Convert Doxygen headings to Markdown

This commit is contained in:
Camilla Löwy
2024-02-13 20:45:29 +01:00
parent 3e73a5c76c
commit 611099f745
14 changed files with 250 additions and 252 deletions

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@@ -1,4 +1,4 @@
@page input_guide Input guide
# Input guide {#input_guide}
@tableofcontents
@@ -27,7 +27,7 @@ out all arguments provided for every event, along with time and sequence
information.
@section events Event processing
## Event processing {#events}
GLFW needs to poll the window system for events both to provide input to the
application and to prove to the window system that the application hasn't locked
@@ -89,7 +89,7 @@ a [window size callback](@ref window_size) GLFW will call it in turn with the
new size before everything returns back out of the @ref glfwSetWindowSize call.
@section input_keyboard Keyboard input
## Keyboard input {#input_keyboard}
GLFW divides keyboard input into two categories; key events and character
events. Key events relate to actual physical keyboard keys, whereas character
@@ -101,7 +101,7 @@ may not be the case on your machine, but your users are likely not all using the
same keyboard layout, input method or even operating system as you.
@subsection input_key Key input
### Key input {#input_key}
If you wish to be notified when a physical key is pressed or released or when it
repeats, set a key callback.
@@ -201,7 +201,7 @@ The `GLFW_KEY_LAST` constant holds the highest value of any
[key token](@ref keys).
@subsection input_char Text input
### Text input {#input_char}
GLFW supports text input in the form of a stream of
[Unicode code points](https://en.wikipedia.org/wiki/Unicode), as produced by the
@@ -230,7 +230,7 @@ void character_callback(GLFWwindow* window, unsigned int codepoint)
@endcode
@subsection input_key_name Key names
### Key names {#input_key_name}
If you wish to refer to keys by name, you can query the keyboard layout
dependent name of printable keys with @ref glfwGetKeyName.
@@ -246,14 +246,14 @@ ignored. This matches the behavior of the key callback, meaning the callback
arguments can always be passed unmodified to this function.
@section input_mouse Mouse input
## Mouse input {#input_mouse}
Mouse input comes in many forms, including mouse motion, button presses and
scrolling offsets. The cursor appearance can also be changed, either to
a custom image or a standard cursor shape from the system theme.
@subsection cursor_pos Cursor position
### Cursor position {#cursor_pos}
If you wish to be notified when the cursor moves over the window, set a cursor
position callback.
@@ -281,7 +281,7 @@ glfwGetCursorPos(window, &xpos, &ypos);
@endcode
@subsection cursor_mode Cursor mode
### Cursor mode {#cursor_mode}
@anchor GLFW_CURSOR
The `GLFW_CURSOR` input mode provides several cursor modes for special forms of
@@ -336,7 +336,7 @@ If the cursor was disabled, this will move it back to its last visible position.
@anchor GLFW_RAW_MOUSE_MOTION
@subsection raw_mouse_motion Raw mouse motion
### Raw mouse motion {#raw_mouse_motion}
When the cursor is disabled, raw (unscaled and unaccelerated) mouse motion can
be enabled if available.
@@ -360,7 +360,7 @@ If supported, raw mouse motion can be enabled or disabled per-window and at any
time but it will only be provided when the cursor is disabled.
@subsection cursor_object Cursor objects
### Cursor objects {#cursor_object}
GLFW supports creating both custom and system theme cursor images, encapsulated
as @ref GLFWcursor objects. They are created with @ref glfwCreateCursor or @ref
@@ -368,7 +368,7 @@ glfwCreateStandardCursor and destroyed with @ref glfwDestroyCursor, or @ref
glfwTerminate, if any remain.
@subsubsection cursor_custom Custom cursor creation
#### Custom cursor creation {#cursor_custom}
A custom cursor is created with @ref glfwCreateCursor, which returns a handle to
the created cursor object. For example, this creates a 16x16 white square
@@ -394,7 +394,7 @@ per channel with the red channel first. The pixels are arranged canonically as
sequential rows, starting from the top-left corner.
@subsubsection cursor_standard Standard cursor creation
#### Standard cursor creation {#cursor_standard}
A cursor with a [standard shape](@ref shapes) from the current system cursor
theme can be created with @ref glfwCreateStandardCursor.
@@ -410,7 +410,7 @@ A few of these shapes are not available everywhere. If a shape is unavailable,
`NULL` is returned. See @ref glfwCreateStandardCursor for details.
@subsubsection cursor_destruction Cursor destruction
#### Cursor destruction {#cursor_destruction}
When a cursor is no longer needed, destroy it with @ref glfwDestroyCursor.
@@ -423,7 +423,7 @@ that window will revert to the default cursor. This does not affect the cursor
mode. All remaining cursors are destroyed when @ref glfwTerminate is called.
@subsubsection cursor_set Cursor setting
#### Cursor setting {#cursor_set}
A cursor can be set as current for a window with @ref glfwSetCursor.
