Documentation work.

Fixes #212.
Fixes #420.
This commit is contained in:
Camilla Berglund 2015-01-11 23:33:14 +01:00
parent 4e375d0e74
commit ce8f97c23c
8 changed files with 228 additions and 171 deletions

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@ -229,8 +229,9 @@ can lead to severe jitter.
`GLFW_USE_OPTIMUS_HPG` determines whether to export the `NvOptimusEnablement`
symbol, which forces the use of the high-performance GPU on Nvidia Optimus
systems. This symbol needs to be exported by the EXE, so the override will not
work if GLFW is built as a DLL.
systems. This symbol needs to be exported by the EXE to be detected by the
driver, so the override will not work if GLFW is built as a DLL. See _Enabling
High Performance Graphics Rendering on Optimus Systems_ for more details.
@subsubsection compile_options_egl EGL specific CMake options

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@ -327,7 +327,7 @@ see which code paths are enabled in a binary.
The version string is returned by @ref glfwGetVersionString, a function that may
be called regardless of whether GLFW is initialized.
__Do not use the version string__ to find the GLFW library version. The @ref
__Do not use the version string__ to parse the GLFW library version. The @ref
glfwGetVersion function already provides the version of the running library
binary.

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@ -390,7 +390,7 @@ All explicit support for version of Windows older than XP has been removed.
There is no code that actively prevents GLFW 3 from running on these earlier
versions, but it uses Win32 functions that those versions lack.
Windows XP was released in 2001, and by now (2013) it has not only
Windows XP was released in 2001, and by now (January 2015) it has not only
replaced almost all earlier versions of Windows, but is itself rapidly being
replaced by Windows 7 and 8. The MSDN library doesn't even provide
documentation for version older than Windows 2000, making it difficult to

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@ -4,78 +4,174 @@
@tableofcontents
GLFW has no explicit support for the Oculus Rift, but
This guide requires you to use [native access](@ref native) and assumes
a certain level of proficiency with LibOVR, OS specific APIs and your chosen
development environment. It intends only to fill in the gaps between the
[Oculus PC SDK documentation](https://developer.oculus.com/documentation/) and
the GLFW API and is not a replacement for the documentation for those APIs.
This guide requires you to use the [native API](@ref native) and assumes
a certain level of proficiency with system level APIs and the compiler
toolchain.
While GLFW has no explicit support for LibOVR, the Oculus PC SDK library, it is
tested with and tries to interoperate well with it.
@note Because of the speed of development of the Oculus SDK, this guide may
become outdated before the next release. If this is a local copy from a GLFW
release archive, check the GLFW website for an up-to-date version.
@section rift_init Initializing libOVR and GLFW
@section rift_include Including the LibOVR and GLFW header files
libOVR needs to be initialized before GLFW. This means calling
Both the LibOVR OpenGL header and the GLFW native header need macros telling
them what OS you are building for. Because LibOVR only supports three major
desktop OSes, this can be solved with the canonical predefined macros.
@code
#if defined(_WIN32)
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#define OVR_OS_WIN32
#elif defined(__APPLE__)
#define GLFW_EXPOSE_NATIVE_COCOA
#define GLFW_EXPOSE_NATIVE_NSGL
#define OVR_OS_MAC
#elif defined(__linux__)
#define GLFW_EXPOSE_NATIVE_X11
#define GLFW_EXPOSE_NATIVE_GLX
#define OVR_OS_LINUX
#else
#error "Platform unsupported"
#endif
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
#include <OVR_CAPI_GL.h>
@endcode
Both the GLFW and LibOVR headers by default attempt to include the standard
OpenGL `GL/gl.h` header (`OpenGL/gl.h` on OS X). If you wish to use a different
standard header or an [extension loading library](@ref context_glext_auto),
include that header before these.
