Added external documentation files.
Added initial quick tutorial, compatibility appendix, transition guide
and external main page.
diff --git a/docs/Doxyfile.in b/docs/Doxyfile.in
index 79eed0c..20c6b81 100644
--- a/docs/Doxyfile.in
+++ b/docs/Doxyfile.in
@@ -655,7 +655,7 @@
# directories like "/usr/src/myproject". Separate the files or directories
# with spaces.
-INPUT = @GLFW_DOC_HEADERS@
+INPUT = @GLFW_DOC_HEADERS@ @GLFW_SOURCE_DIR@/docs/
# This tag can be used to specify the character encoding of the source files
# that doxygen parses. Internally doxygen uses the UTF-8 encoding, which is
@@ -673,7 +673,7 @@
# *.hxx *.hpp *.h++ *.idl *.odl *.cs *.php *.php3 *.inc *.m *.mm *.dox *.py
# *.f90 *.f *.for *.vhd *.vhdl
-FILE_PATTERNS =
+FILE_PATTERNS = *.dox
# The RECURSIVE tag can be used to turn specify whether or not subdirectories
# should be searched for input files as well. Possible values are YES and NO.
@@ -1115,7 +1115,7 @@
# navigation tree you can set this option to NO if you already set
# GENERATE_TREEVIEW to YES.
-DISABLE_INDEX = YES
+DISABLE_INDEX = NO
# The GENERATE_TREEVIEW tag is used to specify whether a tree-like index
# structure should be generated to display hierarchical information.
@@ -1127,7 +1127,7 @@
# Since the tree basically has the same information as the tab index you
# could consider to set DISABLE_INDEX to NO when enabling this option.
-GENERATE_TREEVIEW = YES
+GENERATE_TREEVIEW = NO
# The ENUM_VALUES_PER_LINE tag can be used to set the number of enum values
# (range [0,1..20]) that doxygen will group on one line in the generated HTML
diff --git a/docs/compat.dox b/docs/compat.dox
new file mode 100644
index 0000000..69a090e
--- /dev/null
+++ b/docs/compat.dox
@@ -0,0 +1,127 @@
+/*!
+
+@page compat Standards conformance
+
+This chapter describes the various API extensions used by this version of GLFW.
+It lists what are essentially implementation details, but which are nonetheless
+vital knowledge for developers wishing to deploy their applications on machines
+with varied specifications.
+
+Note that the information in this appendix is not a part of the API
+specification but merely list some of the preconditions for certain parts of the
+API to function on a given machine. As such, any part of it may change in
+future versions without this being considered a breaking API change.
+
+@section compat_wm ICCCM and EWMH conformance
+
+As GLFW uses Xlib, directly, without any intervening toolkit
+library, it has sole responsibility for interacting well with the many and
+varied window managers in use on Unix-like systems. In order for applications
+and window managers to work well together, a number of standards and
+conventions have been developed that regulate behavior outside the scope of the
+X11 API; most importantly the
+<a href="http://www.tronche.com/gui/x/icccm/">Inter-Client Communication Conventions Manual</a>
+(ICCCM) and
+<a href="http://standards.freedesktop.org/wm-spec/wm-spec-latest.html">Extended Window Manager Hints</a>
+(EWMH) standards.
+
+GLFW uses the ICCCM @c WM_DELETE_WINDOW protocol to intercept the user
+attempting to close the GLFW window. If the running window manager does not
+support this protocol, the close callback will never be called.
+
+GLFW uses the EWMH @c _NET_WM_PING protocol, allowing the window manager notify
+the user when the application has stopped responding, i.e. when it has ceased to
+process events. If the running window manager does not support this protocol,
+the user will not be notified if the application locks up.
+
+GLFW uses the EWMH @c _NET_WM_STATE protocol to tell the window manager to make
+the GLFW window fullscreen. If the running window manager does not support this
+protocol, fullscreen windows may not work properly. GLFW has a fallback code
+path in case this protocol is unavailable, but every window manager behaves
+slightly differently in this regard.
