2
0
Эх сурвалжийг харах

Add language tags for C code sections

Camilla Löwy 1 жил өмнө
parent
commit
fb10e95f78
9 өөрчлөгдсөн 224 нэмэгдсэн , 224 устгасан
  1. 3 3
      docs/build.dox
  2. 12 12
      docs/context.dox
  3. 55 55
      docs/input.dox
  4. 19 19
      docs/intro.dox
  5. 14 14
      docs/monitor.dox
  6. 22 22
      docs/moving.dox
  7. 20 20
      docs/quick.dox
  8. 12 12
      docs/vulkan.dox
  9. 67 67
      docs/window.dox

+ 3 - 3
docs/build.dox

@@ -21,7 +21,7 @@ the documentation for your development environment.
 You should include the GLFW header in the source files where you use OpenGL or
 You should include the GLFW header in the source files where you use OpenGL or
 GLFW.
 GLFW.
 
 
-@code
+@code{.c}
 #include <GLFW/glfw3.h>
 #include <GLFW/glfw3.h>
 @endcode
 @endcode
 
 
@@ -50,7 +50,7 @@ ES header or extension loader header included before it and will then disable
 the inclusion of the default OpenGL header.  Most extension loaders also define
 the inclusion of the default OpenGL header.  Most extension loaders also define
 macros that disable similar headers below it.
 macros that disable similar headers below it.
 
 
-@code
+@code{.c}
 #include <glad/gl.h>
 #include <glad/gl.h>
 #include <GLFW/glfw3.h>
 #include <GLFW/glfw3.h>
 @endcode
 @endcode
@@ -61,7 +61,7 @@ macro.  If yours doesn't or you don't know which one your users will pick, the
 including the OpenGL header.  This will also allow you to include the two
 including the OpenGL header.  This will also allow you to include the two
 headers in any order.
 headers in any order.
 
 
-@code
+@code{.c}
 #define GLFW_INCLUDE_NONE
 #define GLFW_INCLUDE_NONE
 #include <GLFW/glfw3.h>
 #include <GLFW/glfw3.h>
 #include <glad/gl.h>
 #include <glad/gl.h>

+ 12 - 12
docs/context.dox

@@ -47,7 +47,7 @@ When creating a window and its OpenGL or OpenGL ES context with @ref
 glfwCreateWindow, you can specify another window whose context the new one
 glfwCreateWindow, you can specify another window whose context the new one
 should share its objects (textures, vertex and element buffers, etc.) with.
 should share its objects (textures, vertex and element buffers, etc.) with.
 
 
-@code
+@code{.c}
 GLFWwindow* second_window = glfwCreateWindow(640, 480, "Second Window", NULL, first_window);
 GLFWwindow* second_window = glfwCreateWindow(640, 480, "Second Window", NULL, first_window);
 @endcode
 @endcode
 
 
@@ -70,7 +70,7 @@ GLFW doesn't support creating contexts without an associated window.  However,
 contexts with hidden windows can be created with the
 contexts with hidden windows can be created with the
 [GLFW_VISIBLE](@ref GLFW_VISIBLE_hint) window hint.
 [GLFW_VISIBLE](@ref GLFW_VISIBLE_hint) window hint.
 
 
-@code
+@code{.c}
 glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
 glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
 
 
 GLFWwindow* offscreen_context = glfwCreateWindow(640, 480, "", NULL, NULL);
 GLFWwindow* offscreen_context = glfwCreateWindow(640, 480, "", NULL, NULL);
@@ -105,13 +105,13 @@ thread before making it current on the new one.
 
 
 The context of a window is made current with @ref glfwMakeContextCurrent.
 The context of a window is made current with @ref glfwMakeContextCurrent.
 
 
-@code
+@code{.c}
 glfwMakeContextCurrent(window);
 glfwMakeContextCurrent(window);
 @endcode
 @endcode
 
 
 The window of the current context is returned by @ref glfwGetCurrentContext.
 The window of the current context is returned by @ref glfwGetCurrentContext.
 
 
-@code
+@code{.c}
 GLFWwindow* window = glfwGetCurrentContext();
 GLFWwindow* window = glfwGetCurrentContext();
 @endcode
 @endcode
 
 
@@ -185,14 +185,14 @@ include the glad header file, which will replace the OpenGL header of your
 development environment.  By including the glad header before the GLFW header,
 development environment.  By including the glad header before the GLFW header,
 it suppresses the development environment's OpenGL or OpenGL ES header.
 it suppresses the development environment's OpenGL or OpenGL ES header.
 
 
-@code
+@code{.c}
 #include <glad/glad.h>
 #include <glad/glad.h>
 #include <GLFW/glfw3.h>
 #include <GLFW/glfw3.h>
 @endcode
 @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
+@code{.c}
 window = glfwCreateWindow(640, 480, "My Window", NULL, NULL);
 window = glfwCreateWindow(640, 480, "My Window", NULL, NULL);
 if (!window)
 if (!window)
 {
 {
@@ -215,7 +215,7 @@ check the actual OpenGL or OpenGL ES version with
 a specific version is supported by the current context with the
 a specific version is supported by the current context with the
 `GLAD_GL_VERSION_x_x` booleans.
 `GLAD_GL_VERSION_x_x` booleans.
 
 
-@code
+@code{.c}
 if (GLAD_GL_VERSION_3_2)
 if (GLAD_GL_VERSION_3_2)
 {
 {
     // Call OpenGL 3.2+ specific code
     // Call OpenGL 3.2+ specific code
@@ -225,7 +225,7 @@ if (GLAD_GL_VERSION_3_2)
 To check whether a specific extension is supported, use the `GLAD_GL_xxx`
 To check whether a specific extension is supported, use the `GLAD_GL_xxx`
 booleans.
 booleans.
 
 
-@code
+@code{.c}
 if (GLAD_GL_ARB_gl_spirv)
 if (GLAD_GL_ARB_gl_spirv)
 {
 {
     // Use GL_ARB_gl_spirv
     // Use GL_ARB_gl_spirv
@@ -267,7 +267,7 @@ to function) and `PROC` (procedure) are added to the ends.
 To include the extension header, define @ref GLFW_INCLUDE_GLEXT before including
 To include the extension header, define @ref GLFW_INCLUDE_GLEXT before including
 the GLFW header.
 the GLFW header.
 
 
-@code
+@code{.c}
 #define GLFW_INCLUDE_GLEXT
 #define GLFW_INCLUDE_GLEXT
 #include <GLFW/glfw3.h>
 #include <GLFW/glfw3.h>
 @endcode
 @endcode
@@ -280,7 +280,7 @@ drivers or a graphics card that lacks the necessary hardware features), so it
 is necessary to check at run-time whether the context supports the extension.
 is necessary to check at run-time whether the context supports the extension.
 This is done with @ref glfwExtensionSupported.
 This is done with @ref glfwExtensionSupported.
 
 
-@code
+@code{.c}
 if (glfwExtensionSupported("GL_ARB_gl_spirv"))
 if (glfwExtensionSupported("GL_ARB_gl_spirv"))
 {
 {
     // The extension is supported by the current context
     // The extension is supported by the current context
@@ -299,7 +299,7 @@ These functions often do not have entry points in the client API libraries of
 your operating system, making it necessary to fetch them at run time.  You can
 your operating system, making it necessary to fetch them at run time.  You can
 retrieve pointers to these functions with @ref glfwGetProcAddress.
 retrieve pointers to these functions with @ref glfwGetProcAddress.
 
 
-@code
+@code{.c}
 PFNGLSPECIALIZESHADERARBPROC pfnSpecializeShaderARB = glfwGetProcAddress("glSpecializeShaderARB");
 PFNGLSPECIALIZESHADERARBPROC pfnSpecializeShaderARB = glfwGetProcAddress("glSpecializeShaderARB");
 @endcode
 @endcode
 
 
@@ -310,7 +310,7 @@ use a different prefix, like above, or some other naming scheme.
 Now that all the pieces have been introduced, here is what they might look like
 Now that all the pieces have been introduced, here is what they might look like
 when used together.
 when used together.
 
 
-@code
+@code{.c}
 #define GLFW_INCLUDE_GLEXT
 #define GLFW_INCLUDE_GLEXT
 #include <GLFW/glfw3.h>
 #include <GLFW/glfw3.h>
 
 

+ 55 - 55
docs/input.dox

@@ -42,7 +42,7 @@ There are three functions for processing pending events.  @ref glfwPollEvents,
 processes only those events that have already been received and then returns
 processes only those events that have already been received and then returns
 immediately.
 immediately.
 
 
-@code
+@code{.c}
 glfwPollEvents();
 glfwPollEvents();
 @endcode
 @endcode
 
 
@@ -51,7 +51,7 @@ This is the best choice when rendering continuously, like most games do.
 If you only need to update the contents of the window when you receive new
 If you only need to update the contents of the window when you receive new
 input, @ref glfwWaitEvents is a better choice.
 input, @ref glfwWaitEvents is a better choice.
 
 
-@code
+@code{.c}
 glfwWaitEvents();
 glfwWaitEvents();
 @endcode
 @endcode
 
 
@@ -62,7 +62,7 @@ useful for, for example, editing tools.
 If you want to wait for events but have UI elements or other tasks that need
 If you want to wait for events but have UI elements or other tasks that need
 periodic updates, @ref glfwWaitEventsTimeout lets you specify a timeout.
 periodic updates, @ref glfwWaitEventsTimeout lets you specify a timeout.
 
 
-@code
+@code{.c}
 glfwWaitEventsTimeout(0.7);
 glfwWaitEventsTimeout(0.7);
 @endcode
 @endcode
 
 
@@ -74,7 +74,7 @@ If the main thread is sleeping in @ref glfwWaitEvents, you can wake it from
 another thread by posting an empty event to the event queue with @ref
 another thread by posting an empty event to the event queue with @ref
 glfwPostEmptyEvent.
 glfwPostEmptyEvent.
 
 
-@code
+@code{.c}
 glfwPostEmptyEvent();
 glfwPostEmptyEvent();
 @endcode
 @endcode
 
 
@@ -108,14 +108,14 @@ same keyboard layout, input method or even operating system as you.
 If you wish to be notified when a physical key is pressed or released or when it
 If you wish to be notified when a physical key is pressed or released or when it
 repeats, set a key callback.
 repeats, set a key callback.
 
 
-@code
+@code{.c}
 glfwSetKeyCallback(window, key_callback);
 glfwSetKeyCallback(window, key_callback);
 @endcode
 @endcode
 
 
 The callback function receives the [keyboard key](@ref keys), platform-specific
 The callback function receives the [keyboard key](@ref keys), platform-specific
 scancode, key action and [modifier bits](@ref mods).
 scancode, key action and [modifier bits](@ref mods).
 
 
-@code
+@code{.c}
 void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
 void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
 {
 {
     if (key == GLFW_KEY_E && action == GLFW_PRESS)
     if (key == GLFW_KEY_E && action == GLFW_PRESS)
@@ -149,7 +149,7 @@ different scancodes depending on the platform but they are safe to save to disk.
 You can query the scancode for any [key token](@ref keys) supported on the
 You can query the scancode for any [key token](@ref keys) supported on the
 current platform with @ref glfwGetKeyScancode.
 current platform with @ref glfwGetKeyScancode.
 
 
-@code
+@code{.c}
 const int scancode = glfwGetKeyScancode(GLFW_KEY_X);
 const int scancode = glfwGetKeyScancode(GLFW_KEY_X);
 set_key_mapping(scancode, swap_weapons);
 set_key_mapping(scancode, swap_weapons);
 @endcode
 @endcode
@@ -157,7 +157,7 @@ set_key_mapping(scancode, swap_weapons);
 The last reported state for every physical key with a [key token](@ref keys) is
 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.
 also saved in per-window state arrays that can be polled with @ref glfwGetKey.
 
