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Documentation work
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@ -145,7 +145,9 @@ per-window state arrays that can be polled with @ref glfwGetKey.
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@code
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int state = glfwGetKey(window, GLFW_KEY_E);
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if (state == GLFW_PRESS)
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{
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activate_airship();
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}
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@endcode
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The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`.
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@ -449,7 +451,9 @@ per-window state arrays that can be polled with @ref glfwGetMouseButton.
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@code
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int state = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT);
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if (state == GLFW_PRESS)
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{
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upgrade_cow();
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}
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@endcode
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The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`.
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@ -642,7 +646,9 @@ reference documentation for the lifetime of the returned string.
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@code
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const char* text = glfwGetClipboardString(window);
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if (text)
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{
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insert_text(text);
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}
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@endcode
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If the clipboard is empty or if its contents could not be converted, `NULL` is
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@ -83,9 +83,9 @@ immediately.
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@section error_handling Error handling
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Some GLFW functions have return values that indicate an error, but this is often
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not very helpful when trying to figure out _why_ the error occurred. Some
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functions also return otherwise valid values on error. Finally, far from all
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GLFW functions have return values.
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not very helpful when trying to figure out _why_ the error occurred. Other
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functions have no return value reserved for errors, so error notification needs
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a separate channel. Finally, far from all GLFW functions have return values.
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This is where the error callback comes in. This callback is called whenever an
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error occurs. It is set with @ref glfwSetErrorCallback, a function that may be
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@ -110,6 +110,12 @@ The error code indicates the general category of the error. Some error codes,
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such as @ref GLFW_NOT_INITIALIZED has only a single meaning, whereas others like
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@ref GLFW_PLATFORM_ERROR are used for many different errors.
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Reported errors are never fatal. As long as GLFW was successfully initialized,
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it will remain initialized and in a safe state until terminated regardless of
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how many errors occur. If an error occurs during initialization that causes
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@ref glfwInit to fail, any part of the library that was initialized will be
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safely terminated.
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The description string is only valid until the error callback returns, as it may
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have been generated specifically for that error. This lets GLFW provide much
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more specific error descriptions but means you must make a copy if you want to
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@ -179,43 +179,48 @@ context, but are ignored when requesting an OpenGL ES context:
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@anchor GLFW_RESIZABLE_hint
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__GLFW_RESIZABLE__ specifies whether the windowed mode window will be resizable
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_by the user_. The window will still be resizable using the @ref
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glfwSetWindowSize function. This hint is ignored for full screen and
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undecorated windows.
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glfwSetWindowSize function. Possible values are `GLFW_TRUE` and `GLFW_FALSE`.
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This hint is ignored for full screen and undecorated windows.
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@anchor GLFW_VISIBLE_hint
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__GLFW_VISIBLE__ specifies whether the windowed mode window will be initially
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visible. This hint is ignored for full screen windows.
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visible. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint is
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ignored for full screen windows.
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@anchor GLFW_DECORATED_hint
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__GLFW_DECORATED__ specifies whether the windowed mode window will have window
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decorations such as a border, a close widget, etc. An undecorated window will
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not be resizable by the user but will still allow the user to generate close
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events on some platforms. This hint is ignored for full screen windows.
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events on some platforms. Possible values are `GLFW_TRUE` and `GLFW_FALSE`.
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This hint is ignored for full screen windows.
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@anchor GLFW_FOCUSED_hint
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__GLFW_FOCUSED__ specifies whether the windowed mode window will be given input
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focus when created. This hint is ignored for full screen and initially hidden
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windows.
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focus when created. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This
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hint is ignored for full screen and initially hidden windows.
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@anchor GLFW_AUTO_ICONIFY_hint
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__GLFW_AUTO_ICONIFY__ specifies whether the full screen window will
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automatically iconify and restore the previous video mode on input focus loss.
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This hint is ignored for windowed mode windows.
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Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint is ignored for
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windowed mode windows.
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@anchor GLFW_FLOATING_hint
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__GLFW_FLOATING__ specifies whether the windowed mode window will be floating
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above other regular windows, also called topmost or always-on-top. This is
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intended primarily for debugging purposes and cannot be used to implement proper
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full screen windows. This hint is ignored for full screen windows.
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full screen windows. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This
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hint is ignored for full screen windows.
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@anchor GLFW_MAXIMIZED_hint
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__GLFW_MAXIMIZED__ specifies whether the windowed mode window will be maximized
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when created. This hint is ignored for full screen windows.