+
+@section compat_glx GLX extensions
+
+The GLX API is the default API used to create OpenGL contexts on Unix-like
+systems using the X Window System.
+
+GLFW uses the @c GLXFBConfig API to enumerate and select framebuffer pixel
+formats. This requires either GLX 1.3 or greater, or the @c GLX_SGIX_fbconfig
+extension. Where both are available, the SGIX extension is preferred. If
+neither is available, GLFW will be unable to create windows.
+
+GLFW uses the @c GLX_MESA_swap_control, @c GLX_EXT_swap_control and @c
+GLX_SGI_swap_control extensions to provide vertical retrace synchronization (or
+"vsync"), in that order of preference. Where none of these extension are
+available, calling @ref glfwSwapInterval will have no effect.
+
+GLFW uses the @c GLX_ARB_multisample extension to create contexts with
+multisampling anti-aliasing. Where this extension is unavailable, the @c
+GLFW_SAMPLES hint will have no effect.
+
+GLFW uses the @c GLX_ARB_create_context extension when available, even when
+creating OpenGL contexts of version 2.1 and below. Where this extension is
+unavailable, the @c GLFW_CONTEXT_VERSION_MAJOR and @c GLFW_CONTEXT_VERSION_MINOR
+hints will only be partially supported, the @c GLFW_OPENGL_DEBUG_CONTEXT hint
+will have no effect, and setting the @c GLFW_OPENGL_PROFILE or @c
+GLFW_OPENGL_FORWARD_COMPAT hints to a non-zero value will cause @ref
+glfwCreateWindow to fail.
+
+GLFW uses the @c GLX_ARB_create_context_profile extension to provide support for
+context profiles. Where this extension is unavailable, setting the @c
+GLFW_OPENGL_PROFILE hint to anything but zero, or setting @c GLFW_CLIENT_API to
+anything but @c GLFW_OPENGL_API will cause @ref glfwCreateWindow to fail.
+
+@section compat_wgl WGL extensions
+
+The WGL API is used to create OpenGL contexts on Microsoft Windows and other
+implementations of the Win32 API, such as Wine.
+
+GLFW uses either the @c WGL_EXT_extension_string or the @c
+WGL_ARB_extension_string extension to check for the presence of all other WGL
+extensions listed below. If both are available, the EXT one is preferred. If
+neither is available, no other extensions are used and many GLFW features
+related to context creation will have no effect or cause errors when used.
+
+GLFW uses the @c WGL_EXT_swap_control extension to provide vertical retrace
+synchronization (or "vsync"). Where this extension is unavailable, calling @ref
+glfwSwapInterval will have no effect.
+
+GLFW uses the @c WGL_ARB_pixel_format and @c WGL_ARB_multisample extensions to
+create contexts with multisampling anti-aliasing. Where these extensions are
+unavailable, the @c GLFW_SAMPLES hint will have no effect.
+
+GLFW uses the @c WGL_ARB_create_context extension when available, even when
+creating OpenGL contexts of version 2.1 and below. Where this extension is
+unavailable, the @c GLFW_CONTEXT_VERSION_MAJOR and @c GLFW_CONTEXT_VERSION_MINOR
+hints will only be partially supported, the @c GLFW_OPENGL_DEBUG_CONTEXT hint
+will have no effect, and setting the @c GLFW_OPENGL_PROFILE or @c
+GLFW_OPENGL_FORWARD_COMPAT hints to a non-zero value will cause @ref
+glfwCreateWindow to fail.
+
+GLFW uses the @c WGL_ARB_create_context_profile extension to provide support for
+context profiles. Where this extension is unavailable, setting the @c
+GLFW_OPENGL_PROFILE hint to anything but zero will cause @ref glfwCreateWindow
+to fail.
+
+@section cmopat_osx OpenGL 3.2 on Mac OS X
+
+Support for OpenGL 3.0 and above was introduced with Mac OS X 10.7, and even
+then only forward-compatible OpenGL 3.2 core profile contexts are supported.