 
-@code
+@code{.c}
 int state = glfwGetKey(window, GLFW_KEY_E);
 int state = glfwGetKey(window, GLFW_KEY_E);
 if (state == GLFW_PRESS)
 if (state == GLFW_PRESS)
 {
 {
@@ -177,7 +177,7 @@ If a pressed key is released again before you poll its state, you will have
 missed the key press.  The recommended solution for this is to use a
 missed the key press.  The recommended solution for this is to use a
 key callback, but there is also the `GLFW_STICKY_KEYS` input mode.
 key callback, but there is also the `GLFW_STICKY_KEYS` input mode.
 
 
-@code
+@code{.c}
 glfwSetInputMode(window, GLFW_STICKY_KEYS, GLFW_TRUE);
 glfwSetInputMode(window, GLFW_STICKY_KEYS, GLFW_TRUE);
 @endcode
 @endcode
 
 
@@ -190,7 +190,7 @@ the state will reset to `GLFW_RELEASE`, otherwise it will remain `GLFW_PRESS`.
 If you wish to know what the state of the Caps Lock and Num Lock keys was when
 If you wish to know what the state of the Caps Lock and Num Lock keys was when
 input events were generated, set the `GLFW_LOCK_KEY_MODS` input mode.
 input events were generated, set the `GLFW_LOCK_KEY_MODS` input mode.
 
 
-@code
+@code{.c}
 glfwSetInputMode(window, GLFW_LOCK_KEY_MODS, GLFW_TRUE);
 glfwSetInputMode(window, GLFW_LOCK_KEY_MODS, GLFW_TRUE);
 @endcode
 @endcode
 
 
@@ -217,7 +217,7 @@ you can treat the code point argument as native endian UTF-32.
 
 
 If you wish to offer regular text input, set a character callback.
 If you wish to offer regular text input, set a character callback.
 
 
-@code
+@code{.c}
 glfwSetCharCallback(window, character_callback);
 glfwSetCharCallback(window, character_callback);
 @endcode
 @endcode
 
 
@@ -225,7 +225,7 @@ The callback function receives Unicode code points for key events that would
 have led to regular text input and generally behaves as a standard text field on
 have led to regular text input and generally behaves as a standard text field on
 that platform.
 that platform.
 
 
-@code
+@code{.c}
 void character_callback(GLFWwindow* window, unsigned int codepoint)
 void character_callback(GLFWwindow* window, unsigned int codepoint)
 {
 {
 }
 }
@@ -237,7 +237,7 @@ void character_callback(GLFWwindow* window, unsigned int codepoint)
 If you wish to refer to keys by name, you can query the keyboard layout
 If you wish to refer to keys by name, you can query the keyboard layout
 dependent name of printable keys with @ref glfwGetKeyName.
 dependent name of printable keys with @ref glfwGetKeyName.
 
 
-@code
+@code{.c}
 const char* key_name = glfwGetKeyName(GLFW_KEY_W, 0);
 const char* key_name = glfwGetKeyName(GLFW_KEY_W, 0);
 show_tutorial_hint("Press %s to move forward", key_name);
 show_tutorial_hint("Press %s to move forward", key_name);
 @endcode
 @endcode
@@ -260,7 +260,7 @@ a custom image or a standard cursor shape from the system theme.
 If you wish to be notified when the cursor moves over the window, set a cursor
 If you wish to be notified when the cursor moves over the window, set a cursor
 position callback.
 position callback.
 
 
-@code
+@code{.c}
 glfwSetCursorPosCallback(window, cursor_position_callback);
 glfwSetCursorPosCallback(window, cursor_position_callback);
 @endcode
 @endcode
 
 
@@ -268,7 +268,7 @@ The callback functions receives the cursor position, measured in screen
 coordinates but relative to the top-left corner of the window content area.  On
 coordinates but relative to the top-left corner of the window content area.  On
 platforms that provide it, the full sub-pixel cursor position is passed on.
 platforms that provide it, the full sub-pixel cursor position is passed on.
 
 
-@code
+@code{.c}
 static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
 static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
 {
 {
 }
 }
@@ -277,7 +277,7 @@ static void cursor_position_callback(GLFWwindow* window, double xpos, double ypo
 The cursor position is also saved per-window and can be polled with @ref
 The cursor position is also saved per-window and can be polled with @ref
 glfwGetCursorPos.
 glfwGetCursorPos.
 
 
-@code
+@code{.c}
 double xpos, ypos;
 double xpos, ypos;
 glfwGetCursorPos(window, &xpos, &ypos);
 glfwGetCursorPos(window, &xpos, &ypos);
 @endcode
 @endcode
@@ -295,7 +295,7 @@ If you wish to implement mouse motion based camera controls or other input
 schemes that require unlimited mouse movement, set the cursor mode to
 schemes that require unlimited mouse movement, set the cursor mode to
 `GLFW_CURSOR_DISABLED`.
 `GLFW_CURSOR_DISABLED`.
 
 
-@code
+@code{.c}
 glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
 glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
 @endcode
 @endcode
 
 
@@ -311,7 +311,7 @@ other features of GLFW.  It is not supported and will not work as robustly as
 If you only wish the cursor to become hidden when it is over a window but still
 If you only wish the cursor to become hidden when it is over a window but still
 want it to behave normally, set the cursor mode to `GLFW_CURSOR_HIDDEN`.
 want it to behave normally, set the cursor mode to `GLFW_CURSOR_HIDDEN`.
 
 
-@code
+@code{.c}
 glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
 glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
 @endcode
 @endcode
 
 
@@ -320,7 +320,7 @@ This mode puts no limit on the motion of the cursor.
 If you wish the cursor to be visible but confined to the content area of the
 If you wish the cursor to be visible but confined to the content area of the
 window, set the cursor mode to `GLFW_CURSOR_CAPTURED`.
 window, set the cursor mode to `GLFW_CURSOR_CAPTURED`.
 
 
-@code
+@code{.c}
 glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_CAPTURED);
 glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_CAPTURED);
 @endcode
 @endcode
 
 
@@ -330,7 +330,7 @@ leave unless the window loses focus.
 To exit out of either of these special modes, restore the `GLFW_CURSOR_NORMAL`
 To exit out of either of these special modes, restore the `GLFW_CURSOR_NORMAL`
 cursor mode.
 cursor mode.
 
 
-@code
+@code{.c}
 glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
 glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
 @endcode
 @endcode
 
 
@@ -353,7 +353,7 @@ Call @ref glfwRawMouseMotionSupported to check if the current machine provides
 raw motion and set the `GLFW_RAW_MOUSE_MOTION` input mode to enable it.  It is
 raw motion and set the `GLFW_RAW_MOUSE_MOTION` input mode to enable it.  It is
 disabled by default.
 disabled by default.
 
 
-@code
+@code{.c}
 if (glfwRawMouseMotionSupported())
 if (glfwRawMouseMotionSupported())
     glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
     glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
 @endcode
 @endcode
@@ -376,7 +376,7 @@ A custom cursor is created with @ref glfwCreateCursor, which returns a handle to
 the created cursor object.  For example, this creates a 16x16 white square
 the created cursor object.  For example, this creates a 16x16 white square
 cursor with the hot-spot in the upper-left corner:
 cursor with the hot-spot in the upper-left corner:
 
 
-@code
+@code{.c}
 unsigned char pixels[16 * 16 * 4];
 unsigned char pixels[16 * 16 * 4];
 memset(pixels, 0xff, sizeof(pixels));
 memset(pixels, 0xff, sizeof(pixels));
 
 
@@ -401,7 +401,7 @@ sequential rows, starting from the top-left corner.
 A cursor with a [standard shape](@ref shapes) from the current system cursor
 A cursor with a [standard shape](@ref shapes) from the current system cursor
 theme can be created with @ref glfwCreateStandardCursor.
 theme can be created with @ref glfwCreateStandardCursor.
 
 
-@code
+@code{.c}
 GLFWcursor* url_cursor = glfwCreateStandardCursor(GLFW_POINTING_HAND_CURSOR);
 GLFWcursor* url_cursor = glfwCreateStandardCursor(GLFW_POINTING_HAND_CURSOR);
 @endcode
 @endcode
 
 
@@ -416,7 +416,7 @@ A few of these shapes are not available everywhere.  If a shape is unavailable,
 
 
 When a cursor is no longer needed, destroy it with @ref glfwDestroyCursor.
 When a cursor is no longer needed, destroy it with @ref glfwDestroyCursor.
 
 
-@code
+@code{.c}
 glfwDestroyCursor(cursor);
 glfwDestroyCursor(cursor);
 @endcode
 @endcode
 
 
@@ -429,7 +429,7 @@ mode.  All remaining cursors are destroyed when @ref glfwTerminate is called.
 
 
 A cursor can be set as current for a window with @ref glfwSetCursor.
 A cursor can be set as current for a window with @ref glfwSetCursor.
 
 
-@code
+@code{.c}
 glfwSetCursor(window, cursor);
 glfwSetCursor(window, cursor);
 @endcode
 @endcode
 
 
@@ -441,7 +441,7 @@ A single cursor may be set for any number of windows.
 
 
 To revert to the default cursor, set the cursor of that window to `NULL`.
 To revert to the default cursor, set the cursor of that window to `NULL`.
 
 
-@code
+@code{.c}
 glfwSetCursor(window, NULL);
 glfwSetCursor(window, NULL);
 @endcode
 @endcode
 
 
@@ -454,13 +454,13 @@ default cursor.  This does not affect the cursor mode.
 If you wish to be notified when the cursor enters or leaves the content area of
 If you wish to be notified when the cursor enters or leaves the content area of
 a window, set a cursor enter/leave callback.
 a window, set a cursor enter/leave callback.
 
 
-@code
+@code{.c}
 glfwSetCursorEnterCallback(window, cursor_enter_callback);
 glfwSetCursorEnterCallback(window, cursor_enter_callback);
 @endcode
 @endcode
 
 
 The callback function receives the new classification of the cursor.
 The callback function receives the new classification of the cursor.
 
 
-@code
+@code{.c}
 void cursor_enter_callback(GLFWwindow* window, int entered)
 void cursor_enter_callback(GLFWwindow* window, int entered)
 {
 {
     if (entered)
     if (entered)
@@ -477,7 +477,7 @@ void cursor_enter_callback(GLFWwindow* window, int entered)
 You can query whether the cursor is currently inside the content area of the
 You can query whether the cursor is currently inside the content area of the
 window with the [GLFW_HOVERED](@ref GLFW_HOVERED_attrib) window attribute.
 window with the [GLFW_HOVERED](@ref GLFW_HOVERED_attrib) window attribute.
 
 
-@code
+@code{.c}
 if (glfwGetWindowAttrib(window, GLFW_HOVERED))
 if (glfwGetWindowAttrib(window, GLFW_HOVERED))
 {
 {
     highlight_interface();
     highlight_interface();
@@ -490,14 +490,14 @@ if (glfwGetWindowAttrib(window, GLFW_HOVERED))
 If you wish to be notified when a mouse button is pressed or released, set
 If you wish to be notified when a mouse button is pressed or released, set
 a mouse button callback.
 a mouse button callback.
 