@section rift_init Initializing LibOVR and GLFW
LibOVR needs to be initialized before GLFW. This means calling at least
`ovr_Initialize`, `ovrHmd_Create` and `ovrHmd_ConfigureTracking` before @ref
glfwInit. Similarly, libOVR must be shut down after GLFW. This means calling
glfwInit. Similarly, LibOVR must be shut down after GLFW. This means calling
`ovrHmd_Destroy` and `ovr_Shutdown` after @ref glfwTerminate.
@section rift_extend Extend Desktop mode
@subsection rift_extend_detect Detecting a Rift with GLFW
If you have an actual Rift connected to your machine you can deduce which GLFW
monitor it corresponds to. Doing this requires you to use the
[native API](@ref native).
@subsubsection rift_extend_detect_win32 Detecting a Rift on Windows
The native display device name of a GLFW monitor, as returned by @ref
glfwGetWin32Monitor, corresponds to the display device name of the detected Rift
as stored, in the `DisplayDeviceName` member of `ovrHmdDesc`.
@code
int i, count;
GLFWmonitor** monitors = glfwGetMonitors(&count);
for (i = 0; i < count; i++)
{
if (strcmp(glfwGetWin32Monitor(monitors[i]), hmd->DisplayDeviceName) == 0)
return monitors[i];
}
@endcode
@subsubsection rift_extend_detect_osx Detecting a Rift on OS X
The native display ID of a GLFW monitor, as returned by @ref
glfwGetCocoaMonitor, corresponds to the display ID of the detected Rift, as
stored in the `DisplayId` member of `ovrHmdDesc`.
@code
int i, count;
GLFWmonitor** monitors = glfwGetMonitors(&count);
for (i = 0; i < count; i++)
{
if (glfwGetCocoaMonitor(monitors[i]) == hmd->DisplayId)
return monitors[i];
}
@endcode
@subsubsection rift_extend_detect_x11 Detecting a Rift on X11
At the time of writing, the 0.4 Rift SDK does not yet support X11.
@subsection rift_extend_create Creating a window and context
LOL create.
@section rift_direct Direct HMD mode
LOL direct.
Direct HMD mode is the recommended display mode for new applications, but the
Oculus Rift runtime currently (January 2015) only supports this mode on Windows.
In direct mode the HMD is not detectable as a GLFW monitor.
@subsection rift_direct_create Creating a window and context
If the HMD is in direct mode you can use either a full screen or a windowed mode
window, but full screen is only recommended if there is a monitor that supports
the resolution of the HMD. Due to limitations in LibOVR, the size of the client
area of the window must equal the resolution of the HMD.
If the resolution of the HMD is much larger than the regular monitor, the window
may be resized by the window manager on creation. One way to avoid this is to
make it undecorated with the [GLFW_DECORATED](@ref window_hints_wnd) window
hint.
@subsection rift_direct_attach Attaching the window to the HMD
Once you have created the window and context, you need to attach the native
handle of the GLFW window to the HMD.
@code
ovrHmd_AttachToWindow(hmd, glfwGetWin32Window(window), NULL, NULL);
@endcode
@section rift_extend Extend Desktop mode
Extend desktop mode is a legacy display mode, but is still (January 2015) the
only available mode on OS X and Linux, as well as on Windows machines that for
technical reasons do not yet support direct HMD mode.
@subsection rift_extend_detect Detecting a HMD with GLFW
If the HMD is in extend desktop mode you can deduce which GLFW monitor it
corresponds to and create a full screen window on that monitor.
On Windows, the native display device name of a GLFW monitor corresponds to the
display device name of the detected HMD as stored, in the `DisplayDeviceName`
member of `ovrHmdDesc`.
On OS X, the native display ID of a GLFW monitor corresponds to the display ID
of the detected HMD, as stored in the `DisplayId` member of `ovrHmdDesc`.
At the time of writing (January 2015), the Oculus SDK does not support detecting
which monitor corresponds to the HMD in any sane fashion.