+There is also still no mechanism for requesting debug contexts. Versions of
+Mac OS X earlier than 10.7 support at most OpenGL version 2.1.
+
+Because of this, on Mac OS X 10.7, the @c GLFW_CONTEXT_VERSION_MAJOR and
+@c GLFW_CONTEXT_VERSION_MINOR hints will fail if given a version above 3.2, the
+@c GLFW_OPENGL_FORWARD_COMPAT is required for creating OpenGL 3.2 contexts, the
+@c GLFW_OPENGL_DEBUG_CONTEXT hint is ignored and setting the @c
+GLFW_OPENGL_PROFILE hint to anything except @c GLFW_OPENGL_CORE_PROFILE will
+cause @ref glfwCreateWindow to fail.
+
+Also, on Mac OS X 10.6 and below, the @c GLFW_CONTEXT_VERSION_MAJOR and @c
+GLFW_CONTEXT_VERSION_MINOR hints will fail if given a version above 2.1, the @c
+GLFW_OPENGL_DEBUG_CONTEXT hint will have no effect, and setting the @c
+GLFW_OPENGL_PROFILE or @c GLFW_OPENGL_FORWARD_COMPAT hints to a non-zero value
+will cause @ref glfwCreateWindow to fail.
+
+*/
diff --git a/docs/main.dox b/docs/main.dox
new file mode 100644
index 0000000..49fd118
--- /dev/null
+++ b/docs/main.dox
@@ -0,0 +1,16 @@
+/*!
+
+@mainpage notitle
+
+@section main_intro Introduction
+
+GLFW is a free, Open Source, multi-platform library for opening a window,
+creating an OpenGL context and managing input. It is easy to integrate into
+existing applications and does not lay claim to the main loop.
+
+@link quick Quick introduction @endlink is a short tutorial for people new to GLFW.
+
+@link moving Moving from GLFW 2 to 3 @endlink explains what has changed and how
+to update existing code to use the GLFW 3 API.
+
+*/
diff --git a/docs/moving.dox b/docs/moving.dox
new file mode 100644
index 0000000..c47a45e
--- /dev/null
+++ b/docs/moving.dox
@@ -0,0 +1,280 @@
+/*!
+
+@page moving Moving from GLFW 2 to 3
+
+This is a guide for people moving from GLFW 2 to 3. It describes API @em
+changes, but does @em not include entirely new features unless they are required
+when moving an existing code base onto the new API. One example of this is the
+new multi-monitor support, which you are now required to use to create
+fullscreen windows.
+
+@section moving_names Library and header names
+
+The GLFW 3 header is named @ref glfw3.h, to avoid collisions with the GLFW 2 @c
+glfw.h header, in case they are both installed. Similarly, the GLFW 3 library
+is named @c glfw3, except when it's installed as a shared library on
+Unix-like systems, where it uses the
+<a href="https://en.wikipedia.org/wiki/soname">soname</a> @c libglfw.so.3 .
+
+@section moving_threads Removal of threading functions
+
+The threading functions have been removed. However, GLFW 3 has better support
+for use from multiple threads than GLFW 2 had. Contexts can be made current on
+and used from secondary threads, and the documentation explicitly states which
+functions may and may not be used from secondary threads.
+
+@section moving_image Removal of image and texture loading
+
+The image and texture loading support has been removed.
+
+@section moving_window_handles Window handles
+
+Because GLFW 3 supports multiple windows, window handle parameters have been
+added to all window-related functions and callbacks. Window handles are of the
+@c GLFWwindow* type, i.e. a pointer to an opaque struct.
+
+@section moving_monitor Multi-monitor support
+
+GLFW 3 provides support for multiple monitors, adding the @c GLFWmonitor* handle
+type and a set of related functions. To request a fullscreen mode window, you
+need to specify which monitor you wish the window to use. There is @ref
+glfwGetPrimaryMonitor that provides something similar to the earlier behaviour.