 
-@code
+@code{.c}
 glfwSetMouseButtonCallback(window, mouse_button_callback);
 glfwSetMouseButtonCallback(window, mouse_button_callback);
 @endcode
 @endcode
 
 
 The callback function receives the [mouse button](@ref buttons), button action
 The callback function receives the [mouse button](@ref buttons), button action
 and [modifier bits](@ref mods).
 and [modifier bits](@ref mods).
 
 
-@code
+@code{.c}
 void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
 void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
 {
 {
     if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS)
     if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS)
@@ -511,7 +511,7 @@ 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
 saved in per-window state arrays that can be polled with @ref
 glfwGetMouseButton.
 glfwGetMouseButton.
 
 
-@code
+@code{.c}
 int state = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT);
 int state = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT);
 if (state == GLFW_PRESS)
 if (state == GLFW_PRESS)
 {
 {
@@ -531,7 +531,7 @@ missed the button press.  The recommended solution for this is to use a
 mouse button callback, but there is also the `GLFW_STICKY_MOUSE_BUTTONS`
 mouse button callback, but there is also the `GLFW_STICKY_MOUSE_BUTTONS`
 input mode.
 input mode.
 
 
-@code
+@code{.c}
 glfwSetInputMode(window, GLFW_STICKY_MOUSE_BUTTONS, GLFW_TRUE);
 glfwSetInputMode(window, GLFW_STICKY_MOUSE_BUTTONS, GLFW_TRUE);
 @endcode
 @endcode
 
 
@@ -550,13 +550,13 @@ The `GLFW_MOUSE_BUTTON_LAST` constant holds the highest value of any
 If you wish to be notified when the user scrolls, whether with a mouse wheel or
 If you wish to be notified when the user scrolls, whether with a mouse wheel or
 touchpad gesture, set a scroll callback.
 touchpad gesture, set a scroll callback.
 
 
-@code
+@code{.c}
 glfwSetScrollCallback(window, scroll_callback);
 glfwSetScrollCallback(window, scroll_callback);
 @endcode
 @endcode
 
 
 The callback function receives two-dimensional scroll offsets.
 The callback function receives two-dimensional scroll offsets.
 
 
-@code
+@code{.c}
 void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
 void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
 {
 {
 }
 }
@@ -573,7 +573,7 @@ referred to as joysticks.  It supports up to sixteen joysticks, ranging from
 `GLFW_JOYSTICK_LAST`.  You can test whether a [joystick](@ref joysticks) is
 `GLFW_JOYSTICK_LAST`.  You can test whether a [joystick](@ref joysticks) is
 present with @ref glfwJoystickPresent.
 present with @ref glfwJoystickPresent.
 
 
-@code
+@code{.c}
 int present = glfwJoystickPresent(GLFW_JOYSTICK_1);
 int present = glfwJoystickPresent(GLFW_JOYSTICK_1);
 @endcode
 @endcode
 
 
@@ -601,7 +601,7 @@ The positions of all axes of a joystick are returned by @ref
 glfwGetJoystickAxes.  See the reference documentation for the lifetime of the
 glfwGetJoystickAxes.  See the reference documentation for the lifetime of the
 returned array.
 returned array.
 
 
-@code
+@code{.c}
 int count;
 int count;
 const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_5, &count);
 const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_5, &count);
 @endcode
 @endcode
@@ -615,7 +615,7 @@ The states of all buttons of a joystick are returned by @ref
 glfwGetJoystickButtons.  See the reference documentation for the lifetime of the
 glfwGetJoystickButtons.  See the reference documentation for the lifetime of the
 returned array.
 returned array.
 
 
-@code
+@code{.c}
 int count;
 int count;
 const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_3, &count);
 const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_3, &count);
 @endcode
 @endcode
@@ -632,7 +632,7 @@ the reference documentation for @ref glfwGetJoystickButtons for details.
 The states of all hats are returned by @ref glfwGetJoystickHats.  See the
 The states of all hats are returned by @ref glfwGetJoystickHats.  See the
 reference documentation for the lifetime of the returned array.
 reference documentation for the lifetime of the returned array.
 
 
-@code
+@code{.c}
 int count;
 int count;
 const unsigned char* hats = glfwGetJoystickHats(GLFW_JOYSTICK_7, &count);
 const unsigned char* hats = glfwGetJoystickHats(GLFW_JOYSTICK_7, &count);
 @endcode
 @endcode
@@ -655,7 +655,7 @@ The diagonal directions are bitwise combinations of the primary (up, right, down
 and left) directions and you can test for these individually by ANDing it with
 and left) directions and you can test for these individually by ANDing it with
 the corresponding direction.
 the corresponding direction.
 
 
-@code
+@code{.c}
 if (hats[2] & GLFW_HAT_RIGHT)
 if (hats[2] & GLFW_HAT_RIGHT)
 {
 {
     // State of hat 2 could be right-up, right or right-down
     // State of hat 2 could be right-up, right or right-down
@@ -673,7 +673,7 @@ The human-readable, UTF-8 encoded name of a joystick is returned by @ref
 glfwGetJoystickName.  See the reference documentation for the lifetime of the
 glfwGetJoystickName.  See the reference documentation for the lifetime of the
 returned string.
 returned string.
 
 
-@code
+@code{.c}
 const char* name = glfwGetJoystickName(GLFW_JOYSTICK_4);
 const char* name = glfwGetJoystickName(GLFW_JOYSTICK_4);
 @endcode
 @endcode
 
 
@@ -698,14 +698,14 @@ The initial value of the pointer is `NULL`.
 If you wish to be notified when a joystick is connected or disconnected, set
 If you wish to be notified when a joystick is connected or disconnected, set
 a joystick callback.
 a joystick callback.
 
 
-@code
+@code{.c}
 glfwSetJoystickCallback(joystick_callback);
 glfwSetJoystickCallback(joystick_callback);
 @endcode
 @endcode
 
 
 The callback function receives the ID of the joystick that has been connected
 The callback function receives the ID of the joystick that has been connected
 and disconnected and the event that occurred.
 and disconnected and the event that occurred.
 
 
-@code
+@code{.c}
 void joystick_callback(int jid, int event)
 void joystick_callback(int jid, int event)
 {
 {
     if (event == GLFW_CONNECTED)
     if (event == GLFW_CONNECTED)
@@ -748,7 +748,7 @@ a joystick is connected or the mappings are updated.
 You can check whether a joystick is both present and has a gamepad mapping with
 You can check whether a joystick is both present and has a gamepad mapping with
 @ref glfwJoystickIsGamepad.
 @ref glfwJoystickIsGamepad.
 
 
-@code
+@code{.c}
 if (glfwJoystickIsGamepad(GLFW_JOYSTICK_2))
 if (glfwJoystickIsGamepad(GLFW_JOYSTICK_2))
 {
 {
     // Use as gamepad
     // Use as gamepad
@@ -762,13 +762,13 @@ You can query the human-readable name provided by the gamepad mapping with @ref
 glfwGetGamepadName.  This may or may not be the same as the
 glfwGetGamepadName.  This may or may not be the same as the
 [joystick name](@ref joystick_name).
 [joystick name](@ref joystick_name).
 
 
-@code
+@code{.c}
 const char* name = glfwGetGamepadName(GLFW_JOYSTICK_7);
 const char* name = glfwGetGamepadName(GLFW_JOYSTICK_7);
 @endcode
 @endcode
 
 
 To retrieve the gamepad state of a joystick, call @ref glfwGetGamepadState.
 To retrieve the gamepad state of a joystick, call @ref glfwGetGamepadState.
 
 
-@code
+@code{.c}
 GLFWgamepadstate state;
 GLFWgamepadstate state;
 
 
 if (glfwGetGamepadState(GLFW_JOYSTICK_3, &state))
 if (glfwGetGamepadState(GLFW_JOYSTICK_3, &state))
@@ -818,7 +818,7 @@ GLFW contains a copy of the mappings available in
 time of release.  Newer ones can be added at runtime with @ref
 time of release.  Newer ones can be added at runtime with @ref
 glfwUpdateGamepadMappings.
 glfwUpdateGamepadMappings.
 
 
-@code
+@code{.c}
 const char* mappings = load_file_contents("game/data/gamecontrollerdb.txt");
 const char* mappings = load_file_contents("game/data/gamecontrollerdb.txt");
 
 
 glfwUpdateGamepadMappings(mappings);
 glfwUpdateGamepadMappings(mappings);
@@ -898,7 +898,7 @@ and described above.
 
 
 GLFW provides high-resolution time input, in seconds, with @ref glfwGetTime.
 GLFW provides high-resolution time input, in seconds, with @ref glfwGetTime.
 
 
-@code
+@code{.c}
 double seconds = glfwGetTime();
 double seconds = glfwGetTime();
 @endcode
 @endcode
 
 
@@ -908,7 +908,7 @@ nanosecond resolution.
 
 
 You can modify the base time with @ref glfwSetTime.
 You can modify the base time with @ref glfwSetTime.
 
 
-@code
+@code{.c}
 glfwSetTime(4.0);
 glfwSetTime(4.0);
 @endcode
 @endcode
 
 
@@ -918,7 +918,7 @@ from there.
 You can also access the raw timer used to implement the functions above,
 You can also access the raw timer used to implement the functions above,
 with @ref glfwGetTimerValue.
 with @ref glfwGetTimerValue.
 
 
-@code
+@code{.c}
 uint64_t value = glfwGetTimerValue();
 uint64_t value = glfwGetTimerValue();
 @endcode
 @endcode
 
 
@@ -926,7 +926,7 @@ This value is in 1&nbsp;/&nbsp;frequency seconds.  The frequency of the raw
 timer varies depending on the operating system and hardware.  You can query the
 timer varies depending on the operating system and hardware.  You can query the
 frequency, in Hz, with @ref glfwGetTimerFrequency.
 frequency, in Hz, with @ref glfwGetTimerFrequency.
 
 
-@code
+@code{.c}
 uint64_t frequency = glfwGetTimerFrequency();
 uint64_t frequency = glfwGetTimerFrequency();
 @endcode
 @endcode
 
 
@@ -937,7 +937,7 @@ If the system clipboard contains a UTF-8 encoded string or if it can be
 converted to one, you can retrieve it with @ref glfwGetClipboardString.  See the
 converted to one, you can retrieve it with @ref glfwGetClipboardString.  See the
 reference documentation for the lifetime of the returned string.
 reference documentation for the lifetime of the returned string.
 
 
-@code
+@code{.c}
 const char* text = glfwGetClipboardString(NULL);
 const char* text = glfwGetClipboardString(NULL);
 if (text)
 if (text)
 {
 {
@@ -951,7 +951,7 @@ returned.
 The contents of the system clipboard can be set to a UTF-8 encoded string with
 The contents of the system clipboard can be set to a UTF-8 encoded string with
 @ref glfwSetClipboardString.
 @ref glfwSetClipboardString.
 
 
-@code
+@code{.c}
 glfwSetClipboardString(NULL, "A string with words in it");
 glfwSetClipboardString(NULL, "A string with words in it");
 @endcode
 @endcode
 
 
@@ -961,13 +961,13 @@ glfwSetClipboardString(NULL, "A string with words in it");
 If you wish to receive the paths of files and/or directories dropped on
 If you wish to receive the paths of files and/or directories dropped on
 a window, set a file drop callback.
 a window, set a file drop callback.
 
 
-@code
+@code{.c}
 glfwSetDropCallback(window, drop_callback);
 glfwSetDropCallback(window, drop_callback);
 @endcode
 @endcode
 
 
 The callback function receives an array of paths encoded as UTF-8.
 The callback function receives an array of paths encoded as UTF-8.
 
