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Documentation work.
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@ -715,7 +715,7 @@ EXCLUDE_SYMBOLS = APIENTRY GLFWAPI
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# directories that contain example code fragments that are included (see
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# the \include command).
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EXAMPLE_PATH =
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EXAMPLE_PATH = @GLFW_SOURCE_DIR@/examples
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# If the value of the EXAMPLE_PATH tag contains directories, you can use the
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# EXAMPLE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp
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166
docs/quick.dox
166
docs/quick.dox
@ -5,27 +5,50 @@
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@section quick_start Introduction
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In this guide you will learn how to write simple OpenGL applications using
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GLFW 3. We start by initializing GLFW, then we create a window and read some
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user keyboard input.
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GLFW 3. It will introduce you to a few of the most commonly used functions, but
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there are many others. To see detailed documentation on any GLFW function, just
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click on its name.
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@section quick_include Including the GLFW header
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The first thing you have to do when using GLFW is including the GLFW header.
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In the files of your program where you use OpenGL or GLFW, you need to include
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the GLFW 3 header file.
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@code
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#include <GL/glfw3.h>
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@endcode
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This header defines all the constants, types and function prototypes of the
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GLFW API. It also includes the OpenGL header provided by your development
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environment and defines all the necessary constants and types for it to work on
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that particular platform.
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This defines all the constants, types and function prototypes of the GLFW API.
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It also includes the OpenGL header, and defines all the constants and types
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necessary for it to work on your platform.
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For example, under Windows you are normally required to include @c windows.h
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before including @c GL/gl.h. This would make your source file tied to Windows
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and pollute your code's namespace with the whole Win32 API.
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Instead, the GLFW header takes care of this for you, not by including @c
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windows.h, but rather by itself duplicating only the necessary parts of it. It
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does this only where needed, so if @c windows.h @em is included, the GLFW header
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does not try to redefine those symbols.
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In other words:
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@arg Do @em not include the OpenGL headers yourself, as GLFW does this for you
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@arg Do @em not include @c windows.h or other platform-specific headers unless
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you plan on using those APIs directly
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@arg If you @em do need to include such headers, do it @em before including the
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GLFW and it will detect this
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Starting with version 3.0, the GLU header @c glu.h is no longer included by
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default. If you wish to include it, define @c GLFW_INCLUDE_GLU before the
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inclusion of the GLFW header.
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@code
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#define GLFW_INCLUDE_GLU
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#include <GL/glfw3.h>
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@endcode
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@section quick_init_term Initializing and terminating GLFW
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@ -35,9 +58,7 @@ error occurred.
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@code
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if (!glfwInit())
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{
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exit(EXIT_FAILURE);
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}
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@endcode
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When you are done using GLFW, typically at the very end of the program, you need
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@ -52,6 +73,36 @@ GLFW. After this call, you must call @ref glfwInit again before using any GLFW
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functions that require it.
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@section quick_capture_error Setting an error callback
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Most events are reported through callbacks, whether it's a key being pressed,
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a GLFW window being moved, or an error occurring. Callbacks are simply
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C functions (or C++ static methods) that are called by GLFW with arguments
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describing the event.
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In case @ref glfwInit or any other GLFW function fails, an error is reported to
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the GLFW error callback. You can receive these reports by setting the error
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callback. The callback function itself should match the signature of @ref
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GLFWerrorfun. Here is a simple error callback that just prints the error
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description to @c stderr.
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@code
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void error_callback(int error, const char* description)
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{
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fputs(description, stderr);
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}
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@endcode
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Setting the callback, so GLFW knows to call it, is done with @ref
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glfwSetErrorCallback. This is one of the few GLFW functions that may be called
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before @ref glfwInit, which lets you be notified of errors during
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initialization, so you should set it before you do anything else with GLFW.