@code
int i, count;
GLFWmonitor** monitors = glfwGetMonitors(&count);
for (i = 0; i < count; i++)
{
#if defined(_WIN32)
if (strcmp(glfwGetWin32Monitor(monitors[i]), hmd->DisplayDeviceName) == 0)
return monitors[i];
#elif defined(__APPLE__)
if (glfwGetCocoaMonitor(monitors[i]) == hmd->DisplayId)
return monitors[i];
#elif defined(__linux__)
#endif
}
@endcode
@subsection rift_extend_create Creating a window and context
The window is created as a regular full screen window on the found monitor. It
is usually a good idea to create a
[windowed full screen](@ref window_windowed_full_screen) window, as the HMD will
very likely already be set to the correct video mode. However, in extend
desktop mode it behaves like a regular monitor and any supported video mode can
be requested.
If other monitors are mirroring the HMD and you request a different video mode,
all monitors in the mirroring set will get the new video mode.
@section rift_render Rendering to the HMD
Once the window and context is created, you can render to it the same as any
other application using LibOVR.
If you wish to use SDK distortion rendering you will need some information from
GLFW to configure the renderer. Below are the parts of the `ovrGLConfig` union
that need to be filled with from GLFW. Note that there are other fields that
also need to be filled for `ovrHmd_ConfigureRendering` to succeed.
@code
int width, height;
union ovrGLConfig config;
glfwGetFramebufferSize(window, &width, &height);
config.OGL.Header.BackBufferSize.w = width;
config.OGL.Header.BackBufferSize.h = height;
#if defined(_WIN32)
config.OGL.Window = glfwGetWin32Window(window);
config.OGL.DC = GetDC(config.OGL.Window);
#elif defined(__APPLE__)
#elif defined(__linux__)
config.OGL.Disp = glfwGetX11Display();
#endif
@endcode
When using SDK distortion rendering you should not call @ref glfwSwapBuffers,
as the HMD is updated by `ovrHmd_EndFrame`.
*/

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@ -481,9 +481,8 @@ 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.
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.
@subsection window_pos Position

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@ -513,7 +513,8 @@ extern "C" {
/*! @brief One of the arguments to the function was an invalid enum value.
*
* One of the arguments to the function was an invalid enum value, for example
* requesting `GLFW_RED_BITS` with @ref glfwGetWindowAttrib.
* requesting [GLFW_RED_BITS](@ref window_hints_fb) with @ref
* glfwGetWindowAttrib.
*
* @par Analysis
* Application programmer error. Fix the offending call.
@ -1099,9 +1100,6 @@ typedef struct GLFWimage
* @par History
* Added in GLFW 1.0.
*
* @par
* __GLFW 3:__ This function no longer registers @ref glfwTerminate with `atexit`.
*
* @ingroup init
*/
GLFWAPI int glfwInit(void);
@ -1174,6 +1172,10 @@ GLFWAPI void glfwGetVersion(int* major, int* minor, int* rev);
* describes the version, platform, compiler and any platform-specific
* compile-time options.
*
* __Do not use the version string__ to parse the GLFW library version. The
* @ref glfwGetVersion function already provides the version of the running
* library binary.
*
* This function always succeeds.
*
* @return The GLFW version string.
@ -1313,10 +1315,10 @@ GLFWAPI void glfwGetMonitorPos(GLFWmonitor* monitor, int* xpos, int* ypos);
* non-`NULL` size arguments will be set to zero.
*
* @param[in] monitor The monitor to query.
* @param[out] width Where to store the width, in mm, of the monitor's display
* area, or `NULL`.
* @param[out] height Where to store the height, in mm, of the monitor's
* display area, or `NULL`.
* @param[out] widthMM Where to store the width, in millimetres, of the
* monitor's display area, or `NULL`.
* @param[out] heightMM Where to store the height, in millimetres, of the
* monitor's display area, or `NULL`.