 
-@code
+@code{.c}
 void drop_callback(GLFWwindow* window, int count, const char** paths)
 void drop_callback(GLFWwindow* window, int count, const char** paths)
 {
 {
     int i;
     int i;

+ 19 - 19
docs/intro.dox

@@ -48,7 +48,7 @@ GLFW_NOT_INITIALIZED error.
 The library is initialized with @ref glfwInit, which returns `GLFW_FALSE` if an
 The library is initialized with @ref glfwInit, which returns `GLFW_FALSE` if an
 error occurred.
 error occurred.
 
 
-@code
+@code{.c}
 if (!glfwInit())
 if (!glfwInit())
 {
 {
     // Handle initialization failure
     // Handle initialization failure
@@ -76,7 +76,7 @@ hint.
 Initialization hints are set before @ref glfwInit and affect how the library
 Initialization hints are set before @ref glfwInit and affect how the library
 behaves until termination.  Hints are set with @ref glfwInitHint.
 behaves until termination.  Hints are set with @ref glfwInitHint.
 
 
-@code
+@code{.c}
 glfwInitHint(GLFW_JOYSTICK_HAT_BUTTONS, GLFW_FALSE);
 glfwInitHint(GLFW_JOYSTICK_HAT_BUTTONS, GLFW_FALSE);
 @endcode
 @endcode
 
 
@@ -176,7 +176,7 @@ default, this is set to @ref GLFW_ANY_PLATFORM, which will look for supported wi
 systems in order of priority and select the first one it finds.  It can also be set to any
 systems in order of priority and select the first one it finds.  It can also be set to any
 specific platform to have GLFW only look for that one.
 specific platform to have GLFW only look for that one.
 
 
-@code
+@code{.c}
 glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_X11);
 glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_X11);
 @endcode
 @endcode
 
 
@@ -184,14 +184,14 @@ This mechanism also provides the Null platform, which is always supported but ne
 explicitly requested.  This platform is effectively a stub, emulating a window system on
 explicitly requested.  This platform is effectively a stub, emulating a window system on
 a single 1080p monitor, but will not interact with any actual window system.
 a single 1080p monitor, but will not interact with any actual window system.
 
 
-@code
+@code{.c}
 glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_NULL);
 glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_NULL);
 @endcode
 @endcode
 
 
 You can test whether a library binary was compiled with support for a specific platform
 You can test whether a library binary was compiled with support for a specific platform
 with @ref glfwPlatformSupported.
 with @ref glfwPlatformSupported.
 
 
-@code
+@code{.c}
 if (glfwPlatformSupported(GLFW_PLATFORM_WAYLAND))
 if (glfwPlatformSupported(GLFW_PLATFORM_WAYLAND))
     glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_WAYLAND);
     glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_WAYLAND);
 @endcode
 @endcode
@@ -199,7 +199,7 @@ if (glfwPlatformSupported(GLFW_PLATFORM_WAYLAND))
 Once GLFW has been initialized, you can query which platform was selected with @ref
 Once GLFW has been initialized, you can query which platform was selected with @ref
 glfwGetPlatform.
 glfwGetPlatform.
 
 
-@code
+@code{.c}
 int platform = glfwGetPlatform();
 int platform = glfwGetPlatform();
 @endcode
 @endcode
 
 
@@ -213,7 +213,7 @@ selected platform.
 The heap memory allocator can be customized before initialization with @ref
 The heap memory allocator can be customized before initialization with @ref
 glfwInitAllocator.
 glfwInitAllocator.
 
 
-@code
+@code{.c}
 GLFWallocator allocator;
 GLFWallocator allocator;
 allocator.allocate = my_malloc;
 allocator.allocate = my_malloc;
 allocator.reallocate = my_realloc;
 allocator.reallocate = my_realloc;
@@ -235,7 +235,7 @@ The allocation function must have a signature matching @ref GLFWallocatefun.  It
 the desired size, in bytes, and the user pointer passed to @ref glfwInitAllocator and
 the desired size, in bytes, and the user pointer passed to @ref glfwInitAllocator and
 returns the address to the allocated memory block.
 returns the address to the allocated memory block.
 
 
-@code
+@code{.c}
 void* my_malloc(size_t size, void* user)
 void* my_malloc(size_t size, void* user)
 {
 {
     ...
     ...
@@ -250,7 +250,7 @@ It receives the memory block to be reallocated, the new desired size, in bytes,
 pointer passed to @ref glfwInitAllocator and returns the address to the resized memory
 pointer passed to @ref glfwInitAllocator and returns the address to the resized memory
 block.
 block.
 
 
-@code
+@code{.c}
 void* my_realloc(void* block, size_t size, void* user)
 void* my_realloc(void* block, size_t size, void* user)
 {
 {
     ...
     ...
@@ -264,7 +264,7 @@ The deallocation function must have a function signature matching @ref GLFWdeall
 It receives the memory block to be deallocated and the user pointer passed to @ref
 It receives the memory block to be deallocated and the user pointer passed to @ref
 glfwInitAllocator.
 glfwInitAllocator.
 
 
-@code
+@code{.c}
 void my_free(void* block, void* user)
 void my_free(void* block, void* user)
 {
 {
     ...
     ...
@@ -280,7 +280,7 @@ for a deallocation function.  If the active one does not meet all of these, GLFW
 Before your application exits, you should terminate the GLFW library if it has
 Before your application exits, you should terminate the GLFW library if it has
 been initialized.  This is done with @ref glfwTerminate.
 been initialized.  This is done with @ref glfwTerminate.
 
 
-@code
+@code{.c}
 glfwTerminate();
 glfwTerminate();
 @endcode
 @endcode
 
 
@@ -305,7 +305,7 @@ values.
 The last [error code](@ref errors) for the calling thread can be queried at any
 The last [error code](@ref errors) for the calling thread can be queried at any
 time with @ref glfwGetError.
 time with @ref glfwGetError.
 
 
-@code
+@code{.c}
 int code = glfwGetError(NULL);
 int code = glfwGetError(NULL);
 
 
 if (code != GLFW_NO_ERROR)
 if (code != GLFW_NO_ERROR)
@@ -324,7 +324,7 @@ can retrieve a UTF-8 encoded human-readable description along with the error
 code.  If no error has occurred since the last call, the description is set to
 code.  If no error has occurred since the last call, the description is set to
 `NULL`.
 `NULL`.
 
 
-@code
+@code{.c}
 const char* description;
 const char* description;
 int code = glfwGetError(&description);
 int code = glfwGetError(&description);
 
 
@@ -338,14 +338,14 @@ This means you must make a copy of it if you want to keep it.
 You can also set an error callback, which will be called each time an error
 You can also set an error callback, which will be called each time an error
 occurs.  It is set with @ref glfwSetErrorCallback.
 occurs.  It is set with @ref glfwSetErrorCallback.
 
 
-@code
+@code{.c}
 glfwSetErrorCallback(error_callback);
 glfwSetErrorCallback(error_callback);
 @endcode
 @endcode
 
 
 The error callback receives the same error code and human-readable description
 The error callback receives the same error code and human-readable description
 returned by @ref glfwGetError.
 returned by @ref glfwGetError.
 
 
-@code
+@code{.c}
 void error_callback(int code, const char* description)
 void error_callback(int code, const char* description)
 {
 {
     display_error_message(code, description);
     display_error_message(code, description);
@@ -572,7 +572,7 @@ this to verify that the library binary is compatible with your application.
 The compile-time version of GLFW is provided by the GLFW header with the
 The compile-time version of GLFW is provided by the GLFW header with the
 `GLFW_VERSION_MAJOR`, `GLFW_VERSION_MINOR` and `GLFW_VERSION_REVISION` macros.
 `GLFW_VERSION_MAJOR`, `GLFW_VERSION_MINOR` and `GLFW_VERSION_REVISION` macros.
 
 
-@code
+@code{.c}
 printf("Compiled against GLFW %i.%i.%i\n",
 printf("Compiled against GLFW %i.%i.%i\n",
        GLFW_VERSION_MAJOR,
        GLFW_VERSION_MAJOR,
        GLFW_VERSION_MINOR,
        GLFW_VERSION_MINOR,
@@ -585,7 +585,7 @@ printf("Compiled against GLFW %i.%i.%i\n",
 The run-time version can be retrieved with @ref glfwGetVersion, a function that
 The run-time version can be retrieved with @ref glfwGetVersion, a function that
 may be called regardless of whether GLFW is initialized.
 may be called regardless of whether GLFW is initialized.
 
 
-@code
+@code{.c}
 int major, minor, revision;
 int major, minor, revision;
 glfwGetVersion(&major, &minor, &revision);
 glfwGetVersion(&major, &minor, &revision);
 
 
@@ -624,14 +624,14 @@ The format of the string is as follows:
 For example, compiling GLFW 3.4 with MinGW as a DLL for Windows, may result in a version string
 For example, compiling GLFW 3.4 with MinGW as a DLL for Windows, may result in a version string
 like this:
 like this:
 
 
-@code
+@code{.c}
 3.4.0 Win32 WGL Null EGL OSMesa MinGW DLL
 3.4.0 Win32 WGL Null EGL OSMesa MinGW DLL
 @endcode
 @endcode
 
 
 Compiling GLFW as a static library for Linux, with both Wayland and X11 enabled, may
 Compiling GLFW as a static library for Linux, with both Wayland and X11 enabled, may
 result in a version string like this:
 result in a version string like this:
 
 
-@code
+@code{.c}
 3.4.0 Wayland X11 GLX Null EGL OSMesa monotonic
 3.4.0 Wayland X11 GLX Null EGL OSMesa monotonic
 @endcode
 @endcode
 
 

+ 14 - 14
docs/monitor.dox

@@ -42,14 +42,14 @@ The primary monitor is returned by @ref glfwGetPrimaryMonitor.  It is the user's
 preferred monitor and is usually the one with global UI elements like task bar
 preferred monitor and is usually the one with global UI elements like task bar
 or menu bar.
 or menu bar.
 
 
-@code
+@code{.c}
 GLFWmonitor* primary = glfwGetPrimaryMonitor();
 GLFWmonitor* primary = glfwGetPrimaryMonitor();
 @endcode
 @endcode
 
 
 You can retrieve all currently connected monitors with @ref glfwGetMonitors.
 You can retrieve all currently connected monitors with @ref glfwGetMonitors.
 See the reference documentation for the lifetime of the returned array.
 See the reference documentation for the lifetime of the returned array.
 
 
-@code
+@code{.c}
 int count;
 int count;
 GLFWmonitor** monitors = glfwGetMonitors(&count);
 GLFWmonitor** monitors = glfwGetMonitors(&count);
 @endcode
 @endcode
@@ -64,14 +64,14 @@ disconnected.
 If you wish to be notified when a monitor is connected or disconnected, set
 If you wish to be notified when a monitor is connected or disconnected, set
 a monitor callback.
 a monitor callback.
 
 
-@code
+@code{.c}
 glfwSetMonitorCallback(monitor_callback);
 glfwSetMonitorCallback(monitor_callback);
 @endcode
 @endcode
 
 
 The callback function receives the handle for the monitor that has been
 The callback function receives the handle for the monitor that has been
 connected or disconnected and the event that occurred.
 connected or disconnected and the event that occurred.
 