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@code
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glfwSetErrorCallback(error_callback);
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@endcode
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@section quick_create_window Creating a window and context
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The window (and its context) is created with @ref glfwCreateWindow, which
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@ -112,13 +163,13 @@ glfwMakeContextCurrent(window);
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@endcode
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@section quick_window_attribs Retrieving window attributes
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@section quick_window_params Retrieving window parameters
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Each window provides a number of attributes that can be queried with @ref
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Each window provides a number of parameters that can be queried with @ref
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glfwGetWindowParam. Some are related to the window itself and others to the
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OpenGL context. For example, to find out if the user is attempting to close the
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window, either by pressing the close widget in the title bar or using a key
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combination like Alt+F4, check the @c GLFW_SHOULD_CLOSE attribute.
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combination like Alt+F4, check the @c GLFW_SHOULD_CLOSE parameter.
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@code
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while (!glfwGetWindowParam(window, GLFW_SHOULD_CLOSE))
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@ -128,6 +179,35 @@ while (!glfwGetWindowParam(window, GLFW_SHOULD_CLOSE))
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@endcode
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@section quick_render Rendering with OpenGL
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Once you have a current OpenGL context, you can use OpenGL normally. In this
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tutorial, a multi-colored rotating triangle will be rendered. The window size,
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needed here by @c glViewport and @c glOrtho, is retrieved using @ref
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glfwGetWindowSize. However, if you only need it for updating the viewport when
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the window size changes, you can set a window size callback using @ref
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glfwSetWindowSizeCallback and call @c glViewport from there.
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@code
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void window_size_callback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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@endcode
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@section quick_timer Reading the timer
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For the triangle to rotate properly, a time source is needed. GLFW provides
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@ref glfwGetTime, which returns the number of seconds since @ref glfwInit as
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a @c double. The time source used is the most accurate on each platform and
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generally has micro- or nanosecond resolution.
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@code
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double time = glfwGetTime();
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@endcode
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@section quick_swap_buffers Swapping buffers
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GLFW windows always use double-buffering. That means that you have two
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@ -145,70 +225,40 @@ glfwSwapBuffers(window);
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@section quick_process_events Processing events
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GLFW needs to communicate regularly with the window system in order to receive
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events, like the ones controlling the attribute @c GLFW_SHOULD_CLOSE mentioned
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above. Event processing must be done regularly and is normally done each frame
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before rendering but after buffer swap.
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GLFW needs to communicate regularly with the window system both in order to
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receive events and to show that it hasn't locked up. Event processing must be
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done regularly and is normally done each frame before rendering but after buffer
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swap.
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There are two ways to process events. @ref glfwPollEvents processes only those
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events that have already been received and then returns immediately. This is
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the best choice when rendering continually, like most games do.
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There are two ways to process pending events. @ref glfwPollEvents processes
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only those events that have already been received and then returns immediately.
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This is the best choice when rendering continually, like most games do.
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@code
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glfwPollEvents();
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@endcode
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If instead you only need to update your rendering once you have received new
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input, @ref glfwWaitEvents is a better choice. It will wait until at least one
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event has been received and then process all received events before returning.
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input, @ref glfwWaitEvents is a better choice. It waits until at least one
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event has been received, putting the thread to sleep in the meantime, and then
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processes all received events just like @ref glfwPollEvents does. This saves
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a great deal of CPU cycles and is useful for, for example, many kinds of editing
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tools.
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@code
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glfwWaitEvents();
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@endcode
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@section quick_example Putting it together: A minimal GLFW application
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@section quick_example Putting it together: A small GLFW application
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Now that you know how to initialize GLFW, create a window and poll for
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keyboard input, it's possible to create a simple program.