*
* @note Some systems do not provide accurate monitor size information, either
* because the EDID data is incorrect, or because the driver does not report it
@ -1332,7 +1334,7 @@ GLFWAPI void glfwGetMonitorPos(GLFWmonitor* monitor, int* xpos, int* ypos);
*
* @ingroup monitor
*/
GLFWAPI void glfwGetMonitorPhysicalSize(GLFWmonitor* monitor, int* width, int* height);
GLFWAPI void glfwGetMonitorPhysicalSize(GLFWmonitor* monitor, int* widthMM, int* heightMM);
/*! @brief Returns the name of the specified monitor.
*
@ -1415,8 +1417,7 @@ GLFWAPI GLFWmonitorfun glfwSetMonitorCallback(GLFWmonitorfun cbfun);
* Added in GLFW 1.0.
*
* @par
* __GLFW 3:__ Changed to return a dynamic array of video modes for a specific
* monitor.
* __GLFW 3:__ Changed to return an array of modes for a specific monitor.
*
* @ingroup monitor
*/
@ -1444,7 +1445,7 @@ GLFWAPI const GLFWvidmode* glfwGetVideoModes(GLFWmonitor* monitor, int* count);
* @sa glfwGetVideoModes
*
* @par History
* Added in GLFW 3.0. Replaced `glfwGetDesktopMode`.
* Added in GLFW 3.0. Replaces `glfwGetDesktopMode`.
*
* @ingroup monitor
*/
@ -1557,11 +1558,7 @@ GLFWAPI void glfwDefaultWindowHints(void);
* @sa glfwDefaultWindowHints
*
* @par History
* Added in GLFW 2.2.
*
* @par
* __GLFW 3:__ Renamed from `glfwOpenWindowHint`. Hints are no longer reset to
* default values on window creation.
* Added in GLFW 3.0. Replaces `glfwOpenWindowHint`.
*
* @ingroup window
*/
@ -1596,12 +1593,13 @@ GLFWAPI void glfwWindowHint(int target, int hint);
* focus, the supported video mode most closely matching the desired video mode
* is set for the specified monitor. For more information about full screen
* windows, including the creation of so called _windowed full screen_ or
* _borderless full screen_ windows, see @ref window_full_screen.
* _borderless full screen_ windows, see @ref window_windowed_full_screen.
*
* By default, newly created windows use the placement recommended by the
* window system. To create the window at a specific position, make it
* initially invisible using the `GLFW_VISIBLE` window hint, set its
* [position](@ref window_pos) and then [show](@ref window_hide) it.
* initially invisible using the [GLFW_VISIBLE](@ref window_hints_wnd) window
* hint, set its [position](@ref window_pos) and then [show](@ref window_hide)
* it.
*
* If a full screen window is focused, the screensaver is prohibited from
* starting.
@ -1662,10 +1660,7 @@ GLFWAPI void glfwWindowHint(int target, int hint);
* @sa glfwDestroyWindow
*
* @par History
* Added in GLFW 1.0.
*
* @par
* __GLFW 3:__ Renamed from `glfwOpenWindow`. Complete signature overhaul.
* Added in GLFW 3.0. Replaces `glfwOpenWindow`.
*
* @ingroup window
*/
@ -1694,10 +1689,7 @@ GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height, const char* title, G
* @sa glfwCreateWindow
*
* @par History
* Added in GLFW 1.0.
*
* @par
* __GLFW 3:__ Renamed from `glfwCloseWindow`. Added window handle parameter.
* Added in GLFW 3.0. Replaces `glfwCloseWindow`.
*
* @ingroup window
*/
@ -1799,15 +1791,16 @@ GLFWAPI void glfwGetWindowPos(GLFWwindow* window, int* xpos, int* ypos);
* corner of the client area of the specified windowed mode window. If the
* window is a full screen window, this function does nothing.
*
* __Do not use this function__ to move an already visible window unless you
* have very good reasons for doing so, as it will confuse and annoy the user.
*
* The window manager may put limits on what positions are allowed. GLFW
* cannot and should not override these limits.
