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Documentation work
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@ -112,7 +112,7 @@ Set this with @ref glfwInitHintString.
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@subsubsection init_hints_values Supported and default values
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Init hint | Default value | Supported values
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Initialization hint | Default value | Supported values
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------------------------------- | ------------- | ----------------
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@ref GLFW_JOYSTICK_HAT_BUTTONS | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE`
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@ref GLFW_COCOA_CHDIR_RESOURCES | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE`
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@ -388,8 +388,9 @@ Undocumented behavior, i.e. behavior that is not described in the documentation,
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may change at any time until it is documented.
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If the reference documentation and the implementation differ, the reference
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documentation is correct and the implementation will be fixed in the next
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release.
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documentation will almost always take precedence and the implementation will be
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fixed in the next release. The reference documentation will also take
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precedence over anything stated in a guide.
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@subsection event_order Event order
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@ -4203,6 +4203,10 @@ GLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* window, GLFWdropfun cbfun);
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*
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* This function returns whether the specified joystick is present.
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*
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* There is no need to call this function before other functions that accept
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* a joystick ID, as they all check for presence before performing any other
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* work.
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*
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* @param[in] jid The [joystick](@ref joysticks) to query.
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* @return `GLFW_TRUE` if the joystick is present, or `GLFW_FALSE` otherwise.
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*
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@ -4225,8 +4229,8 @@ GLFWAPI int glfwJoystickPresent(int jid);
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* Each element in the array is a value between -1.0 and 1.0.
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*
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* If the specified joystick is not present this function will return `NULL`
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* but will not generate an error. Call @ref glfwJoystickPresent to check
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* device presence.
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* but will not generate an error. This can be used instead of first calling
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* @ref glfwJoystickPresent.
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*
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* @param[in] jid The [joystick](@ref joysticks) to query.
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* @param[out] count Where to store the number of axis values in the returned
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@ -4265,8 +4269,8 @@ GLFWAPI const float* glfwGetJoystickAxes(int jid, int* count);
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* GLFW_JOYSTICK_HAT_BUTTONS init hint before initialization.
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*
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* If the specified joystick is not present this function will return `NULL`
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* but will not generate an error. Call @ref glfwJoystickPresent to check
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* device presence.
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* but will not generate an error. This can be used instead of first calling
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* @ref glfwJoystickPresent.
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*
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* @param[in] jid The [joystick](@ref joysticks) to query.
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* @param[out] count Where to store the number of button states in the returned
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@ -4322,8 +4326,8 @@ GLFWAPI const unsigned char* glfwGetJoystickButtons(int jid, int* count);
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* @endcode
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*
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* If the specified joystick is not present this function will return `NULL`
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* but will not generate an error. Call @ref glfwJoystickPresent to check
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* device presence.
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* but will not generate an error. This can be used instead of first calling
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* @ref glfwJoystickPresent.
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*
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* @param[in] jid The [joystick](@ref joysticks) to query.
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* @param[out] count Where to store the number of hat states in the returned
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@ -4357,8 +4361,8 @@ GLFWAPI const unsigned char* glfwGetJoystickHats(int jid, int* count);
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* yourself.
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*
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* If the specified joystick is not present this function will return `NULL`
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* but will not generate an error. Call @ref glfwJoystickPresent to check
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* device presence.
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* but will not generate an error. This can be used instead of first calling
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* @ref glfwJoystickPresent.
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*
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* @param[in] jid The [joystick](@ref joysticks) to query.
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* @return The UTF-8 encoded name of the joystick, or `NULL` if the joystick
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@ -4387,9 +4391,13 @@ GLFWAPI const char* glfwGetJoystickName(int jid);
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* hexadecimal string, of the specified joystick. The returned string is
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* allocated and freed by GLFW. You should not free it yourself.
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*
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* The GUID is what connects a joystick to a gamepad mapping. A connected
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* joystick will always have a GUID even if there is no gamepad mapping
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* assigned to it.
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*
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* If the specified joystick is not present this function will return `NULL`
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* but will not generate an error. Call @ref glfwJoystickPresent to check
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* device presence.
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* but will not generate an error. This can be used instead of first calling
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* @ref glfwJoystickPresent.
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*
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* The GUID uses the format introduced in SDL 2.0.5. This GUID tries to
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* uniquely identify the make and model of a joystick but does not identify
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@ -4425,7 +4433,8 @@ GLFWAPI const char* glfwGetJoystickGUID(int jid);
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*
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* If the specified joystick is present but does not have a gamepad mapping
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* this function will return `GLFW_FALSE` but will not generate an error. Call
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* @ref glfwJoystickPresent to only check device presence.
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* @ref glfwJoystickPresent to check if a joystick is present regardless of
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* whether it has a mapping.
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*
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* @param[in] jid The [joystick](@ref joysticks) to query.
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* @return `GLFW_TRUE` if a joystick is both present and has a gamepad mapping,
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@ -4514,8 +4523,9 @@ GLFWAPI int glfwUpdateGamepadMappings(const char* string);
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* gamepad mapping assigned to the specified joystick.
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*
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* If the specified joystick is not present or does not have a gamepad mapping
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* this function will return `NULL` but will not generate an error. Call @ref
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* glfwJoystickIsGamepad to check whether it is present and has a gamepad mapping.
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* this function will return `NULL` but will not generate an error. Call
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* @ref glfwJoystickPresent to check whether it is present regardless of
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* whether it has a mapping.
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*
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* @param[in] jid The [joystick](@ref joysticks) to query.
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* @return The UTF-8 encoded name of the gamepad, or `NULL` if the
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@ -4542,10 +4552,10 @@ GLFWAPI const char* glfwGetGamepadName(int jid);
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* This function retrives the state of the specified joystick remapped to
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* an Xbox-like gamepad.
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*
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* If the specified joystick is not present this function will return
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* `GLFW_FALSE` but will not generate an error. Call @ref
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* glfwJoystickIsGamepad to check whether it is present and has a gamepad
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* mapping.
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* If the specified joystick is not present or does not have a gamepad mapping
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* this function will return `GLFW_FALSE` but will not generate an error. Call
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* @ref glfwJoystickPresent to check whether it is present regardless of
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* whether it has a mapping.
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*
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* The Guide button may not be available for input as it is often hooked by the
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* system or the Steam client.
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