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@code
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#include <GL/glfw3.h>
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#include <stdlib.h>
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int main(void)
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{
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GLFWwindow* window;
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if (!glfwInit())
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{
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exit(EXIT_FAILURE);
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}
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window = glfwCreateWindow(640, 480, "My Window", NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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glfwMakeContextCurrent(window);
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while (!glfwGetWindowParam(window, GLFW_SHOULD_CLOSE))
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{
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glClear(GL_COLOR_BUFFER_BIT);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwDestroyWindow(window);
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glfwTerminate();
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exit(EXIT_SUCCESS);
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}
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@endcode
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@snippet simple.c code
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This program creates a 640 by 480 pixels window and runs a loop clearing the
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screen and processing events until the user closes the window.
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screen, rendering a triangle and processing events until the user closes the
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window.
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*/
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@ -27,27 +27,27 @@ if (APPLE)
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# Set fancy names for bundles
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add_executable(Boing MACOSX_BUNDLE boing.c)
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add_executable(Gears MACOSX_BUNDLE gears.c)
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add_executable(Simple MACOSX_BUNDLE simple.c)
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add_executable("Split View" MACOSX_BUNDLE splitview.c)
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add_executable(Triangle MACOSX_BUNDLE triangle.c)
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add_executable(Wave MACOSX_BUNDLE wave.c)
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set_target_properties(Boing PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Boing")
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set_target_properties(Gears PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Gears")
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set_target_properties(Simple PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Simple")
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set_target_properties("Split View" PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Split View")
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set_target_properties(Triangle PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Triangle")
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set_target_properties(Wave PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Wave")
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else()
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# Set boring names for executables
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add_executable(boing WIN32 boing.c)
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add_executable(gears WIN32 gears.c)
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add_executable(heightmap WIN32 heightmap.c ${GETOPT})
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add_executable(simple WIN32 simple.c)
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add_executable(splitview WIN32 splitview.c)
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add_executable(triangle WIN32 triangle.c)
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add_executable(wave WIN32 wave.c)
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endif()
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if (MSVC)
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set(WINDOWS_BINARIES boing gears heightmap splitview triangle wave)
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set(WINDOWS_BINARIES boing gears heightmap simple splitview wave)
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# Tell MSVC to use main instead of WinMain for Windows subsystem executables
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set_target_properties(${WINDOWS_BINARIES} PROPERTIES
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@ -55,7 +55,7 @@ if (MSVC)
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endif()
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if (APPLE)
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set(BUNDLE_BINARIES Boing Gears "Split View" Triangle Wave)
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set(BUNDLE_BINARIES Boing Gears Simple "Split View" Wave)
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set_target_properties(${BUNDLE_BINARIES} PROPERTIES
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MACOSX_BUNDLE_SHORT_VERSION_STRING ${GLFW_VERSION}
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93
examples/simple.c
Normal file
93
examples/simple.c
Normal file
@ -0,0 +1,93 @@
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//========================================================================
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// Simple GLFW example
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// Copyright (c) Camilla Berglund <elmindreda@elmindreda.org>
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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//! [code]
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#include <GL/glfw3.h>
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#include <stdlib.h>
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#include <stdio.h>
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static void error_callback(int error, const char* description)
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{
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fputs(description, stderr);
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}
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int main(void)
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{
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GLFWwindow* window;
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glfwSetErrorCallback(error_callback);
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if (!glfwInit())
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exit(EXIT_FAILURE);
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window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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glfwMakeContextCurrent(window);
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while (!glfwGetWindowParam(window, GLFW_SHOULD_CLOSE))
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{
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float ratio;
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int width, height;
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glfwGetWindowSize(window, &width, &height);
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ratio = width / (float) height;
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glViewport(0, 0, width, height);
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glClear(GL_COLOR_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(-ratio, ratio, -1.f, 1.f, 1.f, -1.f);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glRotatef(glfwGetTime() * 50.f, 0.f, 0.f, 1.f);
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glBegin(GL_TRIANGLES);
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glColor3f(1.f, 0.f, 0.f);
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glVertex3f(-0.6f, -0.4f, 0.f);
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glColor3f(0.f, 1.f, 0.f);
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glVertex3f(0.6f, -0.4f, 0.f);
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glColor3f(0.f, 0.f, 1.f);
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glVertex3f(0.f, 0.6f, 0.f);
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glEnd();
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||||
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||||
glfwSwapBuffers(window);
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||||
glfwPollEvents();
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}
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
|
||||
glfwTerminate();
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
|
||||
//! [code]
|
@ -1,102 +0,0 @@
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||||
//========================================================================
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||||
// This is a small test application for GLFW.
