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MrVallentin hace 6 años
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Se han modificado 10 ficheros con 28 adiciones y 28 borrados
  1. 2 2
      docs/build.dox
  2. 4 4
      docs/compat.dox
  3. 3 3
      docs/compile.dox
  4. 3 3
      docs/context.dox
  5. 4 4
      docs/header.html
  6. 3 3
      docs/main.dox
  7. 4 4
      docs/moving.dox
  8. 3 3
      docs/news.dox
  9. 1 1
      docs/quick.dox
  10. 1 1
      src/glfw3.pc.in

+ 2 - 2
docs/build.dox

@@ -152,7 +152,7 @@ environment below.  On Linux and other Unix-like operating systems, the list
 varies but can be retrieved in various ways as described below.
 
 A good general introduction to linking is
-[Beginner's Guide to Linkers](http://www.lurklurk.org/linkers/linkers.html) by
+[Beginner's Guide to Linkers](https://www.lurklurk.org/linkers/linkers.html) by
 David Drysdale.
 
 
@@ -298,7 +298,7 @@ transition guide for suggested replacements.
 
 @subsection build_link_pkgconfig With makefiles and pkg-config on Unix
 
-GLFW supports [pkg-config](http://www.freedesktop.org/wiki/Software/pkg-config/),
+GLFW supports [pkg-config](https://www.freedesktop.org/wiki/Software/pkg-config/),
 and the `glfw3.pc` pkg-config file is generated when the GLFW library is built
 and is installed along with it.  A pkg-config file describes all necessary
 compile-time and link-time flags and dependencies needed to use a library.  When

+ 4 - 4
docs/compat.dox

@@ -23,9 +23,9 @@ 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
-[Inter-Client Communication Conventions Manual](http://www.tronche.com/gui/x/icccm/)
+[Inter-Client Communication Conventions Manual](https://www.tronche.com/gui/x/icccm/)
 (ICCCM) and
-[Extended Window Manager Hints](http://standards.freedesktop.org/wm-spec/wm-spec-latest.html)
+[Extended Window Manager Hints](https://standards.freedesktop.org/wm-spec/wm-spec-latest.html)
 (EWMH) standards.
 
 GLFW uses the `_MOTIF_WM_HINTS` window property to support borderless windows.
@@ -53,13 +53,13 @@ running window manager uses compositing but does not support this property then
 additional copying may be performed for each buffer swap of full screen windows.
 
 GLFW uses the
-[clipboard manager protocol](http://www.freedesktop.org/wiki/ClipboardManager/)
+[clipboard manager protocol](https://www.freedesktop.org/wiki/ClipboardManager/)
 to push a clipboard string (i.e. selection) owned by a GLFW window about to be
 destroyed to the clipboard manager.  If there is no running clipboard manager,
 the clipboard string will be unavailable once the window has been destroyed.
 
 GLFW uses the
-[X drag-and-drop protocol](http://www.freedesktop.org/wiki/Specifications/XDND/)
+[X drag-and-drop protocol](https://www.freedesktop.org/wiki/Specifications/XDND/)
 to provide file drop events.  If the application originating the drag does not
 support this protocol, drag and drop will not work.
 

+ 3 - 3
docs/compile.dox

@@ -10,12 +10,12 @@ build applications that use GLFW, see @ref build_guide.
 
 @section compile_cmake Using CMake
 
-GLFW uses [CMake](http://www.cmake.org/) to generate project files or makefiles
+GLFW uses [CMake](https://www.cmake.org/) to generate project files or makefiles
 for a particular development environment.  If you are on a Unix-like system such
 as Linux or FreeBSD or have a package system like Fink, MacPorts, Cygwin or
 Homebrew, you can install its CMake package.  If not, you can download
 installers for Windows and macOS from the
-[CMake website](http://www.cmake.org/).
+[CMake website](https://www.cmake.org/).
 
