Merge branch '3.3-stable' into new-cursors-on-3.3-stable

This commit is contained in:
Camilla Löwy
2023-12-12 23:03:54 +01:00
59 changed files with 8870 additions and 3842 deletions
-10
View File
@@ -1,10 +0,0 @@
* @elmindreda
src/wl_* @linkmauve
docs/*.css @glfw/webdev
docs/*.scss @glfw/webdev
docs/*.html @glfw/webdev
docs/*.xml @glfw/webdev
+2 -2
View File
@@ -351,8 +351,8 @@ __Note:__ If you haven't already implemented the feature, check first if there
already is an open issue for it and if it's already being developed in an
[experimental branch](https://github.com/glfw/glfw/branches/all).
__There is no preferred patch size__. A one character change is just as welcome
as one adding a thousand line one, if that is the appropriate size for the
__There is no preferred patch size__. A one-character change is just as welcome
as one adding a thousand lines, if that is the appropriate size for the
feature.
In addition to the code, a complete feature includes:
+1849 -940
View File
File diff suppressed because it is too large Load Diff
+2 -2
View File
@@ -26,7 +26,7 @@ GLFW.
@endcode
This header defines all the constants and declares all the types and function
prototypes of the GLFW API. By default it also includes the OpenGL header from
prototypes of the GLFW API. By default, it also includes the OpenGL header from
your development environment. See [option macros](@ref build_macros) below for
how to select OpenGL ES headers and more.
@@ -57,7 +57,7 @@ macros that disable similar headers below it.
Both of these mechanisms depend on the extension loader header defining a known
macro. If yours doesn't or you don't know which one your users will pick, the
@ref GLFW_INCLUDE_NONE macro will explicitly to prevent the GLFW header from
@ref GLFW_INCLUDE_NONE macro will explicitly prevent the GLFW header from
including the OpenGL header. This will also allow you to include the two
headers in any order.
+12 -8
View File
@@ -111,11 +111,7 @@ has been configured in the compositor.
GLFW uses the [xdg-shell
protocol](https://cgit.freedesktop.org/wayland/wayland-protocols/tree/stable/xdg-shell/xdg-shell.xml)
to provide better window management. This protocol is part of
wayland-protocols 1.12, and mandatory at build time. If the running compositor
does not support this protocol, the older [wl_shell
interface](https://cgit.freedesktop.org/wayland/wayland/tree/protocol/wayland.xml#n972)
will be used instead. This will result in a worse integration with the
desktop, especially on tiling compositors.
wayland-protocols 1.12, and mandatory at build time.
GLFW uses the [relative pointer
protocol](https://cgit.freedesktop.org/wayland/wayland-protocols/tree/unstable/relative-pointer/relative-pointer-unstable-v1.xml)
@@ -133,6 +129,14 @@ wayland-protocols 1.6, and mandatory at build time. If the running compositor
does not support this protocol, the screensaver may start even for full screen
windows.
GLFW uses the [libdecor library](https://gitlab.freedesktop.org/libdecor/libdecor)
for window decorations, where available. This in turn provides good quality
client-side decorations (drawn by the application) on desktop systems that do
not support server-side decorations (drawn by the window manager). On systems
that do not provide either libdecor or xdg-decoration, very basic window
decorations are provided. These do not include the window title or any caption
buttons.
GLFW uses the [xdg-decoration
protocol](https://cgit.freedesktop.org/wayland/wayland-protocols/tree/unstable/xdg-decoration/xdg-decoration-unstable-v1.xml)
to request decorations to be drawn around its windows. This protocol is part
@@ -157,7 +161,7 @@ formats. If GLX 1.3 is not supported, @ref glfwInit will fail.
GLFW uses the `GLX_MESA_swap_control,` `GLX_EXT_swap_control` and
`GLX_SGI_swap_control` extensions to provide vertical retrace synchronization
(or _vsync_), in that order of preference. Where none of these extension are
(or _vsync_), in that order of preference. When none of these extensions are
available, calling @ref glfwSwapInterval will have no effect.
GLFW uses the `GLX_ARB_multisample` extension to create contexts with
@@ -226,8 +230,8 @@ extension is unavailable, the `GLFW_CONTEXT_RELEASE_BEHAVIOR` hint will have no
effect and the context will always be flushed when released.