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||||
// The program opens a window (640x480), and renders a spinning colored
|
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// triangle (it is controlled with both the GLFW timer and the mouse).
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||||
//========================================================================
|
||||
|
||||
#include <stdio.h>
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||||
#include <stdlib.h>
|
||||
|
||||
#define GLFW_INCLUDE_GLU
|
||||
#include <GL/glfw3.h>
|
||||
|
||||
static void error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "Error: %s\n", description);
|
||||
}
|
||||
|
||||
int main(void)
|
||||
{
|
||||
int width, height, x;
|
||||
GLFWwindow* window;
|
||||
|
||||
glfwSetErrorCallback(error_callback);
|
||||
|
||||
// Initialise GLFW
|
||||
if (!glfwInit())
|
||||
exit(EXIT_FAILURE);
|
||||
|
||||
// Open a window and create its OpenGL context
|
||||
window = glfwCreateWindow(640, 480, "Spinning Triangle", NULL, NULL);
|
||||
if (!window)
|
||||
{
|
||||
glfwTerminate();
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// Enable vertical sync (on cards that support it)
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapInterval(1);
|
||||
|
||||
// Ensure we can capture the escape key being pressed below
|
||||
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
|
||||
|
||||
for (;;)
|
||||
{
|
||||
double t = glfwGetTime();
|
||||
glfwGetCursorPos(window, &x, NULL);
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||||
|
||||
// Get window size (may be different than the requested size)
|
||||
glfwGetWindowSize(window, &width, &height);
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||||
|
||||
// Special case: avoid division by zero below
|
||||
height = height > 0 ? height : 1;
|
||||
|
||||
glViewport(0, 0, width, height);
|
||||
|
||||
// Clear color buffer to black
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// Select and setup the projection matrix
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
gluPerspective(65.f, (GLfloat) width / (GLfloat) height, 1.f, 100.f);
|
||||
|
||||
// Select and setup the modelview matrix
|
||||
glMatrixMode( GL_MODELVIEW );
|
||||
glLoadIdentity();
|
||||
gluLookAt(0.f, 1.f, 0.f, // Eye-position
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||||
0.f, 20.f, 0.f, // View-point
|
||||
0.f, 0.f, 1.f); // Up-vector
|
||||
|
||||
// Draw a rotating colorful triangle
|
||||
glTranslatef(0.f, 14.f, 0.f);
|
||||
glRotatef(0.3f * (GLfloat) x + (GLfloat) t * 100.f, 0.f, 0.f, 1.f);
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
glColor3f(1.f, 0.f, 0.f);
|
||||
glVertex3f(-5.f, 0.f, -4.f);
|
||||
glColor3f(0.f, 1.f, 0.f);
|
||||
glVertex3f(5.f, 0.f, -4.f);
|
||||
glColor3f(0.f, 0.f, 1.f);
|
||||
glVertex3f(0.f, 0.f, 6.f);
|
||||
glEnd();
|
||||
|
||||
// Swap buffers
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
|
||||
// Check if the ESC key was pressed or the window should be closed
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE))
|
||||
break;
|
||||
if (glfwGetWindowParam(window, GLFW_SHOULD_CLOSE))
|
||||
break;
|
||||
}
|
||||
|
||||
// Close OpenGL window and terminate GLFW
|
||||
glfwTerminate();
|
||||
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
|
@ -592,10 +592,12 @@ typedef void (* GLFWwindowsizefun)(GLFWwindow*,int,int);
|
||||
|
||||
/*! @brief The function signature for window close callbacks.