 @note CMake only generates project files or makefiles.  It does not compile the
 actual GLFW library.  To compile GLFW, first generate these files for your
@@ -71,7 +71,7 @@ cmake -DCMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake .
 @endcode
 
 For more details see the article
-[CMake Cross Compiling](http://www.paraview.org/Wiki/CMake_Cross_Compiling) on
+[CMake Cross Compiling](https://www.paraview.org/Wiki/CMake_Cross_Compiling) on
 the CMake wiki.
 
 Once you have this set up, move on to @ref compile_generate.

+ 3 - 3
docs/context.dox

@@ -56,7 +56,7 @@ platforms where it is possible to choose which types of objects are shared, GLFW
 requests that all types are shared.
 
 See the relevant chapter of the [OpenGL](https://www.opengl.org/registry/) or
-[OpenGL ES](http://www.khronos.org/opengles/) reference documents for more
+[OpenGL ES](https://www.khronos.org/opengles/) reference documents for more
 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_.
@@ -151,7 +151,7 @@ for official extensions.  The extension above was created by the ARB, but there
 are many different affixes, like `NV` for Nvidia and `AMD` for, well, AMD.  Any
 group may also use the generic `EXT` affix.  Lists of extensions, together with
 their specifications, can be found at the
-[OpenGL Registry](http://www.opengl.org/registry/) and
+[OpenGL Registry](https://www.opengl.org/registry/) and
 [OpenGL ES Registry](https://www.khronos.org/registry/gles/).
 
 
@@ -255,7 +255,7 @@ of OpenGL ES extensions is identical except for the name of the extension header
 
 The `glext.h` extension header is a continually updated file that defines the
 interfaces for all OpenGL extensions.  The latest version of this can always be
-found at the [OpenGL Registry](http://www.opengl.org/registry/).  There are also
+found at the [OpenGL Registry](https://www.opengl.org/registry/).  There are also
 extension headers for the various versions of OpenGL ES at the
 [OpenGL ES Registry](https://www.khronos.org/registry/gles/).  It it strongly
 recommended that you use your own copy of the extension header, as the one

+ 4 - 4
docs/header.html

@@ -21,11 +21,11 @@ $extrastylesheet
 <!--BEGIN TITLEAREA-->
 <div id="titlearea">
 	<div class="glfwheader">
-		<a href="http://www.glfw.org/" id="glfwhome">GLFW</a>
+		<a href="https://www.glfw.org/" id="glfwhome">GLFW</a>
 		<ul class="glfwnavbar">
-			<li><a href="http://www.glfw.org/documentation.html">Documentation</a></li>
-			<li><a href="http://www.glfw.org/download.html">Download</a></li>
-			<li><a href="http://www.glfw.org/community.html">Community</a></li>
+			<li><a href="https://www.glfw.org/documentation.html">Documentation</a></li>
+			<li><a href="https://www.glfw.org/download.html">Download</a></li>
+			<li><a href="https://www.glfw.org/community.html">Community</a></li>
 		</ul>
 	</div>
 </div>

+ 3 - 3
docs/main.dox

@@ -9,7 +9,7 @@ Vulkan application development.  It provides a simple, platform-independent API
 for creating windows, contexts and surfaces, reading input, handling events, etc.
 
 See @ref news_33 for highlights or the
-[version history](http://www.glfw.org/changelog.html) for details.
+[version history](https://www.glfw.org/changelog.html) for details.
 
 @ref quick_guide is a guide for users new to GLFW.  It takes you through how to
 write a small but complete program.
@@ -34,14 +34,14 @@ 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](http://www.glfw.org/faq.html) answers many common questions about the
+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](http://www.glfw.org/download.html) and
+in both the [source distribution](https://www.glfw.org/download.html) and
 [GitHub repository](https://github.com/glfw/glfw).
 
