indicates the client API provided by the
window's context; either `GLFW_OPENGL_API` or `GLFW_OPENGL_ES_API`.
The `GLFW_CONTEXT_VERSION_MAJOR`, `GLFW_CONTEXT_VERSION_MINOR` and
`GLFW_CONTEXT_REVISION` attributes indicate the client API version of the
window's context.
The `GLFW_OPENGL_FORWARD_COMPAT` attribute is `GL_TRUE` if the window's
context is an OpenGL forward-compatible one, or `GL_FALSE` otherwise.
The `GLFW_OPENGL_DEBUG_CONTEXT` attribute is `GL_TRUE` if the window's
context is an OpenGL debug context, or `GL_FALSE` otherwise.
The `GLFW_OPENGL_PROFILE` attribute indicates the OpenGL profile used by the
context. This is `GLFW_OPENGL_CORE_PROFILE` or `GLFW_OPENGL_COMPAT_PROFILE`
if the context uses a known profile, or `GLFW_OPENGL_NO_PROFILE` if the
OpenGL profile is unknown or the context is for another client API.
The `GLFW_CONTEXT_ROBUSTNESS` attribute indicates the robustness strategy
used by the context. This is `GLFW_LOSE_CONTEXT_ON_RESET` or
`GLFW_NO_RESET_NOTIFICATION` if the window's context supports robustness, or
`GLFW_NO_ROBUSTNESS` otherwise.
@section window_swap Swapping buffers
GLFW windows are always double buffered. That means that you have two
rendering buffers; a front buffer and a back buffer. The front buffer is
the one being displayed and the back buffer the one you render to.
When the entire frame has been rendered, it is time to swap the back and the
front buffers in order to display what has been rendered and begin rendering
a new frame. This is done with @ref glfwSwapBuffers.
@code
glfwSwapBuffers(window);
@endcode
Sometimes it can be useful to select when the buffer swap will occur. With the
function @ref glfwSwapInterval it is possible to select the minimum number of
monitor refreshes the driver should wait before swapping the buffers:
@code
glfwSwapInterval(1);
@endcode
If the interval is zero, the swap will take place immediately when @ref
glfwSwapBuffers is called without waiting for a refresh. Otherwise at least
interval retraces will pass between each buffer swap. Using a swap interval of
zero can be useful for benchmarking purposes, when it is not desirable to
measure the time it takes to wait for the vertical retrace. However, a swap
interval of one lets you avoid tearing.
Note that not all OpenGL implementations properly implement this function, in
which case @ref glfwSwapInterval will have no effect. Some drivers also have
user settings that override requests by GLFW.
*/ */

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@ -1268,7 +1268,7 @@ GLFWAPI void glfwSetWindowTitle(GLFWwindow* window, const char* title);
* @param[out] xpos The x-coordinate of the upper-left corner of the client area. * @param[out] xpos The x-coordinate of the upper-left corner of the client area.
* @param[out] ypos The y-coordinate of the upper-left corner of the client area. * @param[out] ypos The y-coordinate of the upper-left corner of the client area.
* *
* @remarks Either or both coordinate parameters may be `NULL`. * @remarks Either or both coordinate arguments may be `NULL`.
* *
* @bug **Mac OS X:** The screen coordinate system is inverted. * @bug **Mac OS X:** The screen coordinate system is inverted.
* *
@ -1441,47 +1441,10 @@ GLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* window);
* attributes, some related to the window and others to its context. * attributes, some related to the window and others to its context.
* *
* @param[in] window The window to query. * @param[in] window The window to query.
* @param[in] attrib The attribute whose value to return. * @param[in] attrib The [window attribute](@ref window_attribs) whose value to
* return.
* @return The value of the attribute, or zero if an error occurred. * @return The value of the attribute, or zero if an error occurred.
* *
* @par Window attributes
*
* The `GLFW_FOCUSED` attribute indicates whether the window is focused.
*
* The `GLFW_ICONIFIED` attribute indicates whether the window is iconified.
*
* The `GLFW_VISIBLE` attribute indicates whether the window is visible.
*
* The `GLFW_RESIZABLE` attribute indicates whether the window is resizable
* by the user.
*
* The `GLFW_DECORATED` attribute indicates whether the window is decorated.
*
* @par Context attributes
*
* The `GLFW_CLIENT_API` attribute indicates the client API provided by the
* window's context; either `GLFW_OPENGL_API` or `GLFW_OPENGL_ES_API`.
*
* The `GLFW_CONTEXT_VERSION_MAJOR`, `GLFW_CONTEXT_VERSION_MINOR` and
* `GLFW_CONTEXT_REVISION` attributes indicate the client API version of the
* window's context.
*
* The `GLFW_OPENGL_FORWARD_COMPAT` attribute is `GL_TRUE` if the window's
* context is an OpenGL forward-compatible one, or `GL_FALSE` otherwise.
*
* The `GLFW_OPENGL_DEBUG_CONTEXT` attribute is `GL_TRUE` if the window's
* context is an OpenGL debug context, or `GL_FALSE` otherwise.
*
* The `GLFW_OPENGL_PROFILE` attribute indicates the OpenGL profile used by the
* context. This is `GLFW_OPENGL_CORE_PROFILE` or `GLFW_OPENGL_COMPAT_PROFILE`
* if the context uses a known profile, or `GLFW_OPENGL_NO_PROFILE` if the
* OpenGL profile is unknown or the context is for another client API.
*
* The `GLFW_CONTEXT_ROBUSTNESS` attribute indicates the robustness strategy
* used by the context. This is `GLFW_LOSE_CONTEXT_ON_RESET` or
* `GLFW_NO_RESET_NOTIFICATION` if the window's context supports robustness, or
* `GLFW_NO_ROBUSTNESS` otherwise.
*
* @ingroup window * @ingroup window
*/ */
GLFWAPI int glfwGetWindowAttrib(GLFWwindow* window, int attrib); GLFWAPI int glfwGetWindowAttrib(GLFWwindow* window, int attrib);
@ -2138,9 +2101,9 @@ GLFWAPI void glfwSwapInterval(int interval);
/*! @brief Returns whether the specified extension is available. /*! @brief Returns whether the specified extension is available.
* *
* This function returns whether the specified * This function returns whether the specified
* [OpenGL or context creation API extension](@ref glext) is supported by the * [OpenGL or context creation API extension](@ref context_glext) is supported
* current context. For example, on Windows both the OpenGL and WGL extension * by the current context. For example, on Windows both the OpenGL and WGL
* strings are checked. * extension strings are checked.
* *
* @param[in] extension The ASCII encoded name of the extension. * @param[in] extension The ASCII encoded name of the extension.
* @return `GL_TRUE` if the extension is available, or `GL_FALSE` otherwise. * @return `GL_TRUE` if the extension is available, or `GL_FALSE` otherwise.
@ -2160,8 +2123,8 @@ GLFWAPI int glfwExtensionSupported(const char* extension);
* context. * context.
* *
* This function returns the address of the specified * This function returns the address of the specified
* [client API or extension function](@ref glext), if it is supported by the * [client API or extension function](@ref context_glext), if it is supported
* current context. * by the current context.
* *
* @param[in] procname The ASCII encoded name of the function. * @param[in] procname The ASCII encoded name of the function.
* @return The address of the function, or `NULL` if the function is * @return The address of the function, or `NULL` if the function is