Documentation work.

Added window hints table, added detailed description of all public
functions, added project brief and added missing language to transition
guide.
This commit is contained in:
Camilla Berglund 2013-03-18 19:11:02 +01:00
parent 87af36830c
commit 2d5fb77c90
4 changed files with 516 additions and 154 deletions

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@ -38,7 +38,7 @@ PROJECT_NUMBER = @GLFW_VERSION_FULL@
# for a project that appears at the top of each page and should give viewer
# a quick idea about the purpose of the project. Keep the description short.
PROJECT_BRIEF =
PROJECT_BRIEF = "A multi-platform library for OpenGL, window and input"
# With the PROJECT_LOGO tag one can specify an logo or icon that is
# included in the documentation. The maximum height of the logo should not
@ -88,7 +88,7 @@ BRIEF_MEMBER_DESC = YES
# Note: if both HIDE_UNDOC_MEMBERS and BRIEF_MEMBER_DESC are set to NO, the
# brief descriptions will be completely suppressed.
REPEAT_BRIEF = YES
REPEAT_BRIEF = NO
# This tag implements a quasi-intelligent brief description abbreviator
# that is used to form the text in various listings. Each string
@ -106,7 +106,7 @@ ABBREVIATE_BRIEF =
# Doxygen will generate a detailed section even if there is only a brief
# description.
ALWAYS_DETAILED_SEC = NO
ALWAYS_DETAILED_SEC = YES
# If the INLINE_INHERITED_MEMB tag is set to YES, doxygen will show all
# inherited members of a class in the documentation of that class as if those

39
docs/hints.dox Normal file
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@ -0,0 +1,39 @@
/*!
@page hints Window hints
These are all window hints. Some relate to the window itself, others to its
framebuffer or context. They are set to their default values by @ref glfwInit,
can be individually set with @ref glfwWindowHint and reset all at once to their
defaults with @ref glfwDefaultWindowHints.
Note that hints need to be set *before* the creation of the window you wish to
have the specified properties.
| Name | Default values | Supported values |
| ---------------------------- | ------------------------ | ----------------------- |
| `GLFW_RESIZABLE` | `GL_TRUE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_VISIBLE` | `GL_TRUE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_RED_BITS` | 8 | 0 to `INT_MAX` |
| `GLFW_GREEN_BITS` | 8 | 0 to `INT_MAX` |
| `GLFW_BLUE_BITS` | 8 | 0 to `INT_MAX` |
| `GLFW_ALPHA_BITS` | 8 | 0 to `INT_MAX` |
| `GLFW_DEPTH_BITS` | 24 | 0 to `INT_MAX` |
| `GLFW_STENCIL_BITS` | 8 | 0 to `INT_MAX` |
| `GLFW_ACCUM_RED_BITS` | 0 | 0 to `INT_MAX` |
| `GLFW_ACCUM_GREEN_BITS` | 0 | 0 to `INT_MAX` |
| `GLFW_ACCUM_BLUE_BITS` | 0 | 0 to `INT_MAX` |
| `GLFW_ACCUM_ALPHA_BITS` | 0 | 0 to `INT_MAX` |
| `GLFW_AUX_BUFFERS` | 0 | 0 to `INT_MAX` |
| `GLFW_SAMPLES` | 0 | 0 to `INT_MAX` |
| `GLFW_STEREO` | `GL_FALSE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_SRGB_CAPABLE` | `GL_FALSE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_CLIENT_API` | `GLFW_OPENGL_API` | `GLFW_OPENGL_API` or `GLFW_OPENGL_ES_API` |
| `GLFW_CONTEXT_VERSION_MAJOR` | 1 | Any valid major version number of the chosen client API |
| `GLFW_CONTEXT_VERSION_MINOR` | 0 | Any valid minor version number of the chosen client API |
| `GLFW_CONTEXT_ROBUSTNESS` | `GLFW_NO_ROBUSTNESS` | `GLFW_NO_ROBUSTNESS`, `GLFW_NO_RESET_NOTIFICATION` or `GLFW_LOSE_CONTEXT_ON_RESET` |
| `GLFW_OPENGL_FORWARD_COMPAT` | `GL_FALSE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_OPENGL_DEBUG_CONTEXT` | `GL_FALSE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_OPENGL_PROFILE` | `GLFW_OPENGL_NO_PROFILE` | `GLFW_OPENGL_NO_PROFILE`, `GLFW_OPENGL_COMPAT_PROFILE` or `GLFW_OPENGL_CORE_PROFILE` |
*/

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@ -68,7 +68,7 @@ callback, *not* the removal of the character callback itself.
Scroll events do not represent an absolute state. Instead, it's an
interpretation of a relative change in state, like character input. So, like
character input, there is no sane 'current state' to return. The mouse wheel
callback has been replaced by a [scroll callback](@ref GFLWscrollfun) that
callback has been replaced by a [scroll callback](@ref GLFWscrollfun) that
receives two-dimensional scroll offsets.
@ -127,8 +127,10 @@ these hotkeys to function even when running in fullscreen mode.
@subsection moving_window_handles Window handles
Because GLFW 3 supports multiple windows, window handle parameters have been
added to all window-related GLFW functions and callbacks. Window handles are of
the `GLFWwindow*` type, i.e. a pointer to an opaque struct.
added to all window-related GLFW functions and callbacks. The handle of
a newly created window is returned by @ref glfwCreateWindow (formerly
`glfwOpenWindow`). Window handles are of the `GLFWwindow*` type, i.e. a pointer
to an opaque struct.
@subsection moving_monitor Multi-monitor support
@ -195,9 +197,17 @@ make it do so by defining `GLFW_INCLUDE_GLU` before the inclusion of the GLFW
@subsection moving_cursor Cursor positioning
GLFW 3 only allows you to position the cursor within a window (using @ref
glfwSetCursorPos) when that window is active. Unless the window is active, the
function fails silently.
GLFW 3 only allows you to position the cursor within a window using @ref
glfwSetCursorPos (formerly `glfwSetMousePos`) when that window is active.
Unless the window is active, the function fails silently.
@subsection moving_hints Persistent window hints
Window hints are no longer reset to their default values on window creation, but
instead retain their values until modified by @ref glfwWindowHint (formerly
`glfwOpenWindowHint`) or @ref glfwDefaultWindowHints, or until the library is
terminated and re-initialized.
@section moving_renamed Name changes

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