 
-@code
+@code{.c}
 void monitor_callback(GLFWmonitor* monitor, int event)
 void monitor_callback(GLFWmonitor* monitor, int event)
 {
 {
     if (event == GLFW_CONNECTED)
     if (event == GLFW_CONNECTED)
@@ -109,7 +109,7 @@ Video modes are represented as @ref GLFWvidmode structures.  You can get an
 array of the video modes supported by a monitor with @ref glfwGetVideoModes.
 array of the video modes supported by a monitor with @ref glfwGetVideoModes.
 See the reference documentation for the lifetime of the returned array.
 See the reference documentation for the lifetime of the returned array.
 
 
-@code
+@code{.c}
 int count;
 int count;
 GLFWvidmode* modes = glfwGetVideoModes(monitor, &count);
 GLFWvidmode* modes = glfwGetVideoModes(monitor, &count);
 @endcode
 @endcode
@@ -117,7 +117,7 @@ GLFWvidmode* modes = glfwGetVideoModes(monitor, &count);
 To get the current video mode of a monitor call @ref glfwGetVideoMode.  See the
 To get the current video mode of a monitor call @ref glfwGetVideoMode.  See the
 reference documentation for the lifetime of the returned pointer.
 reference documentation for the lifetime of the returned pointer.
 
 
-@code
+@code{.c}
 const GLFWvidmode* mode = glfwGetVideoMode(monitor);
 const GLFWvidmode* mode = glfwGetVideoMode(monitor);
 @endcode
 @endcode
 
 
@@ -132,7 +132,7 @@ retrieved with @ref glfwGetMonitorPhysicalSize.  This has no relation to its
 current _resolution_, i.e. the width and height of its current
 current _resolution_, i.e. the width and height of its current
 [video mode](@ref monitor_modes).
 [video mode](@ref monitor_modes).
 
 
-@code
+@code{.c}
 int width_mm, height_mm;
 int width_mm, height_mm;
 glfwGetMonitorPhysicalSize(monitor, &width_mm, &height_mm);
 glfwGetMonitorPhysicalSize(monitor, &width_mm, &height_mm);
 @endcode
 @endcode
@@ -147,7 +147,7 @@ useful.  Instead, use the [monitor content scale](@ref monitor_scale) and
 The content scale for a monitor can be retrieved with @ref
 The content scale for a monitor can be retrieved with @ref
 glfwGetMonitorContentScale.
 glfwGetMonitorContentScale.
 
 
-@code
+@code{.c}
 float xscale, yscale;
 float xscale, yscale;
 glfwGetMonitorContentScale(monitor, &xscale, &yscale);
 glfwGetMonitorContentScale(monitor, &xscale, &yscale);
 @endcode
 @endcode
@@ -170,7 +170,7 @@ The position of the monitor on the virtual desktop, in
 [screen coordinates](@ref coordinate_systems), can be retrieved with @ref
 [screen coordinates](@ref coordinate_systems), can be retrieved with @ref
 glfwGetMonitorPos.
 glfwGetMonitorPos.
 
 
-@code
+@code{.c}
 int xpos, ypos;
 int xpos, ypos;
 glfwGetMonitorPos(monitor, &xpos, &ypos);
 glfwGetMonitorPos(monitor, &xpos, &ypos);
 @endcode
 @endcode
@@ -182,7 +182,7 @@ The area of a monitor not occupied by global task bars or menu bars is the work
 area.  This is specified in [screen coordinates](@ref coordinate_systems) and
 area.  This is specified in [screen coordinates](@ref coordinate_systems) and
 can be retrieved with @ref glfwGetMonitorWorkarea.
 can be retrieved with @ref glfwGetMonitorWorkarea.
 
 
-@code
+@code{.c}
 int xpos, ypos, width, height;
 int xpos, ypos, width, height;
 glfwGetMonitorWorkarea(monitor, &xpos, &ypos, &width, &height);
 glfwGetMonitorWorkarea(monitor, &xpos, &ypos, &width, &height);
 @endcode
 @endcode
@@ -194,7 +194,7 @@ The human-readable, UTF-8 encoded name of a monitor is returned by @ref
 glfwGetMonitorName.  See the reference documentation for the lifetime of the
 glfwGetMonitorName.  See the reference documentation for the lifetime of the
 returned string.
 returned string.
 
 
-@code
+@code{.c}
 const char* name = glfwGetMonitorName(monitor);
 const char* name = glfwGetMonitorName(monitor);
 @endcode
 @endcode
 
 
@@ -219,7 +219,7 @@ The initial value of the pointer is `NULL`.
 The gamma ramp of a monitor can be set with @ref glfwSetGammaRamp, which accepts
 The gamma ramp of a monitor can be set with @ref glfwSetGammaRamp, which accepts
 a monitor handle and a pointer to a @ref GLFWgammaramp structure.
 a monitor handle and a pointer to a @ref GLFWgammaramp structure.
 
 
-@code
+@code{.c}
 GLFWgammaramp ramp;
 GLFWgammaramp ramp;
 unsigned short red[256], green[256], blue[256];
 unsigned short red[256], green[256], blue[256];
 
 
@@ -245,7 +245,7 @@ ramp for that monitor.
 The current gamma ramp for a monitor is returned by @ref glfwGetGammaRamp.  See
 The current gamma ramp for a monitor is returned by @ref glfwGetGammaRamp.  See
 the reference documentation for the lifetime of the returned structure.
 the reference documentation for the lifetime of the returned structure.
 
 
-@code
+@code{.c}
 const GLFWgammaramp* ramp = glfwGetGammaRamp(monitor);
 const GLFWgammaramp* ramp = glfwGetGammaRamp(monitor);
 @endcode
 @endcode
 
 
@@ -253,7 +253,7 @@ If you wish to set a regular gamma ramp, you can have GLFW calculate it for you
 from the desired exponent with @ref glfwSetGamma, which in turn calls @ref
 from the desired exponent with @ref glfwSetGamma, which in turn calls @ref
 glfwSetGammaRamp with the resulting ramp.
 glfwSetGammaRamp with the resulting ramp.
 
 
-@code
+@code{.c}
 glfwSetGamma(monitor, 1.0);
 glfwSetGamma(monitor, 1.0);
 @endcode
 @endcode
 
 

+ 22 - 22
docs/moving.dox

@@ -22,12 +22,12 @@ Unix-like systems, where it uses the
 [soname](https://en.wikipedia.org/wiki/soname) `libglfw.so.3`.
 [soname](https://en.wikipedia.org/wiki/soname) `libglfw.so.3`.
 
 
 @par Old syntax
 @par Old syntax
-@code
+@code{.c}
 #include <GL/glfw.h>
 #include <GL/glfw.h>
 @endcode
 @endcode
 
 
 @par New syntax
 @par New syntax
-@code
+@code{.c}
 #include <GLFW/glfw3.h>
 #include <GLFW/glfw3.h>
 @endcode
 @endcode
 
 
@@ -95,12 +95,12 @@ the creation of DLLs and DLL link libraries, as there's no need to explicitly
 disable `@n` entry point suffixes.
 disable `@n` entry point suffixes.
 
 
 @par Old syntax
 @par Old syntax
-@code
+@code{.c}
 void GLFWCALL callback_function(...);
 void GLFWCALL callback_function(...);
 @endcode
 @endcode
 
 
 @par New syntax
 @par New syntax
-@code
+@code{.c}
 void callback_function(...);
 void callback_function(...);
 @endcode
 @endcode
 
 
@@ -114,12 +114,12 @@ a newly created window is returned by @ref glfwCreateWindow (formerly
 [opaque](https://en.wikipedia.org/wiki/Opaque_data_type) type @ref GLFWwindow.
 [opaque](https://en.wikipedia.org/wiki/Opaque_data_type) type @ref GLFWwindow.
 
 
 @par Old syntax
 @par Old syntax
-@code
+@code{.c}
 glfwSetWindowTitle("New Window Title");
 glfwSetWindowTitle("New Window Title");
 @endcode
 @endcode
 
 
 @par New syntax
 @par New syntax
-@code
+@code{.c}
 glfwSetWindowTitle(window, "New Window Title");
 glfwSetWindowTitle(window, "New Window Title");
 @endcode
 @endcode
 
 
@@ -134,12 +134,12 @@ GLFW 2 would have selected, but there are many other
 [opaque](https://en.wikipedia.org/wiki/Opaque_data_type) type @ref GLFWmonitor.
 [opaque](https://en.wikipedia.org/wiki/Opaque_data_type) type @ref GLFWmonitor.
 
 
 @par Old basic full screen
 @par Old basic full screen
-@code
+@code{.c}
 glfwOpenWindow(640, 480, 8, 8, 8, 0, 24, 0, GLFW_FULLSCREEN);
 glfwOpenWindow(640, 480, 8, 8, 8, 0, 24, 0, GLFW_FULLSCREEN);
 @endcode
 @endcode
 
 
 @par New basic full screen
 @par New basic full screen
-@code
+@code{.c}
 window = glfwCreateWindow(640, 480, "My Window", glfwGetPrimaryMonitor(), NULL);
 window = glfwCreateWindow(640, 480, "My Window", glfwGetPrimaryMonitor(), NULL);
 @endcode
 @endcode
 
 
@@ -156,7 +156,7 @@ buffer swap, which acts on a single window, the event processing functions act
 on all windows at once.
 on all windows at once.
 
 
 @par Old basic main loop
 @par Old basic main loop
-@code
+@code{.c}
 while (...)
 while (...)
 {
 {
     // Process input
     // Process input
@@ -166,7 +166,7 @@ while (...)
 @endcode
 @endcode
 
 
 @par New basic main loop
 @par New basic main loop
-@code
+@code{.c}
 while (...)
 while (...)
 {
 {
     // Process input
     // Process input
@@ -198,13 +198,13 @@ glfwGetFramebufferSize function.  A framebuffer size callback has also been
 added, which can be set with @ref glfwSetFramebufferSizeCallback.
 added, which can be set with @ref glfwSetFramebufferSizeCallback.
 
 
 @par Old basic viewport setup
 @par Old basic viewport setup
-@code
+@code{.c}
 glfwGetWindowSize(&width, &height);
 glfwGetWindowSize(&width, &height);
 glViewport(0, 0, width, height);
 glViewport(0, 0, width, height);
 @endcode
 @endcode
 
 
 @par New basic viewport setup
 @par New basic viewport setup
-@code
+@code{.c}
 glfwGetFramebufferSize(window, &width, &height);
 glfwGetFramebufferSize(window, &width, &height);
 glViewport(0, 0, width, height);
 glViewport(0, 0, width, height);
 @endcode
 @endcode
@@ -227,7 +227,7 @@ You can query the close flag at any time with @ref glfwWindowShouldClose and set
 it at any time with @ref glfwSetWindowShouldClose.
 it at any time with @ref glfwSetWindowShouldClose.
 
 
 @par Old basic main loop
 @par Old basic main loop
-@code
+@code{.c}
 while (glfwGetWindowParam(GLFW_OPENED))
 while (glfwGetWindowParam(GLFW_OPENED))
 {
 {
     ...
     ...
@@ -235,7 +235,7 @@ while (glfwGetWindowParam(GLFW_OPENED))
 @endcode
 @endcode
 
 
 @par New basic main loop
 @par New basic main loop
-@code
+@code{.c}
 while (!glfwWindowShouldClose(window))
 while (!glfwWindowShouldClose(window))
 {
 {
     ...
     ...
@@ -248,12 +248,12 @@ event processing completes.  You may however not call @ref glfwDestroyWindow
 from the close callback (or any other window related callback).
 from the close callback (or any other window related callback).
 