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when created. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This hint is
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ignored for full screen windows.
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@anchor GLFW_CENTER_CURSOR_hint
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__GLFW_CENTER_CURSOR__ specifies whether the cursor should be centered over
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newly created full screen windows. This hint is ignored for windowed mode
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windows.
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newly created full screen windows. Possible values are `GLFW_TRUE` and
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`GLFW_FALSE`. This hint is ignored for windowed mode windows.
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@subsubsection window_hints_fb Framebuffer related hints
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@ -253,8 +258,8 @@ Auxiliary buffers are a legacy OpenGL feature and should not be used in new
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code.
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@anchor GLFW_STEREO
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__GLFW_STEREO__ specifies whether to use OpenGL stereoscopic rendering. This is
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a hard constraint.
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__GLFW_STEREO__ specifies whether to use OpenGL stereoscopic rendering.
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Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This is a hard constraint.
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@anchor GLFW_SAMPLES
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__GLFW_SAMPLES__ specifies the desired number of samples to use for
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@ -266,11 +271,12 @@ __GLFW_SRGB_CAPABLE__ specifies whether the framebuffer should be sRGB capable.
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If supported, a created OpenGL context will support the `GL_FRAMEBUFFER_SRGB`
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enable, also called `GL_FRAMEBUFFER_SRGB_EXT`) for controlling sRGB rendering
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and a created OpenGL ES context will always have sRGB rendering enabled.
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Possible values are `GLFW_TRUE` and `GLFW_FALSE`.
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@anchor GLFW_DOUBLEBUFFER
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__GLFW_DOUBLEBUFFER__ specifies whether the framebuffer should be double
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buffered. You nearly always want to use double buffering. This is a hard
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constraint.
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constraint. Possible values are `GLFW_TRUE` and `GLFW_FALSE`.
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@subsubsection window_hints_mtr Monitor related hints
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@ -356,7 +362,8 @@ Forward-compatibility is described in detail in the
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@anchor GLFW_OPENGL_DEBUG_CONTEXT_hint
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__GLFW_OPENGL_DEBUG_CONTEXT__ specifies whether to create a debug OpenGL
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context, which may have additional error and performance issue reporting
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functionality. If OpenGL ES is requested, this hint is ignored.
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functionality. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. If OpenGL ES
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is requested, this hint is ignored.
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@anchor GLFW_OPENGL_PROFILE_hint
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__GLFW_OPENGL_PROFILE__ specifies which OpenGL profile to create the context
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@ -393,8 +400,8 @@ extension.
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@anchor GLFW_CONTEXT_NO_ERROR_hint
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__GLFW_CONTEXT_NO_ERROR__ specifies whether errors should be generated by the
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context. If enabled, situations that would have generated errors instead cause
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undefined behavior.
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context. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. If enabled,
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situations that would have generated errors instead cause undefined behavior.
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@par
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The no error mode for OpenGL and OpenGL ES is described in detail by the
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@ -414,19 +421,21 @@ being listed.
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@anchor GLFW_COCOA_RETINA_FRAMEBUFFER_hint
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__GLFW_COCOA_RETINA_FRAMEBUFFER__ specifies whether to use full resolution
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framebuffers on Retina displays. This is ignored on other platforms.
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framebuffers on Retina displays. Possible values are `GLFW_TRUE` and
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`GLFW_FALSE`. This is ignored on other platforms.
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@anchor GLFW_COCOA_FRAME_AUTOSAVE_hint
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__GLFW_COCOA_FRAME_AUTOSAVE__ specifies whether to activate frame autosaving
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using the window title specified at window creation. This is ignored on other
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platforms.
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using the window title specified at window creation. Possible values are
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`GLFW_TRUE` and `GLFW_FALSE`. This is ignored on other platforms.
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@anchor GLFW_COCOA_GRAPHICS_SWITCHING_hint
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__GLFW_COCOA_GRAPHICS_SWITCHING__ specifies whether to in Automatic Graphics
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Switching, i.e. to allow the system to choose the integrated GPU for the OpenGL
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context and move it between GPUs if necessary or whether to force it to always
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run on the discrete GPU. This only affects systems with both integrated and
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discrete GPUs. This is ignored on other platforms.
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discrete GPUs. Possible values are `GLFW_TRUE` and `GLFW_FALSE`. This is
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ignored on other platforms.
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@par
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Simpler programs and tools may want to enable this to save power, while games
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