+
+@section moving_window_close Window closing
+
+Window closing is now just an event like any other. GLFW 3 windows won't
+disappear from underfoot even when no close callback is set. You can query
+whether the user has requested that the window be closed using the @c
+GLFW_CLOSE_REQUESTED window parameter, or by setting a close callback. The
+return value of the close callback becomes the new value of the window
+parameter.
+
+@section moving_context Explicit context management
+
+Each GLFW 3 window has its own OpenGL context and only you, the user, can know
+which context should be current on which thread at any given time. Therefore,
+GLFW 3 makes no assumptions about when you want a certain context current,
+leaving that decision to you.
+
+This means that you need to call @ref glfwMakeContextCurrent after creating
+a window but before calling any OpenGL functions.
+
+@section moving_keys Physical key input
+
+GLFW 3 uses the physical key locations named after the symbols they generate
+using the US keyboard layout, instead of layout-dependent characters like in
+GLFW 2. This means that (for example) @c GLFW_KEY_BACKSLASH 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.
+
+GLFW 3 has key tokens for all keys, so instead of trying to remember whether to
+check for @c 'a' or @c 'A', you now check for @c GLFW_KEY_A.
+
+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
+should be using the character callback instead, on both GLFW 2 and 3. This will
+give you the characters being input, as opposed to the keys being pressed.
+
+@section moving_video_modes Video mode enumeration
+
+Video mode enumeration is now per-monitor. The @c glfwGetDesktopMode function
+has been replaced by @ref glfwGetVideoMode, which returns the current mode of
+a monitor. The @ref glfwGetVideoMode function now returns all available modes
+for a monitor instead of requiring you to guess how large an array you need.
+
+@section moving_glu GLU header inclusion
+
+Unlike GLFW 2, GLFW 3 doesn't include the GLU header by default, but you can
+make it do so by defining @c GLFW_INCLUDE_GLU before including the GLFW
+3 header.
+
+@section moving_cursor Cursor positioning
+
+GLFW 3 only allows you to position the cursor within a window (using @ref
+glfwSetCursorPos) when that window is active. Unless the window is active, the
+function fails silently.
+
+@section moving_renamed Symbol name changes
+
+@subsection moving_renamed_functions Renamed functions
+
+<table>
+<tr>
+ <td>GLFW 2</td>
+ <td>GLFW 3</td>
+ <td>Notes</td>
+</tr>
+<tr>
+ <td>@c glfwOpenWindow</td>
+ <td>@ref glfwCreateWindow</td>
+ <td>All channel bit depths are now hints<br />The defaults are 24-bit color
+ and depth buffers<br />Accepts initial window title, optional monitor to go
+ fullscreen on and optional context to share objects with</td>
+</tr>
+<tr>
+ <td>@c glfwCloseWindow</td>
+ <td>@ref glfwDestroyWindow</td>
+ <td></td>
+</tr>
+<tr>
+ <td>@c glfwOpenWindowHint</td>
+ <td>@ref glfwWindowHint</td>
+ <td>Now also accepts @c GLFW_RED_BITS, @c GLFW_GREEN_BITS, @c
