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README.md
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README.md
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@ -6,14 +6,15 @@
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## Introduction
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GLFW is a free, Open Source, multi-platform library for OpenGL, OpenGL ES and
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Vulkan application development. It provides a simple, platform-independent API
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for creating windows, contexts and surfaces, reading input, handling events, etc.
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GLFW is an Open Source, multi-platform library for OpenGL, OpenGL ES and Vulkan
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application development. It provides a simple, platform-independent API for
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creating windows, contexts and surfaces, reading input, handling events, etc.
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The current stable release is version 3.2. See the
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[downloads](http://www.glfw.org/download.html) page for details and files, or
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fetch the `latest` branch, which always points to the latest stable release.
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Each release starting with 3.0 also has a corresponding annotated tag.
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Each release starting with 3.0 also has a corresponding [annotated
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tag](https://github.com/glfw/glfw/releases) with source and binary archives.
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This is version 3.2.1, which is _not yet described_.
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@ -26,7 +27,7 @@ the GLFW 3 API.
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## Compiling GLFW
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GLFW itself needs only the headers and libraries for your window system. It
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GLFW itself requires only the headers and libraries for your window system. It
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does not need the headers for any context creation API (WGL, GLX, EGL, NSGL) or
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rendering API (OpenGL, OpenGL ES, Vulkan) to enable support for them.
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@ -62,6 +63,8 @@ in the documentation for more information.
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## Dependencies
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GLFW itself depends only on the headers and libraries for your window system.
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The examples and test programs depend on a number of tiny libraries. These are
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located in the `deps/` directory.
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@ -79,7 +82,7 @@ The Vulkan example additionally requires the Vulkan SDK to be installed, or it
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will not be included in the build.
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The documentation is generated with [Doxygen](http://doxygen.org/). If CMake
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does not find Doxygen, the documentation will not be generated.
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does not find Doxygen, the documentation will not be generated when you build.
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## Reporting bugs
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@ -4,10 +4,10 @@
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@tableofcontents
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This guide introduces the basic concepts of GLFW and describes initialization reference
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This guide introduces the basic concepts of GLFW and describes initialization,
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error handling and API guarantees and limitations. For a broad but shallow
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tutorial, see @ref quick_guide instead. For details on a specific function, see the
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[reference documentation](@ref init).
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tutorial, see @ref quick_guide instead. For details about a specific function,
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see the [reference documentation](@ref init).
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There are also guides for the other areas of GLFW.
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@ -34,7 +34,7 @@ successfully initialized, and only from the main thread.
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- @ref glfwInit
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- @ref glfwTerminate
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Calling any other function before that time will cause a @ref
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Calling any other function before successful initialization will cause a @ref
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GLFW_NOT_INITIALIZED error.
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@ -50,13 +50,15 @@ if (!glfwInit())
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}
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@endcode
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If any part of initialization fails, all remaining bits are terminated as if
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@ref glfwTerminate was called. The library only needs to be initialized once
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and additional calls to an already initialized library will simply return
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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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`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.
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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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@subsection intro_init_terminate Terminating GLFW
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This will destroy any remaining window, monitor and cursor objects, restore any
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modified gamma ramps, re-enable the screensaver if it had been disabled and free
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any resources allocated by GLFW.
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any other resources allocated by GLFW.
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Once the library is terminated, it is as if it had never been initialized and
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you will need to initialize it again before being able to use GLFW. If the
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@ -282,9 +284,10 @@ allow calls from any thread in future releases.
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@subsection compatibility Version compatibility
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GLFW guarantees binary backward compatibility with earlier minor versions of the
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API. This means that you can drop in a newer version of the GLFW DLL / shared
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library / dynamic library and existing applications will continue to run.
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GLFW guarantees source and binary backward compatibility with earlier minor
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versions of the API. This means that you can drop in a newer version of the
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library and existing programs will continue to compile and existing binaries
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will continue to run.
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Once a function or constant has been added, the signature of that function or
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value of that constant will remain unchanged until the next major version of
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@ -39,8 +39,8 @@ before including the GLFW header.
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#include <GLFW/glfw3.h>
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@endcode
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If you want to include the Vulkan header from a custom location or use your own
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custom Vulkan header then you need to include them before the GLFW header.
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If you instead want to include the Vulkan header from a custom location or use
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your own custom Vulkan header then do this before the GLFW header.
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@code
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#include <path/to/vulkan.h>
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