 */

+ 4 - 4
docs/moving.dox

@@ -38,8 +38,8 @@ The threading functions have been removed, including the per-thread sleep
 function.  They were fairly primitive, under-used, poorly integrated and took
 time away from the focus of GLFW (i.e.  context, input and window).  There are
 better threading libraries available and native threading support is available
-in both [C++11](http://en.cppreference.com/w/cpp/thread) and
-[C11](http://en.cppreference.com/w/c/thread), both of which are gaining
+in both [C++11](https://en.cppreference.com/w/cpp/thread) and
+[C11](https://en.cppreference.com/w/c/thread), both of which are gaining
 traction.
 
 If you wish to use the C++11 or C11 facilities but your compiler doesn't yet
@@ -87,7 +87,7 @@ platform-independent, as both OpenGL and stdio are available wherever GLFW is.
 @subsection moving_stdcall Removal of GLFWCALL macro
 
 The `GLFWCALL` macro, which made callback functions use
-[__stdcall](http://msdn.microsoft.com/en-us/library/zxk0tw93.aspx) on Windows,
+[__stdcall](https://msdn.microsoft.com/en-us/library/zxk0tw93.aspx) on Windows,
 has been removed.  GLFW is written in C, not Pascal.  Removing this macro means
 there's one less thing for application programmers to remember, i.e. the
 requirement to mark all callback functions with `GLFWCALL`.  It also simplifies
@@ -379,7 +379,7 @@ glfwGetJoystickAxes and @ref glfwGetJoystickButtons functions.
 @subsection moving_mbcs Win32 MBCS support
 
 The Win32 port of GLFW 3 will not compile in
-[MBCS mode](http://msdn.microsoft.com/en-us/library/5z097dxa.aspx).
+[MBCS mode](https://msdn.microsoft.com/en-us/library/5z097dxa.aspx).
 However, because the use of the Unicode version of the Win32 API doesn't affect
 the process as a whole, but only those windows created using it, it's perfectly
 possible to call MBCS functions from other parts of the same application.

+ 3 - 3
docs/news.dox

@@ -275,7 +275,7 @@ easy linking with the library and its dependencies.
 @section news_31 Release notes for 3.1
 
 These are the release highlights.  For a full list of changes see the
-[version history](http://www.glfw.org/changelog.html).
+[version history](https://www.glfw.org/changelog.html).
 
 
 @subsection news_31_cursor Custom mouse cursor images
@@ -386,7 +386,7 @@ on Linux with a CMake option.
 @section news_30 Release notes for 3.0
 
 These are the release highlights.  For a full list of changes see the
-[version history](http://www.glfw.org/changelog.html).
+[version history](https://www.glfw.org/changelog.html).
 
 
 @subsection news_30_cmake CMake build system
@@ -397,7 +397,7 @@ supported by GLFW, is present in most package systems and can generate
 makefiles and/or project files for most popular development environments.
 
 For more information on how to use CMake, see the
-[CMake manual](http://cmake.org/cmake/help/documentation.html).
+[CMake manual](https://cmake.org/cmake/help/documentation.html).
 
 
 @subsection news_30_multiwnd Multi-window support

+ 1 - 1
docs/quick.dox

@@ -335,7 +335,7 @@ presses _Escape_ or closes the window.
 @snippet simple.c code
 
 The program above can be found in the
-[source package](http://www.glfw.org/download.html) as `examples/simple.c`
+[source package](https://www.glfw.org/download.html) as `examples/simple.c`
 and is compiled along with all other examples when you build GLFW.  If you
 built GLFW from the source package then already have this as `simple.exe` on
 Windows, `simple` on Linux or `simple.app` on macOS.

+ 1 - 1
src/glfw3.pc.in

@@ -6,7 +6,7 @@ libdir=${exec_prefix}/lib@LIB_SUFFIX@
 Name: GLFW
 Description: A multi-platform library for OpenGL, window and input
 Version: @GLFW_VERSION_FULL@
-URL: http://www.glfw.org/
+URL: https://www.glfw.org/
 Requires.private: @GLFW_PKG_DEPS@
 Libs: -L${libdir} -l@GLFW_LIB_NAME@
 Libs.private: @GLFW_PKG_LIBS@