*
* @param[in] window The window to query.
* @param[in] xpos The x-coordinate of the upper-left corner of the client area.
* @param[in] ypos The y-coordinate of the upper-left corner of the client area.
*
* @note It is very rarely a good idea to move an already visible window, as it
* will confuse and annoy the user.
*
* @note The window manager may put limits on what positions are allowed.
*
* @par Thread Safety
* This function may only be called from the main thread.
*
@ -1828,7 +1821,7 @@ GLFWAPI void glfwSetWindowPos(GLFWwindow* window, int xpos, int ypos);
*
* This function retrieves the size, in screen coordinates, of the client area
* of the specified window. If you wish to retrieve the size of the
* framebuffer in pixels, see @ref glfwGetFramebufferSize.
* framebuffer of the window in pixels, see @ref glfwGetFramebufferSize.
*
* Any or all of the size arguments may be `NULL`. If an error occurs, all
* non-`NULL` size arguments will be set to zero.
@ -1865,12 +1858,13 @@ GLFWAPI void glfwGetWindowSize(GLFWwindow* window, int* width, int* height);
* the context is unaffected, the bit depths of the framebuffer remain
* unchanged.
*
* The window manager may put limits on what sizes are allowed. GLFW cannot
* and should not override these limits.
*
* @param[in] window The window to resize.
* @param[in] width The desired width of the specified window.
* @param[in] height The desired height of the specified window.
*
* @note The window manager may put limits on what window sizes are allowed.
*
* @par Thread Safety
* This function may only be called from the main thread.
*
@ -2084,11 +2078,7 @@ GLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* window);
* @sa @ref window_attribs
*
* @par History
* Added in GLFW 1.0.
*
* @par
* __GLFW 3:__ Renamed from `glfwGetWindowParam`. Added window handle
* parameter.
* Added in GLFW 3.0. Replaces `glfwGetWindowParam` and `glfwGetGLVersion`.
*
* @ingroup window
*/
@ -2156,9 +2146,6 @@ GLFWAPI void* glfwGetWindowUserPointer(GLFWwindow* window);
* @par History
* Added in GLFW 3.0.
*
* @par
* __GLFW 3:__ Added window handle parameter. Updated callback signature.
*
* @ingroup window
*/
GLFWAPI GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow* window, GLFWwindowposfun cbfun);
@ -2360,9 +2347,6 @@ GLFWAPI GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* window
* @par History
* Added in GLFW 1.0.
*
* @par
* __GLFW 3:__ This function is no longer called by @ref glfwSwapBuffers.
*
* @ingroup window
*/
GLFWAPI void glfwPollEvents(void);
@ -2498,7 +2482,7 @@ GLFWAPI int glfwGetInputMode(GLFWwindow* window, int mode);
* @sa glfwGetInputMode
*
* @par History
* Added in GLFW 3.0. Replaced `glfwEnable` and `glfwDisable`.
* Added in GLFW 3.0. Replaces `glfwEnable` and `glfwDisable`.
*
* @ingroup input
*/
@ -2548,8 +2532,7 @@ GLFWAPI int glfwGetKey(GLFWwindow* window, int key);
*
* This function returns the last state reported for the specified mouse button
* to the specified window. The returned state is one of `GLFW_PRESS` or
* `GLFW_RELEASE`. The higher-level action `GLFW_REPEAT` is only reported to
* the mouse button callback.
* `GLFW_RELEASE`.
*
* If the `GLFW_STICKY_MOUSE_BUTTONS` input mode is enabled, this function
* `GLFW_PRESS` the first time you call it for a mouse button that was pressed,
@ -2605,11 +2588,7 @@ GLFWAPI int glfwGetMouseButton(GLFWwindow* window, int button);
* @sa glfwSetCursorPos
*
* @par History
* Added in GLFW 1.0.
*
* @par
* __GLFW 3:__ Renamed from `glfwGetMousePos`. Added window handle parameter.
