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Header file documentation work
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@ -1573,13 +1573,15 @@ INCLUDE_FILE_PATTERNS =
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# undefined via #undef or recursively expanded use the := operator
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# instead of the = operator.
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PREDEFINED = GLFWAPI= \
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GLFW_EXPOSE_NATIVE_WIN32 \
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GLFW_EXPOSE_NATIVE_WGL \
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GLFW_EXPOSE_NATIVE_X11 \
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GLFW_EXPOSE_NATIVE_GLX \
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GLFW_EXPOSE_NATIVE_COCOA \
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GLFW_EXPOSE_NATIVE_NSGL \
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PREDEFINED = GLFWAPI= \
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GLFW_EXPOSE_NATIVE_WIN32 \
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GLFW_EXPOSE_NATIVE_WGL \
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GLFW_EXPOSE_NATIVE_X11 \
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GLFW_EXPOSE_NATIVE_WAYLAND \
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GLFW_EXPOSE_NATIVE_MIR \
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GLFW_EXPOSE_NATIVE_GLX \
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GLFW_EXPOSE_NATIVE_COCOA \
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GLFW_EXPOSE_NATIVE_NSGL \
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GLFW_EXPOSE_NATIVE_EGL
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# If the MACRO_EXPANSION and EXPAND_ONLY_PREDEF tags are set to YES then
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@ -27,29 +27,28 @@ to include the GLFW 3 header file.
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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 from your development environment and
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defines all the constants and types necessary for it to work on your platform.
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For example, under Windows you are normally required to include `windows.h`
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before including `GL/gl.h`. This would pollute your program's namespace with
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the whole Win32 API.
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Instead, the GLFW header duplicates only the very few necessary parts of it. It
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does this only when needed, so if `windows.h` _is_ included, the GLFW header
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does not try to redefine those symbols.
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defines all the constants and types necessary for it to work on your platform
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without including any platform-specific headers.
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In other words:
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- Do _not_ include the OpenGL headers yourself, as GLFW does this for you
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- Do _not_ include the OpenGL header yourself, as GLFW does this for you in
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a platform-independent way
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- Do _not_ include `windows.h` or other platform-specific headers unless
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you plan on using those APIs directly
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- If you _do_ need to include such headers, do it _before_ including the
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GLFW one and it will detect this
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you plan on using those APIs yourself
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- If you _do_ need to include such headers, include them _before_ the GLFW
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header and it will detect this
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If you are using an [extension loader library](@ref context_glext_auto) to
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access modern OpenGL then include the header for that library _before_ the GLFW
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header. This lets it replace the OpenGL header included by GLFW without
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conflicts. The following example uses [glad](https://github.com/Dav1dde/glad),
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but the same rule applies to all.
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On some platforms supported by GLFW the OpenGL header and link library only
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expose older versions of OpenGL. The most extreme case is Windows, which only
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exposes OpenGL 1.2. The easiest way to work around this is to use an
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[extension loader library](@ref context_glext_auto).
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If you are using such a library then you should include its header _before_ the
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GLFW header. This lets it replace the OpenGL header included by GLFW without
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conflicts. This example uses
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[glad](https://github.com/Dav1dde/glad), but the same rule applies to all such
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libraries.
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@code
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#include <glad/glad.h>
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@ -38,6 +38,14 @@ extern "C" {
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* Doxygen documentation
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*************************************************************************/
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/*! @file glfw3.h
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* @brief The header of the GLFW 3 API.
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*
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* This is the header file of the GLFW 3 API. It defines all its types and
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* declares all its functions.
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*
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* For more information about how to use this file, see @ref build_include.
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*/
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/*! @defgroup context Context handling
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*
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* This is the reference documentation for context related functions. For more
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@ -38,6 +38,12 @@ extern "C" {
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* Doxygen documentation
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*************************************************************************/
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/*! @file glfw3native.h
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* @brief The header of the native access functions.
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*
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* This is the header file of the native access functions. See @ref native for
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* more information.
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*/
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/*! @defgroup native Native access
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*
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* **By using the native access functions you assert that you know what you're
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@ -48,6 +54,9 @@ extern "C" {
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* window system API macro and exactly one context creation API macro. Failure
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* to do this will cause a compile-time error.
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*
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* The chosen backends must match those the library was compiled for. Failure
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* to do this will cause a link-time error.
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*
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* The available window API macros are:
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* * `GLFW_EXPOSE_NATIVE_WIN32`
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* * `GLFW_EXPOSE_NATIVE_COCOA`
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