Fixed endless loop when creating an OpenGL 3.x context (bug introduced by the last modification)

Updated the API documentation of the graphics module

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1302 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2009-12-03 16:47:56 +00:00
parent 148626ed5b
commit a8a3b423bf
7 changed files with 294 additions and 89 deletions

View file

@ -60,10 +60,8 @@ public :
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This default constructor doesn't create the window,
/// you must call Create() to do so.
/// If \a style contains Style::Fullscreen, then \a mode
/// must be a valid video mode.
/// This constructor doesn't actually create the window,
/// use the other constructors or call Create to do so.
///
////////////////////////////////////////////////////////////
Window();
@ -71,6 +69,17 @@ public :
////////////////////////////////////////////////////////////
/// \brief Construct a new window
///
/// This constructor creates the window with the size and pixel
/// depth defined in \a mode. An optional style can be passed to
/// customize the look and behaviour of the window (borders,
/// title bar, resizable, closable, ...). If \a style contains
/// Style::Fullscreen, then \a mode must be a valid video mode.
///
/// The fourth parameter is an optional structure specifying
/// advanced OpenGL context settings such as antialiasing,
/// depth-buffer bits, etc. You shouldn't care about these
/// parameters for a regular usage of the graphics module.
///
/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window)
/// \param title Title of the window
/// \param style Window style
@ -85,6 +94,11 @@ public :
/// Use this constructor if you want to create an OpenGL
/// rendering area into an already existing control.
///
/// The fourth parameter is an optional structure specifying
/// advanced OpenGL context settings such as antialiasing,
/// depth-buffer bits, etc. You shouldn't care about these
/// parameters for a regular usage of the graphics module.
///
/// \param handle Platform-specific handle of the control
/// \param settings Additional settings for the underlying OpenGL context
///