Documentation work.

This commit is contained in:
Camilla Berglund 2013-07-07 12:06:59 +02:00
parent 763ec6cbcb
commit 4b7ae4918b
4 changed files with 104 additions and 12 deletions

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@ -9,6 +9,9 @@
The @ref GLFWmonitor object represents a currently connected monitor.
@section monitor_monitors Retrieving monitors
The primary monitor is returned by @ref glfwGetPrimaryMonitor. It is usually
the user's preferred monitor and the one with global UI elements like task bar
or menu bar.
@ -25,7 +28,7 @@ GLFWmonitor** monitors = glfwGetMonitors(&count);
@endcode
@section monitor_modes Querying video modes
@section monitor_modes Retrieving video modes
Although GLFW generally does a good job at selecting a suitable video
mode for you when you open a full screen window, it is sometimes useful to

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@ -140,9 +140,9 @@ full screen, just pass along the monitor handle:
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL);
@endcode
Full screen windows cover the entire screen, have no border or decorations, and
change the monitor's resolution to the one most closely matching the requested
window size.
Full screen windows cover the entire display area of a monitor, have no border
or decorations, and change the monitor's resolution to the one most closely
matching the requested window size.
When you are done with the window, destroy it with the @ref glfwDestroyWindow
function.

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@ -17,6 +17,51 @@ created with @ref glfwCreateWindow and destroyed with @ref glfwDestroyWindow (or
linked, the object pointer is used as both a context and window handle.
@section window_creation Window creation
The window and its context are created with @ref glfwCreateWindow, which
returns a handle to the created window object. For example, this creates a 640
by 480 windowed mode window:
@code
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
@endcode
If window creation fails, `NULL` will be returned, so you need to check whether
it did.
This handle is then passed to all window related functions, and is provided to
you along with input events, so you know which window received the input.
To create a full screen window, you need to specify which monitor the window
should use. In most cases, the user's primary monitor is a good choice. For
more information about monitors, see the @ref monitor.
@code
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL);
@endcode
Full screen windows cover the entire display area of a monitor, have no border
or decorations, and change the monitor's resolution to the one most closely
matching the requested window size.
For more control over how the window and its context are created, see @ref
window_hints below.
@section window_destruction Window destruction
When you are done with the window, destroy it with the @ref glfwDestroyWindow
function.
@code
glfwDestroyWindow(window);
@endcode
Once this function is called, no more events will be delivered for that window
and its handle becomes invalid.
@section window_hints Window creation hints
There are a number of hints that can be set before the creation of a window and
@ -227,13 +272,11 @@ the system, you can set the size callback with @ref glfwSetWindowSizeCallback.
glfwSetWindowSizeCallback(window, window_size_callback);
@endcode
The callback function receives the new size of the client area of the window,
which can for example be used to update the viewport.
The callback function receives the new size of the client area of the window.
@code
void window_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
@endcode
@ -243,9 +286,49 @@ a window.
@code
int width, height;
glfwGetWindowSize(window, &width, &height);
@endcode
@section window_fbsize Window framebuffer size
While the size of a window is measured in screen coordinates, OpenGL works with
pixels. The size you pass into `glViewport`, for example, should be in pixels
and not screen coordinates. On some platforms screen coordinates and pixels are
the same, but this is not the case on all platforms supported by GLFW. There is
a second set of functions to retrieve the size in pixels of the framebuffer of
a window.
If you wish to be notified when the framebuffer of a window is resized, whether
by the user or the system, you can set the size callback with @ref
glfwSetFramebufferSizeCallback.
@code
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
@endcode
The callback function receives the new size of the client area of the window,
which can for example be used to update the OpenGL viewport.
@code
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
@endcode
There is also @ref glfwGetFramebufferSize for directly retrieving the current
size of the framebuffer of a window.
@code
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
@endcode
Note that the size of a framebuffer may change independently of the size of
a window, for example if the window is dragged between a regular monitor and
a high-DPI one.
@section window_pos Window position

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@ -1208,6 +1208,12 @@ GLFWAPI void glfwWindowHint(int target, int hint);
* attributes of the created window and context, use queries like @ref
* glfwGetWindowAttrib and @ref glfwGetWindowSize.
*
* To create a full screen window, you need to specify the monitor to use. If
* no monitor is specified, windowed mode will be used. Unless you have a way
* for the user to choose a specific monitor, it is recommended that you pick
* the primary monitor. For more information on how to retrieve monitors, see
* @ref monitor_monitors.
*
* To create the window at a specific position, make it initially invisible
* using the `GLFW_VISIBLE` window hint, set its position and then show it.
*