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@ -19,12 +19,12 @@ avoid collisions with the headers of other major versions. Similarly, the GLFW
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Unix-like systems, where it uses the
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Unix-like systems, where it uses the
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[soname](https://en.wikipedia.org/wiki/soname) `libglfw.so.3`.
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[soname](https://en.wikipedia.org/wiki/soname) `libglfw.so.3`.
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@par Old syntax
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__Old syntax__
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```c
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```c
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#include <GL/glfw.h>
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#include <GL/glfw.h>
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```
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```
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@par New syntax
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__New syntax__
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```c
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```c
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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```
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```
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@ -53,14 +53,14 @@ However, GLFW 3 has better support for _use from multiple threads_ than GLFW
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thread at a time, and the documentation explicitly states which functions may be
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thread at a time, and the documentation explicitly states which functions may be
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used from any thread and which must only be used from the main thread.
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used from any thread and which must only be used from the main thread.
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@par Removed functions
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__Removed functions__
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`glfwSleep`, `glfwCreateThread`, `glfwDestroyThread`, `glfwWaitThread`,
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> `glfwSleep`, `glfwCreateThread`, `glfwDestroyThread`, `glfwWaitThread`,
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`glfwGetThreadID`, `glfwCreateMutex`, `glfwDestroyMutex`, `glfwLockMutex`,
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> `glfwGetThreadID`, `glfwCreateMutex`, `glfwDestroyMutex`, `glfwLockMutex`,
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`glfwUnlockMutex`, `glfwCreateCond`, `glfwDestroyCond`, `glfwWaitCond`,
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> `glfwUnlockMutex`, `glfwCreateCond`, `glfwDestroyCond`, `glfwWaitCond`,
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`glfwSignalCond`, `glfwBroadcastCond` and `glfwGetNumberOfProcessors`.
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> `glfwSignalCond`, `glfwBroadcastCond` and `glfwGetNumberOfProcessors`.
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@par Removed types
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__Removed types__
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`GLFWthreadfun`
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> `GLFWthreadfun`
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### Removal of image and texture loading {#moving_image}
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### Removal of image and texture loading {#moving_image}
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@ -77,9 +77,9 @@ As there already are libraries doing this, it is unnecessary both to duplicate
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the work and to tie the duplicate to GLFW. The resulting library would also be
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the work and to tie the duplicate to GLFW. The resulting library would also be
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platform-independent, as both OpenGL and stdio are available wherever GLFW is.
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platform-independent, as both OpenGL and stdio are available wherever GLFW is.
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@par Removed functions
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__Removed functions__
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`glfwReadImage`, `glfwReadMemoryImage`, `glfwFreeImage`, `glfwLoadTexture2D`,
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> `glfwReadImage`, `glfwReadMemoryImage`, `glfwFreeImage`, `glfwLoadTexture2D`,
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`glfwLoadMemoryTexture2D` and `glfwLoadTextureImage2D`.
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> `glfwLoadMemoryTexture2D` and `glfwLoadTextureImage2D`.
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### Removal of GLFWCALL macro {#moving_stdcall}
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### Removal of GLFWCALL macro {#moving_stdcall}
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@ -92,12 +92,12 @@ requirement to mark all callback functions with `GLFWCALL`. It also simplifies
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the creation of DLLs and DLL link libraries, as there's no need to explicitly
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the creation of DLLs and DLL link libraries, as there's no need to explicitly
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disable `@n` entry point suffixes.
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disable `@n` entry point suffixes.
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@par Old syntax
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__Old syntax__
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```c
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```c
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void GLFWCALL callback_function(...);
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void GLFWCALL callback_function(...);
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```
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```
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@par New syntax
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__New syntax__
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```c
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```c
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void callback_function(...);
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void callback_function(...);
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```
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```
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@ -111,12 +111,12 @@ a newly created window is returned by @ref glfwCreateWindow (formerly
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`glfwOpenWindow`). Window handles are pointers to the
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`glfwOpenWindow`). Window handles are pointers to the
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[opaque](https://en.wikipedia.org/wiki/Opaque_data_type) type @ref GLFWwindow.
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[opaque](https://en.wikipedia.org/wiki/Opaque_data_type) type @ref GLFWwindow.
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@par Old syntax
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__Old syntax__
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```c
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```c
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glfwSetWindowTitle("New Window Title");
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glfwSetWindowTitle("New Window Title");
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```
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```
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@par New syntax
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__New syntax__
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```c
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```c
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glfwSetWindowTitle(window, "New Window Title");
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glfwSetWindowTitle(window, "New Window Title");
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```
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```
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@ -131,12 +131,12 @@ GLFW 2 would have selected, but there are many other
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[monitor functions](@ref monitor_guide). Monitor handles are pointers to the
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[monitor functions](@ref monitor_guide). Monitor handles are pointers to the
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[opaque](https://en.wikipedia.org/wiki/Opaque_data_type) type @ref GLFWmonitor.
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[opaque](https://en.wikipedia.org/wiki/Opaque_data_type) type @ref GLFWmonitor.
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@par Old basic full screen
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__Old basic full screen__
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```c
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```c
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glfwOpenWindow(640, 480, 8, 8, 8, 0, 24, 0, GLFW_FULLSCREEN);
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glfwOpenWindow(640, 480, 8, 8, 8, 0, 24, 0, GLFW_FULLSCREEN);
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```
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```
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@par New basic full screen
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__New basic full screen__
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```c
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```c
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window = glfwCreateWindow(640, 480, "My Window", glfwGetPrimaryMonitor(), NULL);
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window = glfwCreateWindow(640, 480, "My Window", glfwGetPrimaryMonitor(), NULL);
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```
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```
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@ -153,7 +153,7 @@ you need to call @ref glfwPollEvents or @ref glfwWaitEvents yourself. Unlike
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buffer swap, which acts on a single window, the event processing functions act
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buffer swap, which acts on a single window, the event processing functions act
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on all windows at once.