+ GLFW_BLUE_BITS, @c GLFW_ALPHA_BITS, @c GLFW_DEPTH_BITS and @c
+ GLFW_STENCIL_BITS</td>
+</tr>
+<tr>
+ <td>@c glfwEnable</td>
+ <td>@ref glfwSetInputMode</td>
+ <td></td>
+</tr>
+<tr>
+ <td>@c glfwDisable</td>
+ <td>@ref glfwSetInputMode</td>
+ <td></td>
+</tr>
+<tr>
+ <td>@c glfwGetMousePos</td>
+ <td>@ref glfwGetCursorPos</td>
+ <td></td>
+</tr>
+<tr>
+ <td>@c glfwSetMousePos</td>
+ <td>@ref glfwSetCursorPos</td>
+ <td></td>
+</tr>
+<tr>
+ <td>@c glfwSetMousePosCallback</td>
+ <td>@ref glfwSetCursorPosCallback</td>
+ <td></td>
+</tr>
+<tr>
+ <td>@c glfwSetMouseWheelCallback</td>
+ <td>@ref glfwSetScrollCallback</td>
+ <td>Accepts two-dimensional scroll offsets as doubles</td>
+</tr>
+<tr>
+ <td>@c glfwGetJoystickPos</td>
+ <td>@ref glfwGetJoystickAxes</td>
+ <td></td>
+</tr>
+<tr>
+ <td>@c glfwGetGLVersion</td>
+ <td>@ref glfwGetWindowParam</td>
+ <td>Use @c GLFW_OPENGL_VERSION_MAJOR, @c GLFW_OPENGL_VERSION_MINOR and @c
+ GLFW_OPENGL_REVISION</td>
+</tr>
+<tr>
+ <td>@c glfwGetDesktopMode</td>
+ <td>@ref glfwGetVideoMode</td>
+ <td>Returns the current mode of a monitor</td>
+</tr>
+</table>
+
+@subsection moving_renamed_tokens Renamed tokens
+
+<table>
+<tr>
+ <td>GLFW 2</td>
+ <td>GLFW 3</td>
+ <td>Notes</td>
+</tr>
+<tr>
+ <td>@c GLFW_OPENGL_VERSION_MAJOR</td>
+ <td>@c GLFW_CONTEXT_VERSION_MAJOR</td>
+ <td>Renamed as it applies to OpenGL ES as well</td>
+</tr>
+<tr>
+ <td>@c GLFW_OPENGL_VERSION_MINOR</td>
+ <td>@c GLFW_CONTEXT_VERSION_MINOR</td>
+ <td>Renamed as it applies to OpenGL ES as well</td>
+</tr>
+<tr>
+ <td>@c GLFW_FSAA_SAMPLES</td>
+ <td>@c GLFW_SAMPLES</td>
+ <td>Renamed to match the OpenGL API</td>
+</tr>
+<tr>
+ <td>@c GLFW_ACTIVE</td>
+ <td>@c GLFW_FOCUSED</td>
+ <td>Renamed to match the window focus callback</td>
+</tr>
+<tr>
+ <td>@c GLFW_WINDOW_NO_RESIZE</td>
+ <td>@c GLFW_RESIZABLE</td>
+ <td>The default has been inverted</td>
+</tr>
+<tr>
+ <td>@c GLFW_MOUSE_CURSOR</td>
+ <td>@c GLFW_CURSOR_MODE</td>
+ <td>Used with @c glfwSetInputMode<br />Accepts @c GLFW_CURSOR_NORMAL, @c
+ GLFW_CURSOR_HIDDEN and @c GLFW_CURSOR_CAPTURED</td>
+</tr>
+<tr>
+ <td>@c GLFW_KEY_ESC</td>
+ <td>@c GLFW_KEY_ESCAPE</td>
+ <td></td>
+</tr>
+<tr>
+ <td>@c GLFW_KEY_DEL</td>
+ <td>@c GLFW_KEY_DELETE</td>
+ <td></td>
+</tr>
+<tr>
+ <td>@c GLFW_KEY_PAGEUP</td>
+ <td>@c GLFW_KEY_PAGE_UP</td>
+ <td></td>
+</tr>
+<tr>
+ <td>@c GLFW_KEY_PAGEDOWN</td>
+ <td>@c GLFW_KEY_PAGE_DOWN</td>
+ <td></td>
+</tr>
+<tr>
+ <td>@c GLFW_KEY_KP_NUM_LOCK</td>
+ <td>@c GLFW_KEY_NUM_LOCK</td>
+ <td></td>
+</tr>
+<tr>
+ <td>@c GLFW_KEY_LCTRL</td>
+ <td>@c GLFW_KEY_LEFT_CONTROL</td>
+ <td></td>
+</tr>
+<tr>
+ <td>@c GLFW_KEY_LSHIFT</td>
+ <td>@c GLFW_KEY_LEFT_SHIFT</td>
+ <td></td>
+</tr>
+<tr>
+ <td>@c GLFW_KEY_LALT</td>
+ <td>@c GLFW_KEY_LEFT_ALT</td>
+ <td></td>
+</tr>
+<tr>
+ <td>@c GLFW_KEY_LSUPER</td>
+ <td>@c GLFW_KEY_LEFT_SUPER</td>
+ <td></td>
+</tr>
+<tr>
+ <td>@c GLFW_KEY_RCTRL</td>
+ <td>@c GLFW_KEY_RIGHT_CONTROL</td>
+ <td></td>
+</tr>
+<tr>
+ <td>@c GLFW_KEY_RSHIFT</td>
+ <td>@c GLFW_KEY_RIGHT_SHIFT</td>
+ <td></td>
+</tr>
+<tr>
+ <td>@c GLFW_KEY_RALT</td>
+ <td>@c GLFW_KEY_RIGHT_ALT</td>
