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Documentation work.
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@ -666,7 +666,6 @@ INPUT = @GLFW_INTERNAL_DOCS@ \
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@GLFW_SOURCE_DIR@/docs/monitor.dox \
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@GLFW_SOURCE_DIR@/docs/window.dox \
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@GLFW_SOURCE_DIR@/docs/input.dox \
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@GLFW_SOURCE_DIR@/docs/common.dox \
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@GLFW_SOURCE_DIR@/docs/rift.dox \
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@GLFW_SOURCE_DIR@/docs/compat.dox
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@ -1,18 +0,0 @@
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/*!
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@page common Common tasks
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@tableofcontents
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This guide explains how to
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@section common_full_screen Windowed full screen mode
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@section common_window_pos Initial window position
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GLFW comes with the `windows` test program, which illustrates this method.
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@section common_fps_camera First-person camera controls
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*/
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@ -146,16 +146,30 @@ The `GLFW_KEY_LAST` constant holds the highest value of any
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[named key](@ref keys).
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@subsection input_char Unicode character input
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@subsection input_char Text input
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If you wish to receive Unicode code point input, set a character callback.
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GLFW supports text input in the form of a stream of
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[Unicode code points](https://en.wikipedia.org/wiki/Unicode), as produced by the
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operating system text input system. Unlike key input, text input obeys keyboard
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layouts and modifier keys and supports composing characters using
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[dead keys](https://en.wikipedia.org/wiki/Dead_key). Once received, you can
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encode the code points into
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[UTF-8](https://en.wikipedia.org/wiki/UTF-8) or any other encoding you prefer.
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Because an `unsigned int` is 32 bits long on all platforms supported by GLFW,
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you can treat the code point argument as native endian
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[UTF-32](https://en.wikipedia.org/wiki/UTF-32).
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There are two callbacks for receiving Unicode code points. If you wish to
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offer regular text input, set a character callback.
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@code
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glfwSetCharCallback(window, character_callback);
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@endcode
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The callback function receives Unicode code points for key events that would
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have led to regular text input on that platform.
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have led to regular text input and generally behaves as a standard text field on
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that platform.
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@code
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void character_callback(GLFWwindow* window, unsigned int codepoint)
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@ -163,9 +177,9 @@ 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 all Unicode code point events generated by the system, or
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just want to know exactly what modifier keys were used, set a character with
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modifiers callback.
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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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@code
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glfwSetCharCallback(window, charmods_callback);
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@ -114,19 +114,24 @@ keep the description string.
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@section coordinate_systems Coordinate systems
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GLFW has two primary coordinate systems: the _virtual screen_ and the window
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_client area_. Both use the same unit: _virtual screen coordinates_, or just
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_screen coordinates_, which don't necessarily correspond to pixels.
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_client area_ or _content area_. Both use the same unit: _virtual screen
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coordinates_, or just _screen coordinates_, which don't necessarily correspond
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to pixels.
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<img src="spaces.svg" width="90%" />
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Window and monitor positions are specified relative to the upper-left corners of
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their content areas, while cursor positions are specified relative to the window
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client area.
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Both the virtual screen and the client area coordinate systems have the X-axis
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pointing to the right and the Y-axis pointing down.
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The origin of the window client area coordinate system is also the position of
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the window, meaning you can translate client area coordinates to the virtual
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screen by adding the window position. The window frame, when present, extend
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out from the client area but does not affect the window position.
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Window and monitor positions are specified as the position of the upper-left
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corners of their content areas relative to the virtual screen, while cursor
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positions are specified relative to a window's client area.
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Because the origin of the window's client area coordinate system is also the
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point from which the window position is specified, you can translate client area
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coordinates to the virtual screen by adding the window position. The window
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frame, when present, extends out from the client area but does not affect the
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window position.
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Almost all positions and sizes in GLFW are measured in screen coordinates
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relative to one of the two origins above. This includes cursor positions,
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@ -140,7 +145,7 @@ measured in pixels.
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Pixels and screen coordinates may map 1:1 on your machine, but they won't on
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every other machine, for example on a Mac with a Retina display. The ratio
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between screen coordinates and pixels may also change at run-time depending on
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which monitor the window is currently on.
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which monitor the window is currently considered to be on.
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@section guarantees_limitations Guarantees and limitations
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@ -28,9 +28,10 @@ Each monitor has a current video mode, a list of supported video modes,
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a virtual position, a human-readable name, an estimated physical size and
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a gamma ramp. One of the monitors is the primary monitor.
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The virtual position of a monitor is in screen coordinates and, together with
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the current video mode, describes the viewports that the connected monitors
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provide into the virtual desktop that spans them.
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The virtual position of a monitor is in
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[screen coordinates](@ref coordinate_systems) and, together with the current
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video mode, describes the viewports that the connected monitors provide into the
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virtual desktop that spans them.
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@subsection monitor_monitors Retrieving monitors
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@ -86,15 +87,13 @@ a gamma ramp.
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@subsection monitor_modes Video modes
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Although GLFW generally does a good job at selecting a suitable video
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mode for you when you open a full screen window, it is sometimes useful to
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know exactly which modes are available on a certain system. For example,
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you may want to present the user with a list of video modes to select
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from.
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GLFW generally does a good job selecting a suitable video mode when you create
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a full screen window, but it is sometimes useful to know exactly which video
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modes are supported.