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on all windows at once.
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@par Old basic main loop
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__Old basic main loop__
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```c
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```c
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while (...)
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while (...)
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{
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{
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@ -163,7 +163,7 @@ while (...)
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}
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}
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```
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```
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@par New basic main loop
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__New basic main loop__
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```c
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```c
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while (...)
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while (...)
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{
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{
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@ -195,13 +195,13 @@ been added. You can retrieve the size of the framebuffer of a window with @ref
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glfwGetFramebufferSize function. A framebuffer size callback has also been
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glfwGetFramebufferSize function. A framebuffer size callback has also been
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added, which can be set with @ref glfwSetFramebufferSizeCallback.
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added, which can be set with @ref glfwSetFramebufferSizeCallback.
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@par Old basic viewport setup
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__Old basic viewport setup__
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```c
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```c
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glfwGetWindowSize(&width, &height);
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glfwGetWindowSize(&width, &height);
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glViewport(0, 0, width, height);
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glViewport(0, 0, width, height);
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```
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```
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@par New basic viewport setup
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__New basic viewport setup__
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```c
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```c
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glfwGetFramebufferSize(window, &width, &height);
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glfwGetFramebufferSize(window, &width, &height);
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glViewport(0, 0, width, height);
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glViewport(0, 0, width, height);
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@ -224,7 +224,7 @@ 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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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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it at any time with @ref glfwSetWindowShouldClose.
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@par Old basic main loop
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__Old basic main loop__
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```c
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```c
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while (glfwGetWindowParam(GLFW_OPENED))
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while (glfwGetWindowParam(GLFW_OPENED))
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{
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{
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@ -232,7 +232,7 @@ while (glfwGetWindowParam(GLFW_OPENED))
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}
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}
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```
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```
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@par New basic main loop
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__New basic main loop__
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```c
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```c
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while (!glfwWindowShouldClose(window))
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while (!glfwWindowShouldClose(window))
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{
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{
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@ -245,12 +245,12 @@ close flag has been set, so it can optionally override its value, before
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event processing completes. You may however not call @ref glfwDestroyWindow
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event processing completes. You may however not call @ref glfwDestroyWindow
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from the close callback (or any other window related callback).
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from the close callback (or any other window related callback).
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@par Old syntax
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__Old syntax__
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```c
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```c
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int GLFWCALL window_close_callback(void);
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int GLFWCALL window_close_callback(void);
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```
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```
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@par New syntax
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__New syntax__
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```c
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```c
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void window_close_callback(GLFWwindow* window);
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void window_close_callback(GLFWwindow* window);
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```
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```
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@ -286,12 +286,12 @@ English by a Swede. However, many keyboard layouts require more than one key to
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produce characters with diacritical marks. Even the Swedish keyboard layout
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produce characters with diacritical marks. Even the Swedish keyboard layout
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requires this for uncommon cases like ü.
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requires this for uncommon cases like ü.
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@par Old syntax
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__Old syntax__
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```c
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```c
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void GLFWCALL character_callback(int character, int action);
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void GLFWCALL character_callback(int character, int action);
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```
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```
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@par New syntax
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__New syntax__
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```c
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```c
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void character_callback(GLFWwindow* window, int character);
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void character_callback(GLFWwindow* window, int character);
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```
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```
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@ -321,18 +321,18 @@ replaced by a [scroll callback](@ref GLFWscrollfun) that receives
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two-dimensional floating point scroll offsets. This allows you to receive
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two-dimensional floating point scroll offsets. This allows you to receive
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precise scroll data from for example modern touchpads.
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precise scroll data from for example modern touchpads.
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@par Old syntax
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__Old syntax__
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```c
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```c
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void GLFWCALL mouse_wheel_callback(int position);
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void GLFWCALL mouse_wheel_callback(int position);
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```
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```
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@par New syntax
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__New syntax__
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```c
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```c
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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```
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```
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@par Removed functions
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__Removed functions__
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`glfwGetMouseWheel`
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> `glfwGetMouseWheel`
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### Key repeat action {#moving_repeat}
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### Key repeat action {#moving_repeat}
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@ -434,12 +434,12 @@ projects should not use GLU__, but if you need it for legacy code that
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has been moved to GLFW 3, you can request that the GLFW header includes it by
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has been moved to GLFW 3, you can request that the GLFW header includes it by
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defining @ref GLFW_INCLUDE_GLU before the inclusion of the GLFW header.
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defining @ref GLFW_INCLUDE_GLU before the inclusion of the GLFW header.
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@par Old syntax
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__Old syntax__
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```c
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```c
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#include <GL/glfw.h>
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#include <GL/glfw.h>
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```
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```
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@par New syntax
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__New syntax__
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```c
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```c
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#define GLFW_INCLUDE_GLU
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#define GLFW_INCLUDE_GLU
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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@ -1382,7 +1382,6 @@ OpenGL forward-compatible one, or `GLFW_FALSE` otherwise.
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__GLFW_CONTEXT_DEBUG__ is `GLFW_TRUE` if the window's context is in debug
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__GLFW_CONTEXT_DEBUG__ is `GLFW_TRUE` if the window's context is in debug
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mode, or `GLFW_FALSE` otherwise.
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mode, or `GLFW_FALSE` otherwise.
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@par
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This is the new name, introduced in GLFW 3.4. The older
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This is the new name, introduced in GLFW 3.4. The older
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`GLFW_OPENGL_DEBUG_CONTEXT` name is also available for compatibility.
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`GLFW_OPENGL_DEBUG_CONTEXT` name is also available for compatibility.
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