GLFW uses the `WGL_ARB_framebuffer_sRGB` and `WGL_EXT_framebuffer_sRGB`
extensions to provide support for sRGB framebuffers. Where both of these
extension are unavailable, the `GLFW_SRGB_CAPABLE` hint will have no effect.
extensions to provide support for sRGB framebuffers. When both of these
extensions are unavailable, the `GLFW_SRGB_CAPABLE` hint will have no effect.
@section compat_osx OpenGL on macOS
+6 -5
View File
@@ -45,7 +45,7 @@ Linux and FreeBSD you will need a few extra packages.
To compile GLFW for X11, you need to have the X11 development packages
installed. They are not needed to build or run programs that use GLFW.
On Debian and derivates like Ubuntu and Linux Mint the `xorg-dev` meta-package
On Debian and derivatives like Ubuntu and Linux Mint the `xorg-dev` meta-package
pulls in the development packages for all of X11.
@code{.sh}
@@ -82,8 +82,9 @@ To compile GLFW for Wayland, you need to have the Wayland and xkbcommon
development packages installed. They are not needed to build or run programs
that use GLFW.
On Debian and derivates like Ubuntu and Linux Mint you will need the `libwayland-dev`,
On Debian and derivatives like Ubuntu and Linux Mint you will need the `libwayland-dev`,
`libxkbcommon-dev`, `wayland-protocols` and `extra-cmake-modules` packages.
These will pull in all other dependencies.
@code{.sh}
sudo apt install libwayland-dev libxkbcommon-dev wayland-protocols extra-cmake-modules
@@ -137,7 +138,7 @@ If you wish change any CMake variables in the list, press _Configure_ and then
_Generate_ to have the new values take effect. The variable list will be
populated after the first configure step.
By default GLFW will use X11 on Linux and other Unix-like systems other
By default, GLFW will use X11 on Linux and other Unix-like systems other
than macOS. To use Wayland instead, set the `GLFW_USE_WAYLAND` option in the
GLFW section of the variable list, then apply the new value as described above.
@@ -171,7 +172,7 @@ flag.
cmake -S path/to/glfw -B path/to/build -G Xcode
@endcode
By default GLFW will use X11 on Linux and other Unix-like systems other
By default, GLFW will use X11 on Linux and other Unix-like systems other
than macOS. To use Wayland instead, set the `GLFW_USE_WAYLAND` CMake option.
@code{.sh}
@@ -327,7 +328,7 @@ For more details see the
@section compile_manual Compiling GLFW manually
If you wish to compile GLFW without its CMake build environment then you will
have to do at least some of the platform detection yourself. GLFW needs
have to do at least some of the platform-detection yourself. GLFW needs
a configuration macro to be defined in order to know what window system it is
being compiled for and also has optional, platform-specific ones for various
features.
+7 -6
View File
@@ -61,7 +61,7 @@ information. The name and number of this chapter unfortunately varies between
versions and APIs, but has at times been named _Shared Objects and Multiple
Contexts_.
GLFW comes with a barebones object sharing example program called `sharing`.
GLFW comes with a bare-bones object sharing example program called `sharing`.
@subsection context_offscreen Offscreen contexts
@@ -92,9 +92,10 @@ creation can be disabled with the @ref GLFW_COCOA_MENUBAR init hint.
@subsection context_less Windows without contexts
You can disable context creation by setting the
[GLFW_CLIENT_API](@ref GLFW_CLIENT_API_hint) hint to `GLFW_NO_API`. Windows
without contexts must not be passed to @ref glfwMakeContextCurrent or @ref
glfwSwapBuffers.
[GLFW_CLIENT_API](@ref GLFW_CLIENT_API_hint) hint to `GLFW_NO_API`.
Windows without contexts should not be passed to @ref glfwMakeContextCurrent or
@ref glfwSwapBuffers. Doing this generates a @ref GLFW_NO_WINDOW_CONTEXT error.
@section context_current Current context
@@ -193,7 +194,7 @@ it suppresses the development environment's OpenGL or OpenGL ES header.
#include <GLFW/glfw3.h>
@endcode
Finally you need to initialize glad once you have a suitable current context.
Finally, you need to initialize glad once you have a suitable current context.