+ <td></td>
+</tr>
+<tr>
+ <td>@c GLFW_KEY_RSUPER</td>
+ <td>@c GLFW_KEY_RIGHT_SUPER</td>
+ <td></td>
+</tr>
+</table>
+
+*/
diff --git a/docs/quick.dox b/docs/quick.dox
new file mode 100644
index 0000000..72ec9bc
--- /dev/null
+++ b/docs/quick.dox
@@ -0,0 +1,200 @@
+/*!
+
+@page quick Getting started
+
+@section quick_start Introduction
+
+In this guide you will learn how to write simple OpenGL applications using
+GLFW 3. We start by initializing GLFW, then we create a window and read some
+user keyboard input.
+
+
+@section quick_include Including the GLFW header
+
+The first thing you have to do when using GLFW is including the GLFW header.
+
+@code
+#include <GL/glfw3.h>
+@endcode
+
+This header defines all the constants, types and function prototypes of the
+GLFW API. It also includes the OpenGL header provided by your development
+environment and defines all the necessary constants and types for it to work on
+that particular platform.
+
+Starting with version 3.0, the GLU header @c glu.h is no longer included by
+default. If you wish to include it, define @c GLFW_INCLUDE_GLU before the
+inclusion of the GLFW header.
+
+
+@section quick_init_term Initializing and terminating GLFW
+
+Before you can use most GLFW functions, the library must be initialized. This
+is done with @ref glfwInit, which returns non-zero if successful, or zero if an
+error occurred.
+
+@code
+if (!glfwInit())
+{
+ exit(EXIT_FAILURE);
+}
+@endcode
+
+When you are done using GLFW, typically at the very end of the program, you need
+to call @ref glfwTerminate.
+
+@code
+glfwTerminate();
+@endcode
+
+This destroys any remaining windows and releases any other resources allocated by
+GLFW. After this call, you must call @ref glfwInit again before using any GLFW
+functions that require it.
+
+
+@section quick_create_window Creating a window and context
+
+The window (and its context) is created with @ref glfwCreateWindow, which
+returns a handle to the created window. For example, this creates an 640 by 480
+pixels windowed mode window:
+
+@code
+GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
+@endcode
+
+If window creation fails, @c NULL will be returned, so you need to check whether
+it did.
+
+@code
+if (!window)
+{
+ glfwTerminate();
+ exit(EXIT_FAILURE);
+}
+@endcode
+
+This handle is then passed to all window related functions, and is provided to
+you along with input events, so you know which window received the input.
+
+To create a fullscreen window, you need to specify which monitor the window
+should use. In most cases, the user's primary monitor is a good choice. You
+can get this with @ref glfwGetPrimaryMonitor. To make the above window
+fullscreen, just pass along the monitor handle:
+
+@code
+GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL);
+@endcode
+
+Fullscreen windows cover the entire screen, have no border or decorations, and
+change the monitor's resolution to the one most closely matching the requested
+window size.
+
+When you are done with the window, destroy it with the @ref glfwDestroyWindow
+function.