 
 @par Old syntax
 @par Old syntax
-@code
+@code{.c}
 int GLFWCALL window_close_callback(void);
 int GLFWCALL window_close_callback(void);
 @endcode
 @endcode
 
 
 @par New syntax
 @par New syntax
-@code
+@code{.c}
 void window_close_callback(GLFWwindow* window);
 void window_close_callback(GLFWwindow* window);
 @endcode
 @endcode
 
 
@@ -289,12 +289,12 @@ produce characters with diacritical marks. Even the Swedish keyboard layout
 requires this for uncommon cases like ü.
 requires this for uncommon cases like ü.
 
 
 @par Old syntax
 @par Old syntax
-@code
+@code{.c}
 void GLFWCALL character_callback(int character, int action);
 void GLFWCALL character_callback(int character, int action);
 @endcode
 @endcode
 
 
 @par New syntax
 @par New syntax
-@code
+@code{.c}
 void character_callback(GLFWwindow* window, int character);
 void character_callback(GLFWwindow* window, int character);
 @endcode
 @endcode
 
 
@@ -324,12 +324,12 @@ two-dimensional floating point scroll offsets.  This allows you to receive
 precise scroll data from for example modern touchpads.
 precise scroll data from for example modern touchpads.
 
 
 @par Old syntax
 @par Old syntax
-@code
+@code{.c}
 void GLFWCALL mouse_wheel_callback(int position);
 void GLFWCALL mouse_wheel_callback(int position);
 @endcode
 @endcode
 
 
 @par New syntax
 @par New syntax
-@code
+@code{.c}
 void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
 void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
 @endcode
 @endcode
 
 
@@ -437,12 +437,12 @@ has been moved to GLFW 3, you can request that the GLFW header includes it by
 defining @ref GLFW_INCLUDE_GLU before the inclusion of the GLFW header.
 defining @ref GLFW_INCLUDE_GLU before the inclusion of the GLFW header.
 
 
 @par Old syntax
 @par Old syntax
-@code
+@code{.c}
 #include <GL/glfw.h>
 #include <GL/glfw.h>
 @endcode
 @endcode
 
 
 @par New syntax
 @par New syntax
-@code
+@code{.c}
 #define GLFW_INCLUDE_GLU
 #define GLFW_INCLUDE_GLU
 #include <GLFW/glfw3.h>
 #include <GLFW/glfw3.h>
 @endcode
 @endcode

+ 20 - 20
docs/quick.dox

@@ -21,7 +21,7 @@ behave differently in GLFW 3.
 In the source files of your application where you use GLFW, you need to include
 In the source files of your application where you use GLFW, you need to include
 its header file.
 its header file.
 
 
-@code
+@code{.c}
 #include <GLFW/glfw3.h>
 #include <GLFW/glfw3.h>
 @endcode
 @endcode
 
 
@@ -38,7 +38,7 @@ This example uses files generated by [glad](https://gen.glad.sh/).  The GLFW
 header can detect most such headers if they are included first and will then not
 header can detect most such headers if they are included first and will then not
 include the one from your development environment.
 include the one from your development environment.
 
 
-@code
+@code{.c}
 #include <glad/gl.h>
 #include <glad/gl.h>
 #include <GLFW/glfw3.h>
 #include <GLFW/glfw3.h>
 @endcode
 @endcode
@@ -48,7 +48,7 @@ GLFW_INCLUDE_NONE before the GLFW header to explicitly disable inclusion of the
 development environment header.  This also allows the two headers to be included
 development environment header.  This also allows the two headers to be included
 in any order.
 in any order.
 
 
-@code
+@code{.c}
 #define GLFW_INCLUDE_NONE
 #define GLFW_INCLUDE_NONE
 #include <GLFW/glfw3.h>
 #include <GLFW/glfw3.h>
 #include <glad/gl.h>
 #include <glad/gl.h>
@@ -61,7 +61,7 @@ Before you can use most GLFW functions, the library must be initialized.  On
 successful initialization, `GLFW_TRUE` is returned.  If an error occurred,
 successful initialization, `GLFW_TRUE` is returned.  If an error occurred,
 `GLFW_FALSE` is returned.
 `GLFW_FALSE` is returned.
 
 
-@code
+@code{.c}
 if (!glfwInit())
 if (!glfwInit())
 {
 {
     // Initialization failed
     // Initialization failed
@@ -73,7 +73,7 @@ Note that `GLFW_TRUE` and `GLFW_FALSE` are and will always be one and zero.
 When you are done using GLFW, typically just before the application exits, you
 When you are done using GLFW, typically just before the application exits, you
 need to terminate GLFW.
 need to terminate GLFW.
 
 
-@code
+@code{.c}
 glfwTerminate();
 glfwTerminate();
 @endcode
 @endcode
 
 
@@ -92,7 +92,7 @@ In case a GLFW function fails, an error is reported to the GLFW error callback.
 You can receive these reports with an error callback.  This function must have
 You can receive these reports with an error callback.  This function must have
 the signature below but may do anything permitted in other callbacks.
 the signature below but may do anything permitted in other callbacks.
 
 
-@code
+@code{.c}
 void error_callback(int error, const char* description)
 void error_callback(int error, const char* description)
 {
 {
     fprintf(stderr, "Error: %s\n", description);
     fprintf(stderr, "Error: %s\n", description);
@@ -104,7 +104,7 @@ the error callback is one of the few GLFW functions that may be called before
 initialization, which lets you be notified of errors both during and after
 initialization, which lets you be notified of errors both during and after
 initialization.
 initialization.
 
 
-@code
+@code{.c}
 glfwSetErrorCallback(error_callback);
 glfwSetErrorCallback(error_callback);
 @endcode
 @endcode
 
 
@@ -115,7 +115,7 @@ The window and its OpenGL context are created with a single call to @ref
 glfwCreateWindow, which returns a handle to the created combined window and
 glfwCreateWindow, which returns a handle to the created combined window and
 context object
 context object
 
 
-@code
+@code{.c}
 GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
 GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
 if (!window)
 if (!window)
 {
 {
@@ -138,7 +138,7 @@ You can select the OpenGL profile by setting the `GLFW_OPENGL_PROFILE` hint.
 This program uses the core profile as that is the only profile macOS supports
 This program uses the core profile as that is the only profile macOS supports
 for OpenGL 3.x and 4.x.
 for OpenGL 3.x and 4.x.
 
 
-@code
+@code{.c}
 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
@@ -151,7 +151,7 @@ if (!window)
 
 
 When a window and context is no longer needed, destroy it.
 When a window and context is no longer needed, destroy it.
 
 
-@code
+@code{.c}
 glfwDestroyWindow(window);
 glfwDestroyWindow(window);
 @endcode
 @endcode
 
 
@@ -163,7 +163,7 @@ and its handle becomes invalid.
 
 
 Before you can use the OpenGL API, you must have a current OpenGL context.
 Before you can use the OpenGL API, you must have a current OpenGL context.
 
 
-@code
+@code{.c}
 glfwMakeContextCurrent(window);
 glfwMakeContextCurrent(window);
 @endcode
 @endcode
 
 
@@ -176,7 +176,7 @@ a current context to load from.  This example uses
 [glad](https://github.com/Dav1dde/glad), but the same rule applies to all such
 [glad](https://github.com/Dav1dde/glad), but the same rule applies to all such
 libraries.
 libraries.
 
 
-@code
+@code{.c}
 gladLoadGL(glfwGetProcAddress);
 gladLoadGL(glfwGetProcAddress);
 @endcode
 @endcode
 
 
@@ -191,7 +191,7 @@ Note that __the window isn't actually closed__, so you are expected to monitor
 this flag and either destroy the window or give some kind of feedback to the
 this flag and either destroy the window or give some kind of feedback to the
 user.
 user.
 
 
-@code
+@code{.c}
 while (!glfwWindowShouldClose(window))
 while (!glfwWindowShouldClose(window))
 {
 {
     // Keep running
     // Keep running
@@ -213,7 +213,7 @@ Each window has a large number of callbacks that can be set to receive all the
 various kinds of events.  To receive key press and release events, create a key
 various kinds of events.  To receive key press and release events, create a key
 callback function.
 callback function.
 
 
-@code
+@code{.c}
 static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
 static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
 {
 {
     if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
     if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
@@ -223,7 +223,7 @@ static void key_callback(GLFWwindow* window, int key, int scancode, int action,
 
 
 The key callback, like other window related callbacks, are set per-window.
 The key callback, like other window related callbacks, are set per-window.
 
 
-@code
+@code{.c}
 glfwSetKeyCallback(window, key_callback);
 glfwSetKeyCallback(window, key_callback);
 @endcode
 @endcode
 
 
@@ -237,7 +237,7 @@ Once you have a current OpenGL context, you can use OpenGL normally.  In this
 tutorial, a multicolored rotating triangle will be rendered.  The framebuffer
 tutorial, a multicolored rotating triangle will be rendered.  The framebuffer
 size needs to be retrieved for `glViewport`.
 size needs to be retrieved for `glViewport`.
 
 
-@code
+@code{.c}
 int width, height;
 int width, height;
 glfwGetFramebufferSize(window, &width, &height);
 glfwGetFramebufferSize(window, &width, &height);
 glViewport(0, 0, width, height);
 glViewport(0, 0, width, height);
@@ -265,7 +265,7 @@ returns the number of seconds since initialization.  The time source used is the
 most accurate on each platform and generally has micro- or nanosecond
 most accurate on each platform and generally has micro- or nanosecond
 resolution.
 resolution.
 
 
-@code
+@code{.c}
 double time = glfwGetTime();
 double time = glfwGetTime();
 @endcode
 @endcode
 
 
@@ -279,7 +279,7 @@ the one being displayed and the back buffer the one you render to.
 When the entire frame has been rendered, the buffers need to be swapped with one
 When the entire frame has been rendered, the buffers need to be swapped with one
 another, so the back buffer becomes the front buffer and vice versa.
 another, so the back buffer becomes the front buffer and vice versa.
 
 
-@code
+@code{.c}
 glfwSwapBuffers(window);
 glfwSwapBuffers(window);
 @endcode
 @endcode
 
 
@@ -296,7 +296,7 @@ For these reasons, applications will typically want to set the swap interval to
 one.  It can be set to higher values, but this is usually not recommended,
 one.  It can be set to higher values, but this is usually not recommended,
 because of the input latency it leads to.
 because of the input latency it leads to.
 
 
-@code
+@code{.c}
 glfwSwapInterval(1);
 glfwSwapInterval(1);
 @endcode
 @endcode
 
 
@@ -315,7 +315,7 @@ There are two methods for processing pending events; polling and waiting.  This
 example will use event polling, which processes only those events that have
 example will use event polling, which processes only those events that have
 already been received and then returns immediately.
 already been received and then returns immediately.
 
 
-@code
+@code{.c}
 glfwPollEvents();
 glfwPollEvents();
 @endcode
 @endcode
 
 

+ 12 - 12
docs/vulkan.dox

@@ -45,7 +45,7 @@ you will need to direct GLFW to it.  Pass your version of `vkGetInstanceProcAddr
 glfwInitVulkanLoader before initializing GLFW and it will use that function for all Vulkan
 glfwInitVulkanLoader before initializing GLFW and it will use that function for all Vulkan
 entry point retrieval.  This prevents GLFW from dynamically loading the Vulkan loader.
 entry point retrieval.  This prevents GLFW from dynamically loading the Vulkan loader.
 
 
-@code
+@code{.c}
 glfwInitVulkanLoader(vkGetInstanceProcAddr);
 glfwInitVulkanLoader(vkGetInstanceProcAddr);
 @endcode
 @endcode
 
 
@@ -59,7 +59,7 @@ bundle according to the LunarG SDK documentation.  This is explained in more det
 To have GLFW include the Vulkan header, define @ref GLFW_INCLUDE_VULKAN before including
 To have GLFW include the Vulkan header, define @ref GLFW_INCLUDE_VULKAN before including
 the GLFW header.
 the GLFW header.
 