* Moved to floating-point coordinates.
* Added in GLFW 3.0. Replaces `glfwGetMousePos`.
*
* @ingroup input
*/
@ -2649,11 +2628,7 @@ GLFWAPI void glfwGetCursorPos(GLFWwindow* window, double* xpos, double* ypos);
* @sa glfwGetCursorPos
*
* @par History
* Added in GLFW 1.0.
*
* @par
* __GLFW 3:__ Renamed from `glfwSetMousePos`. Added window handle parameter.
* Moved to floating-point coordinates.
* Added in GLFW 3.0. Replaces `glfwSetMousePos`.
*
* @ingroup input
*/
@ -2778,9 +2753,8 @@ GLFWAPI void glfwSetCursor(GLFWwindow* window, GLFWcursor* cursor);
*
* When a window loses focus, it will generate synthetic key release events
* for all pressed keys. You can tell these events from user-generated events
* by the fact that the synthetic ones are generated after the window has lost
* focus, i.e. `GLFW_FOCUSED` will be false and the focus callback will have
* already been called.
* by the fact that the synthetic ones are generated after the focus loss event
* has been processed, i.e. after the focus callback has been called.
*
* The scancode of a key is specific to that platform or sometimes even to that
* machine. Scancodes are intended to allow users to bind keys that don't have
@ -2892,8 +2866,8 @@ GLFWAPI GLFWcharmodsfun glfwSetCharModsCallback(GLFWwindow* window, GLFWcharmods
* When a window loses focus, it will generate synthetic mouse button release
* events for all pressed mouse buttons. You can tell these events from
* user-generated events by the fact that the synthetic ones are generated
* after the window has lost focus, i.e. `GLFW_FOCUSED` will be false and the
* focus callback will have already been called.
* after the focus loss event has been processed, i.e. after the focus callback
* has been called.
*
* @param[in] window The window whose callback to set.
* @param[in] cbfun The new callback, or `NULL` to remove the currently set
@ -2935,11 +2909,7 @@ GLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* window, GLFWmo
* @sa @ref input_cursor_pos
*
* @par History
* Added in GLFW 1.0.
*
* @par
* __GLFW 3:__ Renamed from `glfwSetMousePosCallback`. Added window handle
* parameter. Updated callback signature.
* Added in GLFW 3.0. Replaces `glfwSetMousePosCallback`.
*
* @ingroup input
*/
@ -2990,11 +2960,7 @@ GLFWAPI GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow* window, GLFWcu
* @sa @ref input_scroll
*
* @par History
* Added in GLFW 2.1.
*
* @par
* __GLFW 3:__ Renamed from `glfwSetMouseWheelCallback`. Added window handle.
* Updated callback signature.
* Added in GLFW 3.0. Replaces `glfwSetMouseWheelCallback`.
*
* @ingroup input
*/
@ -3041,7 +3007,7 @@ GLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* window, GLFWdropfun cbfun);
* @sa @ref input_joy
*
* @par History
* Added in GLFW 3.0. Replaced `glfwGetJoystickParam`.
* Added in GLFW 3.0. Replaces `glfwGetJoystickParam`.
*
* @ingroup input
*/
@ -3068,11 +3034,7 @@ GLFWAPI int glfwJoystickPresent(int joy);
* @sa @ref input_joy_axis
*
* @par History
* Added in GLFW 2.2.
*
* @par
* __GLFW 3:__ Renamed from `glfwGetJoystickPos`. Changed to return a dynamic
* array.
* Added in GLFW 3.0. Replaces `glfwGetJoystickPos`.
*
* @ingroup input
*/
@ -3242,7 +3204,7 @@ GLFWAPI void glfwSetTime(double time);
* By default, making a context non-current implicitly forces a pipeline flush.
* On machines that support `GL_KHR_context_flush_control`, you can control
* whether a context performs this flush by setting the
* `GLFW_CONTEXT_RELEASE_BEHAVIOR` [window hint](@ref window_hints_ctx).