@code
window = glfwCreateWindow(640, 480, "My Window", NULL, NULL);
@@ -209,7 +210,7 @@ gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
Once glad has been loaded, you have access to all OpenGL core and extension
functions supported by both the context you created and the glad loader you
generated and you are ready to start rendering.
generated. After that, you are ready to start rendering.
You can specify a minimum required OpenGL or OpenGL ES version with
[context hints](@ref window_hints_ctx). If your needs are more complex, you can
+35 -17
View File
@@ -24,7 +24,7 @@ All input callbacks receive a window handle. By using the
or objects from your callbacks.
To get a better feel for how the various events callbacks behave, run the
`events` test program. It register every callback supported by GLFW and prints
`events` test program. It registers every callback supported by GLFW and prints
out all arguments provided for every event, along with time and sequence
information.
@@ -95,7 +95,7 @@ new size before everything returns back out of the @ref glfwSetWindowSize call.
GLFW divides keyboard input into two categories; key events and character
events. Key events relate to actual physical keyboard keys, whereas character
events relate to the Unicode code points generated by pressing some of them.
events relate to the text that is generated by pressing some of them.
Keys and characters do not map 1:1. A single key press may produce several
characters, and a single character may require several keys to produce. This
@@ -123,23 +123,39 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
}
@endcode
The action is one of `GLFW_PRESS`, `GLFW_REPEAT` or `GLFW_RELEASE`. The key
will be `GLFW_KEY_UNKNOWN` if GLFW lacks a key token for it, for example
_E-mail_ and _Play_ keys.
The action is one of `GLFW_PRESS`, `GLFW_REPEAT` or `GLFW_RELEASE`. Events with
`GLFW_PRESS` and `GLFW_RELEASE` actions are emitted for every key press. Most
keys will also emit events with `GLFW_REPEAT` actions while a key is held down.
Note that many keyboards have a limit on how many keys being simultaneous held
down that they can detect. This limit is called
[key rollover](https://en.wikipedia.org/wiki/Key_rollover).
Key events with `GLFW_REPEAT` actions are intended for text input. They are
emitted at the rate set in the user's keyboard settings. At most one key is
repeated even if several keys are held down. `GLFW_REPEAT` actions should not
be relied on to know which keys are being held down or to drive animation.
Instead you should either save the state of relevant keys based on `GLFW_PRESS`
and `GLFW_RELEASE` actions, or call @ref glfwGetKey, which provides basic cached
key state.
The key will be one of the existing [key tokens](@ref keys), or
`GLFW_KEY_UNKNOWN` if GLFW lacks a token for it, for example _E-mail_ and _Play_
keys.
The scancode is unique for every key, regardless of whether it has a key token.
Scancodes are platform-specific but consistent over time, so keys will have
different scancodes depending on the platform but they are safe to save to disk.
You can query the scancode for any [named key](@ref keys) on the current
platform with @ref glfwGetKeyScancode.
You can query the scancode for any [key token](@ref keys) supported on the
current platform with @ref glfwGetKeyScancode.
@code
const int scancode = glfwGetKeyScancode(GLFW_KEY_X);
set_key_mapping(scancode, swap_weapons);
@endcode
The last reported state for every [named key](@ref keys) is also saved in
per-window state arrays that can be polled with @ref glfwGetKey.
The last reported state for every physical key with a [key token](@ref keys) is
also saved in per-window state arrays that can be polled with @ref glfwGetKey.
@code
int state = glfwGetKey(window, GLFW_KEY_E);
@@ -152,7 +168,8 @@ if (state == GLFW_PRESS)
The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`.
This function only returns cached key event state. It does not poll the
system for the current physical state of the key.
system for the current state of the physical key. It also does not provide any
key repeat information.
@anchor GLFW_STICKY_KEYS
Whenever you poll state, you risk missing the state change you are looking for.
@@ -183,15 +200,15 @@ Lock was on when the event occurred and the @ref GLFW_MOD_NUM_LOCK bit set if
Num Lock was on.
The `GLFW_KEY_LAST` constant holds the highest value of any
[named key](@ref keys).
[key token](@ref keys).
@subsection input_char Text input
GLFW supports text input in the form of a stream of
[Unicode code points](https://en.wikipedia.org/wiki/Unicode), as produced by the
operating system text input system. Unlike key input, text input obeys keyboard
layouts and modifier keys and supports composing characters using
operating system text input system. Unlike key input, text input is affected by
keyboard layouts and modifier keys and supports composing characters using
[dead keys](https://en.wikipedia.org/wiki/Dead_key). Once received, you can
encode the code points into UTF-8 or any other encoding you prefer.