|
||||
* @param[in] window The window that the user attempted to close.
|
||||
* @return @c GL_TRUE to allow the window to be closed, or @c GL_FALSE to
|
||||
* ignore the attempt.
|
||||
* @return One of @c GL_TRUE or @c GL_FALSE.
|
||||
* @ingroup window
|
||||
*
|
||||
* The return value of the close callback becomes the new value of the @c
|
||||
* GLFW_SHOULD_CLOSE window parameter.
|
||||
*
|
||||
* @sa glfwSetWindowCloseCallback
|
||||
*/
|
||||
typedef int (* GLFWwindowclosefun)(GLFWwindow*);
|
||||
@ -958,7 +960,7 @@ GLFWAPI void glfwDefaultWindowHints(void);
|
||||
* capabilities @em exactly for window and context creation to succeed. Hints
|
||||
* that are not hard constraints are matched as closely as possible, but the
|
||||
* resulting window and context may differ from what these hints requested. To
|
||||
* find out the actual properties of the created window and context, use the
|
||||
* find out the actual parameters of the created window and context, use the
|
||||
* @ref glfwGetWindowParam function.
|
||||
*
|
||||
* The following hints are hard constraints:
|
||||
@ -1079,7 +1081,7 @@ GLFWAPI void glfwWindowHint(int target, int hint);
|
||||
* regular windows the initial cursor mode is @c GLFW_CURSOR_NORMAL and the
|
||||
* screensaver is allowed to start.
|
||||
*
|
||||
* @remarks In order to determine the actual properties of an opened window,
|
||||
* @remarks In order to determine the actual parameters of an opened window,
|
||||
* use @ref glfwGetWindowParam and @ref glfwGetWindowSize.
|
||||
*
|
||||
* @remarks <b>Windows:</b> If the executable has an icon resource named @c
|
||||
@ -1262,48 +1264,48 @@ GLFWAPI void glfwHideWindow(GLFWwindow* window);
|
||||
*/
|
||||
GLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* window);
|
||||
|
||||
/*! @brief Returns a property of the specified window.
|
||||
/*! @brief Returns a parameter of the specified window.
|
||||
* @param[in] window The window to query.
|
||||
* @param[in] param The property whose value to return.
|
||||
* @return The value of the property, or zero if an error occurred.
|
||||
* @param[in] param The parameter whose value to return.
|
||||
* @return The value of the parameter, or zero if an error occurred.
|
||||
* @ingroup window
|
||||
*
|
||||
* @par Window properties
|
||||
* @par Window parameters
|
||||
*
|
||||
* The @c GLFW_FOCUSED property indicates whether the window is focused.
|
||||
* The @c GLFW_FOCUSED parameter indicates whether the window is focused.
|
||||
*
|
||||
* The @c GLFW_ICONIFIED property indicates whether the window is iconified.
|
||||
* The @c GLFW_ICONIFIED parameter indicates whether the window is iconified.
|
||||
*
|
||||
* The @c GLFW_VISIBLE property indicates whether the window is visible.
|
||||
* The @c GLFW_VISIBLE parameter indicates whether the window is visible.
|
||||
*
|
||||
* The @c GLFW_RESIZABLE property indicates whether the window is resizable
|
||||
* The @c GLFW_RESIZABLE parameter indicates whether the window is resizable
|
||||
* by the user.
|
||||
*
|
||||
* The @c GLFW_SHOULD_CLOSE property indicates whether the window has been
|
||||
* The @c GLFW_SHOULD_CLOSE parameter indicates whether the window has been
|
||||
* requested by the user to close.
