jak-project/third-party/glfw/docs/main.dox
ManDude 5b44aece75
random fixes + support clang-cl on visual studio (#1129)
* delete unused shaders

* hide some options in debug menu

* change fullscreen logic a bit

* add "all actors" toggle

* borderless fix and fix alpha in direct renderer untextured (do we need a separate shader for that?)

* fix fuel cell orbit icons in widescreen

* fix `curve` types

* refs

* fix levitator task...

* fix some task stuff

* update font code a bit (temp)

* cmake, third-party and visual studio overhaul

* Update .gitmodules

* update modules

* clone repos

* fix encoding in zydis

* where did these come from

* try again

* add submodule

* Update 11zip

* Update 11zip

* Update 11zip

* delete

* try again

* clang

* update compiler flags

* delete 11zip. go away.

* Create memory-dump-p2s.py

* properly

* fix minimum architecture c++ compiler flags

* fix zydis

* oops

* Update all-types.gc

* fix clang-cl tests

* make "all actors" work better, entity debug qol

* update game-text conversion code to be more modularized

* Create vendor.txt

* fix typos and minor things

* update refs

* clang

* Attempt to add clang-cl support to vs2019 and CI

* vs2022 + clang-cl

* srsly? fix clang build

* Update launch.vs.json

* extend windows CI timer
2022-02-07 19:15:37 -05:00

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/*!
@mainpage notitle
@section main_intro Introduction
GLFW is a free, Open Source, multi-platform library for OpenGL, OpenGL ES and
Vulkan application development. It provides a simple, platform-independent API
for creating windows, contexts and surfaces, reading input, handling events, etc.
@ref news_34 list new features, caveats and deprecations.
@ref quick_guide is a guide for users new to GLFW. It takes you through how to
write a small but complete program.
There are guides for each section of the API:
- @ref intro_guide initialization, error handling and high-level design
- @ref window_guide creating and working with windows and framebuffers
- @ref context_guide working with OpenGL and OpenGL ES contexts
- @ref vulkan_guide - working with Vulkan objects and extensions
- @ref monitor_guide enumerating and working with monitors and video modes
- @ref input_guide receiving events, polling and processing input
Once you have written a program, see @ref compile_guide and @ref build_guide.
The [reference documentation](modules.html) provides more detailed information
about specific functions.
@ref moving_guide explains what has changed and how to update existing code to
use the new API.
There is a section on @ref guarantees_limitations for pointer lifetimes,
reentrancy, thread safety, event order and backward and forward compatibility.
The [FAQ](https://www.glfw.org/faq.html) answers many common questions about the
design, implementation and use of GLFW.
Finally, @ref compat_guide explains what APIs, standards and protocols GLFW uses
and what happens when they are not present on a given machine.
This documentation was generated with Doxygen. The sources for it are available
in both the [source distribution](https://www.glfw.org/download.html) and
[GitHub repository](https://github.com/glfw/glfw).
*/