@@ -370,7 +387,7 @@ sequential rows, starting from the top-left corner.
@subsubsection cursor_standard Standard cursor creation
A cursor with a [standard shape](@ref shapes) from the current system cursor
theme can be can be created with @ref glfwCreateStandardCursor.
theme can be created with @ref glfwCreateStandardCursor.
@code
GLFWcursor* url_cursor = glfwCreateStandardCursor(GLFW_POINTING_HAND_CURSOR);
@@ -478,8 +495,9 @@ void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
The action is one of `GLFW_PRESS` or `GLFW_RELEASE`.
Mouse button states for [named buttons](@ref buttons) are also saved in
per-window state arrays that can be polled with @ref glfwGetMouseButton.
The last reported state for every [supported mouse button](@ref buttons) is also
saved in per-window state arrays that can be polled with @ref
glfwGetMouseButton.
@code
int state = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT);
@@ -512,7 +530,7 @@ had been processed in the meantime, the state will reset to `GLFW_RELEASE`,
otherwise it will remain `GLFW_PRESS`.
The `GLFW_MOUSE_BUTTON_LAST` constant holds the highest value of any
[named button](@ref buttons).
[supported mouse button](@ref buttons).
@subsection scrolling Scroll input
+32 -7
View File
@@ -102,6 +102,30 @@ a nib or manually, when the first window is created, which is when AppKit is
initialized. Set this with @ref glfwInitHint.
@subsubsection init_hints_wayland Wayland specific init hints
@anchor GLFW_WAYLAND_LIBDECOR_hint
__GLFW_WAYLAND_LIBDECOR__ specifies whether to use
[libdecor](https://gitlab.freedesktop.org/libdecor/libdecor) for window
decorations where available. Possible values are `GLFW_WAYLAND_PREFER_LIBDECOR`
and `GLFW_WAYLAND_DISABLE_LIBDECOR`. This is ignored on other platforms.
@note This init hint was added in 3.3.9 and is not present in earlier patch releases. It
is safe to attempt to set this hint on earlier versions of GLFW 3.3 but it will emit
a harmless @ref GLFW_INVALID_ENUM error. If you need to avoid causing any errors, you can
check the library version first with @ref glfwGetVersion.
@note To set this hint while also building against earlier versions of GLFW 3.3, you can
use the numerical constants directly.
@note @code
int minor, patch;
glfwGetVersion(NULL, &minor, &patch);
if (minor > 3 || (minor == 3 && patch >= 9))
glfwInitHint(0x00053001 /*GLFW_WAYLAND_LIBDECOR*/, 0x00038002 /*GLFW_WAYLAND_DISABLE_LIBDECOR*/);
@endcode
@subsubsection init_hints_values Supported and default values
Initialization hint | Default value | Supported values
@@ -109,6 +133,7 @@ Initialization hint | Default value | Supported values
@ref GLFW_JOYSTICK_HAT_BUTTONS | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE`
@ref GLFW_COCOA_CHDIR_RESOURCES | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE`
@ref GLFW_COCOA_MENUBAR | `GLFW_TRUE` | `GLFW_TRUE` or `GLFW_FALSE`
@ref GLFW_WAYLAND_LIBDECOR | `GLFW_WAYLAND_PREFER_LIBDECOR` | `GLFW_WAYLAND_PREFER_LIBDECOR` or `GLFW_WAYLAND_DISABLE_LIBDECOR`
@subsection intro_init_terminate Terminating GLFW
@@ -124,9 +149,9 @@ This will destroy any remaining window, monitor and cursor objects, restore any
modified gamma ramps, re-enable the screensaver if it had been disabled and free
any other resources allocated by GLFW.
Once the library is terminated, it is as if it had never been initialized and
Once the library is terminated, it is as if it had never been initialized, therefore
you will need to initialize it again before being able to use GLFW. If the
library was not initialized or had already been terminated, it return
library was not initialized or had already been terminated, it returns
immediately.
@@ -246,14 +271,14 @@ which monitor the window is currently considered to be on.