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To get a list of supported video modes, you can use the function @ref
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glfwGetVideoModes. See the reference documentation for the lifetime of the
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returned array.
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Video modes are represented as @ref GLFWvidmode structures. You can get an
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array of the video modes supported by a monitor with @ref glfwGetVideoModes.
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See the reference documentation for the lifetime of the returned array.
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@code
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int count;
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@ -102,16 +101,19 @@ GLFWvidmode* modes = glfwGetVideoModes(monitor, &count);
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@endcode
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To get the current video mode of a monitor call @ref glfwGetVideoMode. See the
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reference documentation for the lifetime of the returned structure.
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reference documentation for the lifetime of the returned pointer.
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@code
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const GLFWvidmode* mode = glfwGetVideoMode(monitor);
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@endcode
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The resolution of a video mode is specified in
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[screen coordinates](@ref coordinate_systems), not pixels.
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@subsection monitor_size Physical size
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The physical size in millimetres of a monitor, or an estimation of it, can be
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The physical size of a monitor in millimetres, or an estimation of it, can be
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retrieved with @ref glfwGetMonitorPhysicalSize. This has no relation to its
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current _resolution_, i.e. the width and height of its current
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[video mode](@ref monitor_modes).
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@ -131,8 +133,9 @@ const double dpi = mode->width / (widthMM / 25.4);
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@subsection monitor_pos Virtual position
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The position of the monitor on the virtual desktop, in screen coordinates, can
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be retrieved with @ref glfwGetMonitorPos.
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The position of the monitor on the virtual desktop, in
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[screen coordinates](@ref coordinate_systems), can be retrieved with @ref
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glfwGetMonitorPos.
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@code
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int xpos, ypos;
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@ -187,14 +187,16 @@ application has no preference.
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of the accumulation buffer. `GLFW_DONT_CARE` means the application has no
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preference.
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@note Accumulation buffers are a legacy OpenGL feature and should not be used in
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new code.
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@par
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Accumulation buffers are a legacy OpenGL feature and should not be used in new
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code.
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`GLFW_AUX_BUFFERS` specifies the desired number of auxiliary buffers.
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`GLFW_DONT_CARE` means the application has no preference.
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@note Auxiliary buffers are a legacy OpenGL feature and should not be used in
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new code.
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@par
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Auxiliary buffers are a legacy OpenGL feature and should not be used in new
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code.
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`GLFW_STEREO` specifies whether to use stereoscopic rendering. This is a hard
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constraint.
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@ -251,6 +253,7 @@ forward-compatible, i.e. one where all functionality deprecated in the requested
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version of OpenGL is removed. This may only be used if the requested OpenGL
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version is 3.0 or above. If OpenGL S is requested, this hint is ignored.
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@par
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Forward-compatibility is described in detail in the
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[OpenGL Reference Manual](https://www.opengl.org/registry/).
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@ -265,6 +268,7 @@ a specific profile. If requesting an OpenGL version below 3.2,
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`GLFW_OPENGL_ANY_PROFILE` must be used. If another OpenGL ES is requested,
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this hint is ignored.
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@par
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OpenGL profiles are described in detail in the
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[OpenGL Reference Manual](https://www.opengl.org/registry/).
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@ -282,6 +286,7 @@ the pipeline will be flushed whenever the context is released from being the
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current one. If the behavior is `GLFW_RELEASE_BEHAVIOR_NONE`, the pipeline will
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not be flushed on release.
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@par
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Context release behaviors are described in detail by the
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[GL_KHR_context_flush_control](https://www.opengl.org/registry/specs/KHR/context_flush_control.txt)
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extension.
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@subsection window_size Size
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The size of a window can be changed with @ref glfwSetWindowSize. For windowed
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mode windows, this sets the size of the _client area_ or _content area_ of the
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window. The window system may impose limits on window size.
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mode windows, this sets the size, in
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[screen coordinates](@ref coordinate_systems) of the _client area_ or _content
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area_ of the window. The window system may impose limits on window size.
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@code
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glfwSetWindowSize(window, 640, 480);
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glfwSetWindowSizeCallback(window, window_size_callback);
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@endcode
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The callback function receives the new size of the client area of the window
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when it is resized.
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The callback function receives the new size, in screen coordinates, of the
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client area of the window when it is resized.
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@code
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void window_size_callback(GLFWwindow* window, int width, int height)
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@subsection window_fbsize Framebuffer size
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While the size of a window is measured in screen coordinates, OpenGL works with
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pixels. The size you pass into `glViewport`, for example, should be in pixels
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and not screen coordinates. On some platforms screen coordinates and pixels are
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the same, but this is not the case on all platforms supported by GLFW. There is
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a second set of functions to retrieve the size in pixels of the framebuffer of
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a window.
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pixels. The size you pass into `glViewport`, for example, should be in pixels.
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On some machines screen coordinates and pixels are the same, but on others they
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will not be. There is a second set of functions to retrieve the size, in
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pixels, of the framebuffer of a window.
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If you wish to be notified when the framebuffer of a window is resized, whether
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by the user or the system, set a size callback.
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The position of a windowed-mode window can be changed with @ref
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glfwSetWindowPos. This moves the window so that the upper-left corner of its
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client area has the specified screen coordinates. The window system may put
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limitats on window placement.
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client area has the specified [screen coordinates](@ref coordinate_systems).
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The window system may put limitats on window placement.
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@code
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glfwSetWindowPos(window, 100, 100);
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