 
-@code
+@code{.c}
 #define GLFW_INCLUDE_VULKAN
 #define GLFW_INCLUDE_VULKAN
 #include <GLFW/glfw3.h>
 #include <GLFW/glfw3.h>
 @endcode
 @endcode
@@ -67,7 +67,7 @@ the GLFW header.
 If you instead want to include the Vulkan header from a custom location or use
 If you instead want to include the Vulkan header from a custom location or use
 your own custom Vulkan header then do this before the GLFW header.
 your own custom Vulkan header then do this before the GLFW header.
 
 
-@code
+@code{.c}
 #include <path/to/vulkan.h>
 #include <path/to/vulkan.h>
 #include <GLFW/glfw3.h>
 #include <GLFW/glfw3.h>
 @endcode
 @endcode
@@ -94,7 +94,7 @@ If you are loading the Vulkan loader dynamically instead of linking directly
 against it, you can check for the availability of a loader and ICD with @ref
 against it, you can check for the availability of a loader and ICD with @ref
 glfwVulkanSupported.
 glfwVulkanSupported.
 
 
-@code
+@code{.c}
 if (glfwVulkanSupported())
 if (glfwVulkanSupported())
 {
 {
     // Vulkan is available, at least for compute
     // Vulkan is available, at least for compute
@@ -114,7 +114,7 @@ To load any Vulkan core or extension function from the found loader, call @ref
 glfwGetInstanceProcAddress.  To load functions needed for instance creation,
 glfwGetInstanceProcAddress.  To load functions needed for instance creation,
 pass `NULL` as the instance.
 pass `NULL` as the instance.
 
 
-@code
+@code{.c}
 PFN_vkCreateInstance pfnCreateInstance = (PFN_vkCreateInstance)
 PFN_vkCreateInstance pfnCreateInstance = (PFN_vkCreateInstance)
     glfwGetInstanceProcAddress(NULL, "vkCreateInstance");
     glfwGetInstanceProcAddress(NULL, "vkCreateInstance");
 @endcode
 @endcode
@@ -122,7 +122,7 @@ PFN_vkCreateInstance pfnCreateInstance = (PFN_vkCreateInstance)
 Once you have created an instance, you can load from it all other Vulkan core
 Once you have created an instance, you can load from it all other Vulkan core
 functions and functions from any instance extensions you enabled.
 functions and functions from any instance extensions you enabled.
 
 
-@code
+@code{.c}
 PFN_vkCreateDevice pfnCreateDevice = (PFN_vkCreateDevice)
 PFN_vkCreateDevice pfnCreateDevice = (PFN_vkCreateDevice)
     glfwGetInstanceProcAddress(instance, "vkCreateDevice");
     glfwGetInstanceProcAddress(instance, "vkCreateDevice");
 @endcode
 @endcode
@@ -137,7 +137,7 @@ Vulkan also provides `vkGetDeviceProcAddr` for loading device-specific versions
 of Vulkan function.  This function can be retrieved from an instance with @ref
 of Vulkan function.  This function can be retrieved from an instance with @ref
 glfwGetInstanceProcAddress.
 glfwGetInstanceProcAddress.
 
 
-@code
+@code{.c}
 PFN_vkGetDeviceProcAddr pfnGetDeviceProcAddr = (PFN_vkGetDeviceProcAddr)
 PFN_vkGetDeviceProcAddr pfnGetDeviceProcAddr = (PFN_vkGetDeviceProcAddr)
     glfwGetInstanceProcAddress(instance, "vkGetDeviceProcAddr");
     glfwGetInstanceProcAddress(instance, "vkGetDeviceProcAddr");
 @endcode
 @endcode
@@ -156,7 +156,7 @@ GLFW requires to create Vulkan surfaces.
 To query the instance extensions required, call @ref
 To query the instance extensions required, call @ref
 glfwGetRequiredInstanceExtensions.
 glfwGetRequiredInstanceExtensions.
 
 
-@code
+@code{.c}
 uint32_t count;
 uint32_t count;
 const char** extensions = glfwGetRequiredInstanceExtensions(&count);
 const char** extensions = glfwGetRequiredInstanceExtensions(&count);
 @endcode
 @endcode
@@ -174,7 +174,7 @@ If successful the returned array will always include `VK_KHR_surface`, so if
 you don't require any additional extensions you can pass this list directly to
 you don't require any additional extensions you can pass this list directly to
 the `VkInstanceCreateInfo` struct.
 the `VkInstanceCreateInfo` struct.
 
 
-@code
+@code{.c}
 VkInstanceCreateInfo ici;
 VkInstanceCreateInfo ici;
 
 
 memset(&ici, 0, sizeof(ici));
 memset(&ici, 0, sizeof(ici));
@@ -203,7 +203,7 @@ To check whether a specific queue family of a physical device supports image
 presentation without first having to create a window and surface, call @ref
 presentation without first having to create a window and surface, call @ref
 glfwGetPhysicalDevicePresentationSupport.
 glfwGetPhysicalDevicePresentationSupport.
 
 
-@code
+@code{.c}
 if (glfwGetPhysicalDevicePresentationSupport(instance, physical_device, queue_family_index))
 if (glfwGetPhysicalDevicePresentationSupport(instance, physical_device, queue_family_index))
 {
 {
     // Queue family supports image presentation
     // Queue family supports image presentation
@@ -221,7 +221,7 @@ Unless you will be using OpenGL or OpenGL ES with the same window as Vulkan,
 there is no need to create a context.  You can disable context creation with the
 there is no need to create a context.  You can disable context creation with the
 [GLFW_CLIENT_API](@ref GLFW_CLIENT_API_hint) hint.
 [GLFW_CLIENT_API](@ref GLFW_CLIENT_API_hint) hint.
 
 
-@code
+@code{.c}
 glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
 glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
 GLFWwindow* window = glfwCreateWindow(640, 480, "Window Title", NULL, NULL);
 GLFWwindow* window = glfwCreateWindow(640, 480, "Window Title", NULL, NULL);
 @endcode
 @endcode
@@ -234,7 +234,7 @@ See @ref context_less for more information.
 You can create a Vulkan surface (as defined by the `VK_KHR_surface` extension)
 You can create a Vulkan surface (as defined by the `VK_KHR_surface` extension)
 for a GLFW window with @ref glfwCreateWindowSurface.
 for a GLFW window with @ref glfwCreateWindowSurface.
 
 
-@code
+@code{.c}
 VkSurfaceKHR surface;
 VkSurfaceKHR surface;
 VkResult err = glfwCreateWindowSurface(instance, window, NULL, &surface);
 VkResult err = glfwCreateWindowSurface(instance, window, NULL, &surface);
 if (err)
 if (err)

+ 67 - 67
docs/window.dox

@@ -32,7 +32,7 @@ A window and its OpenGL or OpenGL ES context are created with @ref
 glfwCreateWindow, which returns a handle to the created window object.  For
 glfwCreateWindow, which returns a handle to the created window object.  For
 example, this creates a 640 by 480 windowed mode window:
 example, this creates a 640 by 480 windowed mode window:
 
 
-@code
+@code{.c}
 GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
 GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
 @endcode
 @endcode
 
 
@@ -50,7 +50,7 @@ To create a full screen window, you need to specify which monitor the window
 should use.  In most cases, the user's primary monitor is a good choice.
 should use.  In most cases, the user's primary monitor is a good choice.
 For more information about retrieving monitors, see @ref monitor_monitors.
 For more information about retrieving monitors, see @ref monitor_monitors.
 
 
-@code
+@code{.c}
 GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL);
 GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL);
 @endcode
 @endcode
 
 
@@ -101,7 +101,7 @@ switching much smoother.  This is sometimes called _windowed full screen_ or
 _borderless full screen_ window and counts as a full screen window.  To create
 _borderless full screen_ window and counts as a full screen window.  To create
 such a window, request the current video mode.
 such a window, request the current video mode.
 
 
-@code
+@code{.c}
 const GLFWvidmode* mode = glfwGetVideoMode(monitor);
 const GLFWvidmode* mode = glfwGetVideoMode(monitor);
 
 
 glfwWindowHint(GLFW_RED_BITS, mode->redBits);
 glfwWindowHint(GLFW_RED_BITS, mode->redBits);
@@ -114,7 +114,7 @@ GLFWwindow* window = glfwCreateWindow(mode->width, mode->height, "My Title", mon
 
 
 This also works for windowed mode windows that are made full screen.
 This also works for windowed mode windows that are made full screen.
 
 
-@code
+@code{.c}
 const GLFWvidmode* mode = glfwGetVideoMode(monitor);
 const GLFWvidmode* mode = glfwGetVideoMode(monitor);
 
 
 glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
 glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
@@ -129,7 +129,7 @@ make windowed full screen, you need to have saved the desktop resolution before.
 
 
 When a window is no longer needed, destroy it with @ref glfwDestroyWindow.
 When a window is no longer needed, destroy it with @ref glfwDestroyWindow.
 
 
-@code
+@code{.c}
 glfwDestroyWindow(window);
 glfwDestroyWindow(window);
 @endcode
 @endcode
 
 
@@ -598,7 +598,7 @@ The current state of the close flag is returned by @ref glfwWindowShouldClose
 and can be set or cleared directly with @ref glfwSetWindowShouldClose.  A common
 and can be set or cleared directly with @ref glfwSetWindowShouldClose.  A common
 pattern is to use the close flag as a main loop condition.
 pattern is to use the close flag as a main loop condition.
 
 
-@code
+@code{.c}
 while (!glfwWindowShouldClose(window))
 while (!glfwWindowShouldClose(window))
 {
 {
     render(window);
     render(window);
@@ -611,7 +611,7 @@ while (!glfwWindowShouldClose(window))
 If you wish to be notified when the user attempts to close a window, set a close
 If you wish to be notified when the user attempts to close a window, set a close
 callback.
 callback.
 
 
-@code
+@code{.c}
 glfwSetWindowCloseCallback(window, window_close_callback);
 glfwSetWindowCloseCallback(window, window_close_callback);
 @endcode
 @endcode
 
 
@@ -619,7 +619,7 @@ The callback function is called directly _after_ the close flag has been set.
 It can be used for example to filter close requests and clear the close flag
 It can be used for example to filter close requests and clear the close flag
 again unless certain conditions are met.
 again unless certain conditions are met.
 
 
-@code
+@code{.c}
 void window_close_callback(GLFWwindow* window)
 void window_close_callback(GLFWwindow* window)
 {
 {
     if (!time_to_close)
     if (!time_to_close)
@@ -635,7 +635,7 @@ mode windows, this sets the size, in
 [screen coordinates](@ref coordinate_systems) of the _content area_ or _content
 [screen coordinates](@ref coordinate_systems) of the _content area_ or _content
 area_ of the window.  The window system may impose limits on window size.
 area_ of the window.  The window system may impose limits on window size.
 
 
-@code
+@code{.c}
 glfwSetWindowSize(window, 640, 480);
 glfwSetWindowSize(window, 640, 480);
 @endcode
 @endcode
 
 
@@ -647,14 +647,14 @@ resolution of the set video mode.
 If you wish to be notified when a window is resized, whether by the user, the
 If you wish to be notified when a window is resized, whether by the user, the
 system or your own code, set a size callback.
 system or your own code, set a size callback.
 