This section describes the conditions under which GLFW can be expected to
function, barring bugs in the operating system or drivers. Use of GLFW outside
of these limits may work on some platforms, or on some machines, or some of the
these limits may work on some platforms, or on some machines, or some of the
time, or on some versions of GLFW, but it may break at any time and this will
not be considered a bug.
@subsection lifetime Pointer lifetimes
GLFW will never free any pointer you provide to it and you must never free any
GLFW will never free any pointer you provide to it, and you must never free any
pointer it provides to you.
Many GLFW functions return pointers to dynamically allocated structures, strings
@@ -444,11 +469,11 @@ The format of the string is as follows:
- The name of the context creation API
- Any additional options or APIs
For example, when compiling GLFW 3.0 with MinGW using the Win32 and WGL
back ends, the version string may look something like this:
For example, when compiling GLFW 3.3.9 with MinGW for Windows, may result in
a version string like this:
@code
3.0.0 Win32 WGL MinGW
3.3.9 Win32 WGL EGL OSMesa MinGW
@endcode
*/
+2 -2
View File
@@ -138,7 +138,7 @@ glfwGetMonitorPhysicalSize(monitor, &width_mm, &height_mm);
@endcode
While this can be used to calculate the raw DPI of a monitor, this is often not
useful. Instead use the [monitor content scale](@ref monitor_scale) and
useful. Instead, use the [monitor content scale](@ref monitor_scale) and
[window content scale](@ref window_scale) to scale your content.
@@ -261,7 +261,7 @@ To experiment with gamma correction via the @ref glfwSetGamma function, run the
`gamma` test program.
@note The software controlled gamma ramp is applied _in addition_ to the
hardware gamma correction, which today is usually an approximation of sRGB
hardware gamma correction, which today is typically an approximation of sRGB
gamma. This means that setting a perfectly linear ramp, or gamma 1.0, will
produce the default (usually sRGB-like) behavior.
+3 -3
View File
@@ -243,7 +243,7 @@ while (!glfwWindowShouldClose(window))
@endcode
The close callback no longer returns a value. Instead, it is called after the
close flag has been set so it can override its value, if it chooses to, before
close flag has been set, so it can optionally override its value, before
event processing completes. You may however not call @ref glfwDestroyWindow
from the close callback (or any other window related callback).
@@ -350,11 +350,11 @@ from a repeat. Note that @ref glfwGetKey still returns only `GLFW_PRESS` or
GLFW 3 key tokens map to physical keys, unlike in GLFW 2 where they mapped to
the values generated by the current keyboard layout. The tokens are named
according to the values they would have using the standard US layout, but this
according to the values they would have in the standard US layout, but this
is only a convenience, as most programmers are assumed to know that layout.
This means that (for example) `GLFW_KEY_LEFT_BRACKET` is always a single key and
is the same key in the same place regardless of what keyboard layouts the users
of your program has.
of your program have.
The key input facility was never meant for text input, although using it that
way worked slightly better in GLFW 2. If you were using it to input text, you
+33
View File
@@ -37,6 +37,16 @@ SDK](https://vulkan.lunarg.com/).
For more information see @ref vulkan_guide.
@subsubsection wayland_libdecor_33 Wayland libdecor decorations
GLFW now supports improved fallback window decorations via
[libdecor](https://gitlab.freedesktop.org/libdecor/libdecor).
Support for libdecor can be toggled before GLFW is initialized with the
[GLFW_WAYLAND_LIBDECOR](@ref GLFW_WAYLAND_LIBDECOR_hint) init hint. It is
enabled by default.
@subsubsection content_scale_33 Content scale queries for DPI-aware rendering
GLFW now provides content scales for windows and monitors, i.e. the ratio
@@ -312,6 +322,19 @@ Starting with GLFW 3.3.7, events posted with @ref glfwPostEmptyEvent now use a s
unnamed pipe instead of sending an X11 client event to the helper window.
@subsubsection wayland_alpha_34 Frambuffer may lack alpha channel on older Wayland systems
On Wayland, when creating an EGL context on a machine lacking the new
`EGL_EXT_present_opaque` extension, the @ref GLFW_ALPHA_BITS window hint will be
ignored and the framebuffer will have no alpha channel. This is because some
Wayland compositors treat any buffer with an alpha channel as per-pixel
transparent.