|
||||
*
|
||||
* @par Context properties
|
||||
* @par Context parameters
|
||||
*
|
||||
* The @c GLFW_CLIENT_API property indicates the client API provided by the
|
||||
* The @c GLFW_CLIENT_API parameter indicates the client API provided by the
|
||||
* window's context; either @c GLFW_OPENGL_API or @c GLFW_OPENGL_ES_API.
|
||||
*
|
||||
* The @c GLFW_CONTEXT_VERSION_MAJOR, @c GLFW_CONTEXT_VERSION_MINOR and @c
|
||||
* GLFW_CONTEXT_REVISION properties indicate the client API version of the
|
||||
* GLFW_CONTEXT_REVISION parameters indicate the client API version of the
|
||||
* window's context.
|
||||
*
|
||||
* The @c GLFW_OPENGL_FORWARD_COMPAT property is @c GL_TRUE if the window's
|
||||
* The @c GLFW_OPENGL_FORWARD_COMPAT parameter is @c GL_TRUE if the window's
|
||||
* context is an OpenGL forward-compatible one, or @c GL_FALSE otherwise.
|
||||
*
|
||||
* The @c GLFW_OPENGL_DEBUG_CONTEXT property is @c GL_TRUE if the window's
|
||||
* The @c GLFW_OPENGL_DEBUG_CONTEXT parameter is @c GL_TRUE if the window's
|
||||
* context is an OpenGL debug context, or @c GL_FALSE otherwise.
|
||||
*
|
||||
* The @c GLFW_OPENGL_PROFILE property indicates the OpenGL profile used by the
|
||||
* The @c GLFW_OPENGL_PROFILE parameter indicates the OpenGL profile used by the
|
||||
* context. This is @c GLFW_OPENGL_CORE_PROFILE or @c
|
||||
* GLFW_OPENGL_COMPAT_PROFILE if the context uses a known profile, or @c
|
||||
* GLFW_OPENGL_NO_PROFILE if the OpenGL profile is unknown or the context is
|
||||
* for another client API.
|
||||
*
|
||||
* The @c GLFW_CONTEXT_ROBUSTNESS property indicates the robustness strategy
|
||||
* The @c GLFW_CONTEXT_ROBUSTNESS parameter indicates the robustness strategy
|
||||
* used by the context. This is @c GLFW_LOSE_CONTEXT_ON_RESET or @c
|
||||
* GLFW_NO_RESET_NOTIFICATION if the window's context supports robustness, or
|
||||
* @c GLFW_NO_ROBUSTNESS otherwise.
|
||||
@ -1356,7 +1358,8 @@ GLFWAPI void glfwSetWindowSizeCallback(GLFWwindow* window, GLFWwindowsizefun cbf
|
||||
* cause this callback to be called.
|
||||
*
|
||||
* The return value of the close callback becomes the new value of the @c
|
||||
* GLFW_SHOULD_CLOSE window parameter.
|
||||
* GLFW_SHOULD_CLOSE window parameter, which you can query with @ref
|
||||
* glfwGetWindowParam.
|
||||
*
|
||||
* @remarks <b>Mac OS X:</b> Selecting Quit from the application menu will
|
||||
* trigger the close callback for all windows.
|
||||
@ -1558,9 +1561,9 @@ GLFWAPI void glfwSetCursorEnterCallback(GLFWwindow* window, GLFWcursorenterfun c
|
||||
*/
|
||||
GLFWAPI void glfwSetScrollCallback(GLFWwindow* window, GLFWscrollfun cbfun);
|
||||
|
||||
/*! @brief Returns a property of the specified joystick.
|
||||
/*! @brief Returns a parameter of the specified joystick.
|
||||
* @param[in] joy The joystick to query.
|
||||
* @param[in] param The property whose value to return.
|
||||
* @param[in] param The parameter whose value to return.
|
||||
* @return The specified joystick's current value, or zero if the joystick is
|
||||
* not present.
|
||||
* @ingroup input
|
||||
|
Loading…
Reference in New Issue
Block a user