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https://github.com/glfw/glfw.git
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Documentation work
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@@ -272,7 +272,8 @@ extern "C" {
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/*! @brief One.
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*
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* This is only semantic sugar for the number 1. You can instead use `1` or
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* `true` or `_True` or `GL_TRUE` or anything else that is equal to one.
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* `true` or `_True` or `GL_TRUE` or `VK_TRUE` or anything else that is equal
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* to one.
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*
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* @ingroup init
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*/
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@@ -280,7 +281,8 @@ extern "C" {
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/*! @brief Zero.
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*
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* This is only semantic sugar for the number 0. You can instead use `0` or
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* `false` or `_False` or `GL_FALSE` or anything else that is equal to zero.
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* `false` or `_False` or `GL_FALSE` or `VK_FALSE` or anything else that is
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* equal to zero.
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*
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* @ingroup init
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*/
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@@ -977,12 +979,25 @@ extern "C" {
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* [window hint](@ref GLFW_SCALE_TO_MONITOR).
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*/
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#define GLFW_SCALE_TO_MONITOR 0x0002200C
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/*! @brief macOS specific
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* [window hint](@ref GLFW_COCOA_RETINA_FRAMEBUFFER_hint).
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*/
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#define GLFW_COCOA_RETINA_FRAMEBUFFER 0x00023001
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/*! @brief macOS specific
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* [window hint](@ref GLFW_COCOA_FRAME_NAME_hint).
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*/
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#define GLFW_COCOA_FRAME_NAME 0x00023002
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/*! @brief macOS specific
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* [window hint](@ref GLFW_COCOA_GRAPHICS_SWITCHING_hint).
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*/
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#define GLFW_COCOA_GRAPHICS_SWITCHING 0x00023003
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/*! @brief X11 specific
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* [window hint](@ref GLFW_X11_CLASS_NAME_hint).
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*/
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#define GLFW_X11_CLASS_NAME 0x00024001
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/*! @brief X11 specific
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* [window hint](@ref GLFW_X11_CLASS_NAME_hint).
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*/
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#define GLFW_X11_INSTANCE_NAME 0x00024002
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/*! @} */
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@@ -1063,17 +1078,17 @@ extern "C" {
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* @{ */
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/*! @brief Joystick hat buttons init hint.
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*
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* Joystick hat buttons [init hint](@ref GLFW_JOYSTICK_HAT_BUTTONS)
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* Joystick hat buttons [init hint](@ref GLFW_JOYSTICK_HAT_BUTTONS).
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*/
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#define GLFW_JOYSTICK_HAT_BUTTONS 0x00050001
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/*! @brief macOS specific init hint.
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*
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* macOS specific [init hint](@ref GLFW_COCOA_CHDIR_RESOURCES)
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* macOS specific [init hint](@ref GLFW_COCOA_CHDIR_RESOURCES_hint).
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*/
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#define GLFW_COCOA_CHDIR_RESOURCES 0x00051001
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/*! @brief macOS specific init hint.
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*
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* macOS specific [init hint](@ref GLFW_COCOA_MENUBAR)
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* macOS specific [init hint](@ref GLFW_COCOA_MENUBAR_hint).
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*/
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#define GLFW_COCOA_MENUBAR 0x00051002
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/*! @} */
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@@ -2000,9 +2015,11 @@ GLFWAPI void glfwGetMonitorPhysicalSize(GLFWmonitor* monitor, int* widthMM, int*
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*
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* This function retrieves the content scale for the specified monitor. The
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* content scale is the ratio between the current DPI and the platform's
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* default DPI. If you scale all pixel dimensions by this scale then your
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* content should appear at an appropriate size. This is especially important
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* for text and any UI elements.
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* default DPI. This is especially important for text and any UI elements. If
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* the pixel dimensions of your UI scaled by this look appropriate on your
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* machine then it should appear at a reasonable size on other machines
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* regardless of their DPI and scaling settings. This relies on the system DPI
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* and scaling settings being somewhat correct.
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*
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* The content scale may depend on both the monitor resolution and pixel
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* density and on user settings. It may be very different from the raw DPI
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@@ -2506,9 +2523,10 @@ GLFWAPI void glfwWindowHintString(int hint, const char* value);
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* @remark @x11 The class part of the `WM_CLASS` window property will by
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* default be set to the window title passed to this function. The instance
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* part will use the contents of the `RESOURCE_NAME` environment variable, if
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* present and not empty, or fall back to the window title. Set the @ref
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* GLFW_X11_CLASS_NAME and @ref GLFW_X11_INSTANCE_NAME window hints to override
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* this.
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* present and not empty, or fall back to the window title. Set the
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* [GLFW_X11_CLASS_NAME](@ref GLFW_X11_CLASS_NAME_hint) and
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* [GLFW_X11_INSTANCE_NAME](@ref GLFW_X11_INSTANCE_NAME_hint) window hints to
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* override this.
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*
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* @remark @wayland Compositors should implement the xdg-decoration protocol
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* for GLFW to decorate the window properly. If this protocol isn't
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@@ -2972,9 +2990,11 @@ GLFWAPI void glfwGetWindowFrameSize(GLFWwindow* window, int* left, int* top, int
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*
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* This function retrieves the content scale for the specified window. The
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* content scale is the ratio between the current DPI and the platform's
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* default DPI. If you scale all pixel dimensions by this scale then your
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* content should appear at an appropriate size. This is especially important
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* for text and any UI elements.
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* default DPI. This is especially important for text and any UI elements. If
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* the pixel dimensions of your UI scaled by this look appropriate on your
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* machine then it should appear at a reasonable size on other machines
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* regardless of their DPI and scaling settings. This relies on the system DPI
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* and scaling settings being somewhat correct.
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*
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* On systems where each monitors can have its own content scale, the window
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* content scale will depend on which monitor the system considers the window
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