* [GLFW_CONTEXT_RELEASE_BEHAVIOR](@ref window_hints_ctx) window hint.
*
* @param[in] window The window whose context to make current, or `NULL` to
* detach the current context.
@ -3299,8 +3261,7 @@ GLFWAPI GLFWwindow* glfwGetCurrentContext(void);
* Added in GLFW 1.0.
*
* @par
* __GLFW 3:__ Added window handle parameter. Removed call to @ref
* glfwPollEvents.
* __GLFW 3:__ Added window handle parameter.
*
* @ingroup window
*/
@ -3322,7 +3283,7 @@ GLFWAPI void glfwSwapBuffers(GLFWwindow* window);
* extension specifications.
*
* A context must be current on the calling thread. Calling this function
* without a current context will cause a `GLFW_NO_CURRENT_CONTEXT` error.
* without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
*
* @param[in] interval The minimum number of screen updates to wait for
* until the buffers are swapped by @ref glfwSwapBuffers.
@ -3357,7 +3318,7 @@ GLFWAPI void glfwSwapInterval(int interval);
* platform-specific context creation API extensions.
*
* A context must be current on the calling thread. Calling this function
* without a current context will cause a `GLFW_NO_CURRENT_CONTEXT` error.
* without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
*
* As this functions retrieves and searches one or more extension strings each
* call, it is recommended that you cache its results if it is going to be used
@ -3388,7 +3349,7 @@ GLFWAPI int glfwExtensionSupported(const char* extension);
* by the current context.
*
* A context must be current on the calling thread. Calling this function
* without a current context will cause a `GLFW_NO_CURRENT_CONTEXT` error.
* without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
*
* @param[in] procname The ASCII encoded name of the function.
* @return The address of the function, or `NULL` if the function is

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@ -40,9 +40,9 @@ extern "C" {
/*! @defgroup native Native access
*
* **By using the native API, you assert that you know what you're doing and
* how to fix problems caused by using it. If you don't, you shouldn't be
* using it.**
* **By using the native access functions you assert that you know what you're
* doing and how to fix problems caused by using them. If you don't, you
* shouldn't be using them.**
*
* Before the inclusion of @ref glfw3native.h, you must define exactly one
* window system API macro and exactly one context creation API macro. Failure
@ -87,7 +87,7 @@ extern "C" {
#include <X11/Xlib.h>
#include <X11/extensions/Xrandr.h>
#else
#error "No window API specified"
#error "No window API selected"
#endif
#if defined(GLFW_EXPOSE_NATIVE_WGL)
@ -99,7 +99,7 @@ extern "C" {
#elif defined(GLFW_EXPOSE_NATIVE_EGL)
#include <EGL/egl.h>
#else
#error "No context API specified"
#error "No context API selected"
#endif

View File

@ -321,21 +321,21 @@ GLFWAPI void glfwGetMonitorPos(GLFWmonitor* handle, int* xpos, int* ypos)
_glfwPlatformGetMonitorPos(monitor, xpos, ypos);
}
GLFWAPI void glfwGetMonitorPhysicalSize(GLFWmonitor* handle, int* width, int* height)
GLFWAPI void glfwGetMonitorPhysicalSize(GLFWmonitor* handle, int* widthMM, int* heightMM)
{
_GLFWmonitor* monitor = (_GLFWmonitor*) handle;
if (width)
*width = 0;
if (height)
*height = 0;
if (widthMM)
*widthMM = 0;
if (heightMM)
*heightMM = 0;
_GLFW_REQUIRE_INIT();
if (width)
*width = monitor->widthMM;
if (height)
*height = monitor->heightMM;
if (widthMM)
*widthMM = monitor->widthMM;
if (heightMM)
*heightMM = monitor->heightMM;
}
GLFWAPI const char* glfwGetMonitorName(GLFWmonitor* handle)