+
+@code
+glfwDestroyWindow(window);
+@endcode
+
+Once this function is called, no more events will be delivered for that window
+and its handle becomes invalid.
+
+
+@section quick_window_attribs Retrieving window attributes
+
+Each window provides a number of attributes that can be queried with @ref
+glfwGetWindowParam. Some are related to the window itself and others to the
+OpenGL context. For example, to find out if the user is attempting to close the
+window, either by pressing the close widget in the title bar or using a key
+combination like Alt+F4, check the @c GLFW_SHOULD_CLOSE attribute.
+
+@code
+while (!glfwGetWindowParam(window, GLFW_SHOULD_CLOSE))
+{
+ // Keep running
+}
+@endcode
+
+
+@section quick_swap_buffers Swapping buffers
+
+GLFW windows always use double-buffering. That means that you have two
+rendering buffers; a front buffer and a back buffer. The front buffer is the
+one being displayed and the back buffer the one you render to.
+
+When the entire frame has been rendered, it is time to swap the back and the
+front buffers in order to display the rendered frame, and begin rendering a new
+frame. This is done with @ref glfwSwapBuffers.
+
+@code
+glfwSwapBuffers(window);
+@endcode
+
+
+@section quick_process_events Processing events
+
+GLFW needs to communicate regularly with the window system in order to receive
+events, like the ones controlling the attribute @c GLFW_SHOULD_CLOSE mentioned
+above. Event processing must be done regularly and is normally done each frame
+before rendering but after buffer swap.
+
+There are two ways to process events. @ref glfwPollEvents processes only those
+events that have already been received and then returns immediately. This is
+the best choice when rendering continually, like most games do.
+
+@code
+glfwPollEvents();
+@endcode
+
+If instead you only need to update your rendering once you have received new
+input, @ref glfwWaitEvents is a better choice. It will wait until at least one
+event has been received and then process all received events before returning.
+
+@code
+glfwWaitEvents();
+@endcode
+
+
+@section quick_example Putting it together: A minimal GLFW application
+
+Now that you know how to initialize GLFW, create a window and poll for
+keyboard input, it's possible to create a simple program.
+
+@code
+#include <GL/glfw3.h>
+#include <stdlib.h>
+
+int main(void)
+{
+ GLFWwindow* window;
+
+ if (!glfwInit())
+ {
+ exit(EXIT_FAILURE);
+ }
+
+ window = glfwCreateWindow(640, 480, "My Window", NULL, NULL);
+ if (!window)
+ {
+ glfwTerminate();
+ exit(EXIT_FAILURE);
+ }
+
+ while (!glfwGetWindowParam(window, GLFW_SHOULD_CLOSE))
+ {
+ glClear(GL_COLOR_BUFFER_BIT);
+ glfwSwapBuffers(window);
+ glfwPollEvents();
+ }
+
+ glfwDestroyWindow(window);
+
+ glfwTerminate();
+ exit(EXIT_SUCCESS);
+}
+@endcode
+
+This program creates a 640 by 480 pixels window and runs a loop clearing the
+screen and processing events until the user closes the window.
+
+*/
diff --git a/include/GL/glfw3.h b/include/GL/glfw3.h
index 7ef5f5e..d3ff14f 100644
--- a/include/GL/glfw3.h
+++ b/include/GL/glfw3.h
@@ -39,13 +39,6 @@
* Doxygen documentation
*************************************************************************/
-/*! @mainpage notitle
- *
- * @section intro Introduction
- *
- * This is the reference documentation for the GLFW library.
- */
-
/*! @defgroup clipboard Clipboard support
*/
/*! @defgroup context Context handling
@@ -1409,6 +1402,7 @@
* @ingroup window
*
* @note This function may only be called from the main thread.
+ * @note This function may not be called from a callback.
*
* @note This function may not be called from a callback.
*
@@ -1420,6 +1414,7 @@
* @ingroup window
*
* @note This function may only be called from the main thread.
+ * @note This function may not be called from a callback.
*
* @note This function may not be called from a callback.
*