If you want a per-pixel transparent window, see the
[GLFW_TRANSPARENT_FRAMEBUFFER](@ref GLFW_TRANSPARENT_FRAMEBUFFER_hint) window
hint.
@subsection deprecations_33 Deprecations in version 3.3
@subsubsection charmods_callback_33 Character with modifiers callback
@@ -378,6 +401,13 @@ Existing projects and makefiles that set the `LIB_SUFFIX` option will use the
suffix chosen by the GNUInstallDirs package and the option will be ignored.
@subsubsection wl_shell_33 Support for the wl_shell protocol
Support for the wl_shell protocol has been removed and GLFW now only supports
the XDG-Shell protocol. If your Wayland compositor does not support XDG-Shell
then GLFW will fail to initialize.
@subsubsection mir_removed_33 Mir support
The experimental Mir support has been completely removed as the Mir project has
@@ -423,6 +453,9 @@ Use Wayland or X11 instead.
- @ref GLFWwindowmaximizefun
- @ref GLFWwindowcontentscalefun
- @ref GLFWgamepadstate
- @ref GLFW_WAYLAND_LIBDECOR
- @ref GLFW_WAYLAND_PREFER_LIBDECOR
- @ref GLFW_WAYLAND_DISABLE_LIBDECOR
@subsubsection constants_33 New constants in version 3.3
+1 -5
View File
@@ -144,10 +144,6 @@ if (!window)
}
@endcode
The window handle is passed to all window related functions and is provided to
along to all window related callbacks, so they can tell which window received
the event.
When a window and context is no longer needed, destroy it.
@code
@@ -233,7 +229,7 @@ events as described below.
@subsection quick_render Rendering with OpenGL
Once you have a current OpenGL context, you can use OpenGL normally. In this
tutorial, a multi-colored rotating triangle will be rendered. The framebuffer
tutorial, a multicolored rotating triangle will be rendered. The framebuffer
size needs to be retrieved for `glViewport`.
@code
+11 -4
View File
@@ -42,9 +42,9 @@ The @ref GLFW_VULKAN_STATIC CMake option makes GLFW call the Vulkan loader
directly instead of dynamically loading it at runtime. Not linking against the
Vulkan loader will then be a compile-time error.
@macos Because the Vulkan loader and ICD are not installed globally on macOS,
you need to set up the application bundle according to the LunarG SDK
documentation. This is explained in more detail in the
@macos To make your application be redistributable you will need to set up the
application bundle according to the LunarG SDK documentation. This is explained
in more detail in the
[SDK documentation for macOS](https://vulkan.lunarg.com/doc/sdk/latest/mac/getting_started.html).
@@ -131,7 +131,7 @@ PFN_vkGetDeviceProcAddr pfnGetDeviceProcAddr = (PFN_vkGetDeviceProcAddr)
glfwGetInstanceProcAddress(instance, "vkGetDeviceProcAddr");
@endcode
Device-specific functions may execute a little bit faster, due to not having to
Device-specific functions may execute a little faster, due to not having to
dispatch internally based on the device passed to them. For more information
about `vkGetDeviceProcAddr`, see the Vulkan documentation.
@@ -177,6 +177,13 @@ check whether any extensions you wish to enable are already in the returned
array, as it is an error to specify an extension more than once in the
`VkInstanceCreateInfo` struct.
@macos MoltenVK is (as of July 2022) not yet a fully conformant implementation
of Vulkan. As of Vulkan SDK 1.3.216.0, this means you must also enable the
`VK_KHR_portability_enumeration` instance extension and set the
`VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR` bit in the instance creation
info flags for MoltenVK to show up in the list of physical devices. For more
information, see the Vulkan and MoltenVK documentation.
@section vulkan_present Querying for Vulkan presentation support
+2 -1
View File
@@ -471,7 +471,8 @@ should also declare this in its `Info.plist` by setting the
@anchor GLFW_X11_CLASS_NAME_hint
@anchor GLFW_X11_INSTANCE_NAME_hint
__GLFW_X11_CLASS_NAME__ and __GLFW_X11_INSTANCE_NAME__ specifies the desired
ASCII encoded class and instance parts of the ICCCM `WM_CLASS` window property.
ASCII encoded class and instance parts of the ICCCM `WM_CLASS` window property. Both
hints need to be set to something other than an empty string for them to take effect.
These are set with @ref glfwWindowHintString.