Documentation work.

This commit is contained in:
Camilla Berglund
2014-10-07 23:37:59 +02:00
parent 3afa831e28
commit 496567d3f1
6 changed files with 73 additions and 65 deletions
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@@ -114,19 +114,24 @@ keep the description string.
@section coordinate_systems Coordinate systems
GLFW has two primary coordinate systems: the _virtual screen_ and the window
_client area_. Both use the same unit: _virtual screen coordinates_, or just
_screen coordinates_, which don't necessarily correspond to pixels.
_client area_ or _content area_. Both use the same unit: _virtual screen
coordinates_, or just _screen coordinates_, which don't necessarily correspond
to pixels.
<img src="spaces.svg" width="90%" />
Window and monitor positions are specified relative to the upper-left corners of
their content areas, while cursor positions are specified relative to the window
client area.
Both the virtual screen and the client area coordinate systems have the X-axis
pointing to the right and the Y-axis pointing down.
The origin of the window client area coordinate system is also the position of
the window, meaning you can translate client area coordinates to the virtual
screen by adding the window position. The window frame, when present, extend
out from the client area but does not affect the window position.
Window and monitor positions are specified as the position of the upper-left
corners of their content areas relative to the virtual screen, while cursor
positions are specified relative to a window's client area.
Because the origin of the window's client area coordinate system is also the
point from which the window position is specified, you can translate client area
coordinates to the virtual screen by adding the window position. The window
frame, when present, extends out from the client area but does not affect the
window position.
Almost all positions and sizes in GLFW are measured in screen coordinates
relative to one of the two origins above. This includes cursor positions,
@@ -140,7 +145,7 @@ measured in pixels.
Pixels and screen coordinates may map 1:1 on your machine, but they won't on
every other machine, for example on a Mac with a Retina display. The ratio
between screen coordinates and pixels may also change at run-time depending on
which monitor the window is currently on.
which monitor the window is currently considered to be on.
@section guarantees_limitations Guarantees and limitations