@@ -447,7 +447,7 @@ When a cursor is destroyed, any window that has it set will revert to the
default cursor. This does not affect the cursor mode.
@subsection cursor_enter Cursor enter/leave events
### Cursor enter/leave events {#cursor_enter}
If you wish to be notified when the cursor enters or leaves the content area of
a window, set a cursor enter/leave callback.
@@ -483,7 +483,7 @@ if (glfwGetWindowAttrib(window, GLFW_HOVERED))
@endcode
@subsection input_mouse_button Mouse button input
### Mouse button input {#input_mouse_button}
If you wish to be notified when a mouse button is pressed or released, set
a mouse button callback.
@@ -543,7 +543,7 @@ The `GLFW_MOUSE_BUTTON_LAST` constant holds the highest value of any
[supported mouse button](@ref buttons).
@subsection scrolling Scroll input
### Scroll input {#scrolling}
If you wish to be notified when the user scrolls, whether with a mouse wheel or
touchpad gesture, set a scroll callback.
@@ -563,7 +563,7 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
A normal mouse wheel, being vertical, provides offsets along the Y-axis.
@section joystick Joystick input
## Joystick input {#joystick}
The joystick functions expose connected joysticks and controllers, with both
referred to as joysticks. It supports up to sixteen joysticks, ranging from
@@ -593,7 +593,7 @@ To see all the properties of all connected joysticks in real-time, run the
`joysticks` test program.
@subsection joystick_axis Joystick axis states
### Joystick axis states {#joystick_axis}
The positions of all axes of a joystick are returned by @ref
glfwGetJoystickAxes. See the reference documentation for the lifetime of the
@@ -607,7 +607,7 @@ const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_5, &count);
Each element in the returned array is a value between -1.0 and 1.0.
@subsection joystick_button Joystick button states
### Joystick button states {#joystick_button}
The states of all buttons of a joystick are returned by @ref
glfwGetJoystickButtons. See the reference documentation for the lifetime of the
@@ -625,7 +625,7 @@ glfwGetJoystickHats, the button array by default also includes all hats. See
the reference documentation for @ref glfwGetJoystickButtons for details.
@subsection joystick_hat Joystick hat states
### Joystick hat states {#joystick_hat}
The states of all hats are returned by @ref glfwGetJoystickHats. See the
reference documentation for the lifetime of the returned array.
@@ -665,7 +665,7 @@ glfwGetJoystickHats, all hats are by default also included in the button array.
See the reference documentation for @ref glfwGetJoystickButtons for details.
@subsection joystick_name Joystick name
### Joystick name {#joystick_name}
The human-readable, UTF-8 encoded name of a joystick is returned by @ref
glfwGetJoystickName. See the reference documentation for the lifetime of the
@@ -680,7 +680,7 @@ and make may have the same name. Only the [joystick ID](@ref joysticks) is
guaranteed to be unique, and only until that joystick is disconnected.
@subsection joystick_userptr Joystick user pointer
### Joystick user pointer {#joystick_userptr}
Each joystick has a user pointer that can be set with @ref
glfwSetJoystickUserPointer and queried with @ref glfwGetJoystickUserPointer.
@@ -691,7 +691,7 @@ terminated.
The initial value of the pointer is `NULL`.
@subsection joystick_event Joystick configuration changes
### Joystick configuration changes {#joystick_event}
If you wish to be notified when a joystick is connected or disconnected, set
a joystick callback.
@@ -728,7 +728,7 @@ useful values for a disconnected joystick and only before the monitor callback
returns.
@subsection gamepad Gamepad input
### Gamepad input {#gamepad}
The joystick functions provide unlabeled axes, buttons and hats, with no
indication of where they are located on the device. Their order may also vary
@@ -809,7 +809,7 @@ The `GLFW_GAMEPAD_BUTTON_LAST` and `GLFW_GAMEPAD_AXIS_LAST` constants equal
the largest available index for each array.
@subsection gamepad_mapping Gamepad mappings
### Gamepad mappings {#gamepad_mapping}
GLFW contains a copy of the mappings available in
[SDL_GameControllerDB](https://github.com/gabomdq/SDL_GameControllerDB) at the
@@ -892,7 +892,7 @@ were recently added to SDL. The input modifiers `+`, `-` and `~` are supported
and described above.
@section time Time input
## Time input {#time}
GLFW provides high-resolution time input, in seconds, with @ref glfwGetTime.
@@ -929,7 +929,7 @@ uint64_t frequency = glfwGetTimerFrequency();
@endcode
@section clipboard Clipboard input and output
## Clipboard input and output {#clipboard}
If the system clipboard contains a UTF-8 encoded string or if it can be
converted to one, you can retrieve it with @ref glfwGetClipboardString. See the
@@ -954,7 +954,7 @@ glfwSetClipboardString(NULL, "A string with words in it");
@endcode
@section path_drop Path drop input
## Path drop input {#path_drop}
If you wish to receive the paths of files and/or directories dropped on
a window, set a file drop callback.