 
-@code
+@code{.c}
 glfwSetWindowSizeCallback(window, window_size_callback);
 glfwSetWindowSizeCallback(window, window_size_callback);
 @endcode
 @endcode
 
 
 The callback function receives the new size, in screen coordinates, of the
 The callback function receives the new size, in screen coordinates, of the
 content area of the window when the window is resized.
 content area of the window when the window is resized.
 
 
-@code
+@code{.c}
 void window_size_callback(GLFWwindow* window, int width, int height)
 void window_size_callback(GLFWwindow* window, int width, int height)
 {
 {
 }
 }
@@ -663,7 +663,7 @@ void window_size_callback(GLFWwindow* window, int width, int height)
 There is also @ref glfwGetWindowSize for directly retrieving the current size of
 There is also @ref glfwGetWindowSize for directly retrieving the current size of
 a window.
 a window.
 
 
-@code
+@code{.c}
 int width, height;
 int width, height;
 glfwGetWindowSize(window, &width, &height);
 glfwGetWindowSize(window, &width, &height);
 @endcode
 @endcode
@@ -677,7 +677,7 @@ The above functions work with the size of the content area, but decorated
 windows typically have title bars and window frames around this rectangle.  You
 windows typically have title bars and window frames around this rectangle.  You
 can retrieve the extents of these with @ref glfwGetWindowFrameSize.
 can retrieve the extents of these with @ref glfwGetWindowFrameSize.
 
 
-@code
+@code{.c}
 int left, top, right, bottom;
 int left, top, right, bottom;
 glfwGetWindowFrameSize(window, &left, &top, &right, &bottom);
 glfwGetWindowFrameSize(window, &left, &top, &right, &bottom);
 @endcode
 @endcode
@@ -698,14 +698,14 @@ pixels, of the framebuffer of a window.
 If you wish to be notified when the framebuffer of a window is resized, whether
 If you wish to be notified when the framebuffer of a window is resized, whether
 by the user or the system, set a size callback.
 by the user or the system, set a size callback.
 
 
-@code
+@code{.c}
 glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
 glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
 @endcode
 @endcode
 
 
 The callback function receives the new size of the framebuffer when it is
 The callback function receives the new size of the framebuffer when it is
 resized, which can for example be used to update the OpenGL viewport.
 resized, which can for example be used to update the OpenGL viewport.
 
 
-@code
+@code{.c}
 void framebuffer_size_callback(GLFWwindow* window, int width, int height)
 void framebuffer_size_callback(GLFWwindow* window, int width, int height)
 {
 {
     glViewport(0, 0, width, height);
     glViewport(0, 0, width, height);
@@ -715,7 +715,7 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
 There is also @ref glfwGetFramebufferSize for directly retrieving the current
 There is also @ref glfwGetFramebufferSize for directly retrieving the current
 size of the framebuffer of a window.
 size of the framebuffer of a window.
 
 
-@code
+@code{.c}
 int width, height;
 int width, height;
 glfwGetFramebufferSize(window, &width, &height);
 glfwGetFramebufferSize(window, &width, &height);
 glViewport(0, 0, width, height);
 glViewport(0, 0, width, height);
@@ -730,7 +730,7 @@ example if the window is dragged between a regular monitor and a high-DPI one.
 The content scale for a window can be retrieved with @ref
 The content scale for a window can be retrieved with @ref
 glfwGetWindowContentScale.
 glfwGetWindowContentScale.
 
 
-@code
+@code{.c}
 float xscale, yscale;
 float xscale, yscale;
 glfwGetWindowContentScale(window, &xscale, &yscale);
 glfwGetWindowContentScale(window, &xscale, &yscale);
 @endcode
 @endcode
@@ -750,13 +750,13 @@ If you wish to be notified when the content scale of a window changes, whether
 because of a system setting change or because it was moved to a monitor with
 because of a system setting change or because it was moved to a monitor with
 a different scale, set a content scale callback.
 a different scale, set a content scale callback.
 
 
-@code
+@code{.c}
 glfwSetWindowContentScaleCallback(window, window_content_scale_callback);
 glfwSetWindowContentScaleCallback(window, window_content_scale_callback);
 @endcode
 @endcode
 
 
 The callback function receives the new content scale of the window.
 The callback function receives the new content scale of the window.
 
 
-@code
+@code{.c}
 void window_content_scale_callback(GLFWwindow* window, float xscale, float yscale)
 void window_content_scale_callback(GLFWwindow* window, float xscale, float yscale)
 {
 {
     set_interface_scale(xscale, yscale);
     set_interface_scale(xscale, yscale);
@@ -777,14 +777,14 @@ be enforced with @ref glfwSetWindowSizeLimits.  The user may resize the window
 to any size and aspect ratio within the specified limits, unless the aspect
 to any size and aspect ratio within the specified limits, unless the aspect
 ratio is also set.
 ratio is also set.
 
 
-@code
+@code{.c}
 glfwSetWindowSizeLimits(window, 200, 200, 400, 400);
 glfwSetWindowSizeLimits(window, 200, 200, 400, 400);
 @endcode
 @endcode
 
 
 To specify only a minimum size or only a maximum one, set the other pair to
 To specify only a minimum size or only a maximum one, set the other pair to
 `GLFW_DONT_CARE`.
 `GLFW_DONT_CARE`.
 
 
-@code
+@code{.c}
 glfwSetWindowSizeLimits(window, 640, 480, GLFW_DONT_CARE, GLFW_DONT_CARE);
 glfwSetWindowSizeLimits(window, 640, 480, GLFW_DONT_CARE, GLFW_DONT_CARE);
 @endcode
 @endcode
 
 
@@ -795,7 +795,7 @@ with @ref glfwSetWindowAspectRatio.  The user may resize the window freely
 unless size limits are also set, but the size will be constrained to maintain
 unless size limits are also set, but the size will be constrained to maintain
 the aspect ratio.
 the aspect ratio.
 
 
-@code
+@code{.c}
 glfwSetWindowAspectRatio(window, 16, 9);
 glfwSetWindowAspectRatio(window, 16, 9);
 @endcode
 @endcode
 
 
@@ -803,7 +803,7 @@ The aspect ratio is specified as a numerator and denominator, corresponding to
 the width and height, respectively.  If you want a window to maintain its
 the width and height, respectively.  If you want a window to maintain its
 current aspect ratio, use its current size as the ratio.
 current aspect ratio, use its current size as the ratio.
 
 
-@code
+@code{.c}
 int width, height;
 int width, height;
 glfwGetWindowSize(window, &width, &height);
 glfwGetWindowSize(window, &width, &height);
 glfwSetWindowAspectRatio(window, width, height);
 glfwSetWindowAspectRatio(window, width, height);
@@ -824,7 +824,7 @@ This is most often the right choice.  If you need to create a window at
 a specific position, you can set the desired position with the @ref
 a specific position, you can set the desired position with the @ref
 GLFW_POSITION_X and @ref GLFW_POSITION_Y window hints.
 GLFW_POSITION_X and @ref GLFW_POSITION_Y window hints.
 
 
-@code
+@code{.c}
 glfwWindowHint(GLFW_POSITION_X, 70);
 glfwWindowHint(GLFW_POSITION_X, 70);
 glfwWindowHint(GLFW_POSITION_Y, 83);
 glfwWindowHint(GLFW_POSITION_Y, 83);
 @endcode
 @endcode
@@ -836,21 +836,21 @@ glfwSetWindowPos.  This moves the window so that the upper-left corner of its
 content area has the specified [screen coordinates](@ref coordinate_systems).
 content area has the specified [screen coordinates](@ref coordinate_systems).
 The window system may put limitations on window placement.
 The window system may put limitations on window placement.
 
 
-@code
+@code{.c}
 glfwSetWindowPos(window, 100, 100);
 glfwSetWindowPos(window, 100, 100);
 @endcode
 @endcode
 
 
 If you wish to be notified when a window is moved, whether by the user, the
 If you wish to be notified when a window is moved, whether by the user, the
 system or your own code, set a position callback.
 system or your own code, set a position callback.
 
 
-@code
+@code{.c}
 glfwSetWindowPosCallback(window, window_pos_callback);
 glfwSetWindowPosCallback(window, window_pos_callback);
 @endcode
 @endcode
 
 
 The callback function receives the new position, in screen coordinates, of the
 The callback function receives the new position, in screen coordinates, of the
 upper-left corner of the content area when the window is moved.
 upper-left corner of the content area when the window is moved.
 
 
-@code
+@code{.c}
 void window_pos_callback(GLFWwindow* window, int xpos, int ypos)
 void window_pos_callback(GLFWwindow* window, int xpos, int ypos)
 {
 {
 }
 }
@@ -859,7 +859,7 @@ void window_pos_callback(GLFWwindow* window, int xpos, int ypos)
 There is also @ref glfwGetWindowPos for directly retrieving the current position
 There is also @ref glfwGetWindowPos for directly retrieving the current position
 of the content area of the window.
 of the content area of the window.
 
 
-@code
+@code{.c}
 int xpos, ypos;
 int xpos, ypos;
 glfwGetWindowPos(window, &xpos, &ypos);
 glfwGetWindowPos(window, &xpos, &ypos);
 @endcode
 @endcode
@@ -871,7 +871,7 @@ All GLFW windows have a title, although undecorated or full screen windows may
 not display it or only display it in a task bar or similar interface.  You can
 not display it or only display it in a task bar or similar interface.  You can
 set a UTF-8 encoded window title with @ref glfwSetWindowTitle.
 set a UTF-8 encoded window title with @ref glfwSetWindowTitle.
 
 
-@code
+@code{.c}
 glfwSetWindowTitle(window, "My Window");
 glfwSetWindowTitle(window, "My Window");
 @endcode
 @endcode
 
 
@@ -881,13 +881,13 @@ to keep it around.
 As long as your source file is encoded as UTF-8, you can use any Unicode
 As long as your source file is encoded as UTF-8, you can use any Unicode
 characters directly in the source.
 characters directly in the source.
 
 
-@code
+@code{.c}
 glfwSetWindowTitle(window, "ラストエグザイル");
 glfwSetWindowTitle(window, "ラストエグザイル");
 @endcode
 @endcode
 
 
 If you are using C++11 or C11, you can use a UTF-8 string literal.
 If you are using C++11 or C11, you can use a UTF-8 string literal.
 
 
-@code
+@code{.c}
 glfwSetWindowTitle(window, u8"This is always a UTF-8 string");
 glfwSetWindowTitle(window, u8"This is always a UTF-8 string");
 @endcode
 @endcode
 
 
@@ -897,7 +897,7 @@ glfwSetWindowTitle(window, u8"This is always a UTF-8 string");
 Decorated windows have icons on some platforms.  You can set this icon by
 Decorated windows have icons on some platforms.  You can set this icon by
 specifying a list of candidate images with @ref glfwSetWindowIcon.
 specifying a list of candidate images with @ref glfwSetWindowIcon.
 
 
-@code
+@code{.c}
 GLFWimage images[2];
 GLFWimage images[2];
 images[0] = load_icon("my_icon.png");
 images[0] = load_icon("my_icon.png");
 images[1] = load_icon("my_icon_small.png");
 images[1] = load_icon("my_icon_small.png");
@@ -911,7 +911,7 @@ sequential rows, starting from the top-left corner.
 
 
 To revert to the default window icon, pass in an empty image array.
 To revert to the default window icon, pass in an empty image array.
 
 
-@code
+@code{.c}
 glfwSetWindowIcon(window, 0, NULL);
 glfwSetWindowIcon(window, 0, NULL);
 @endcode
 @endcode
 
 
@@ -921,7 +921,7 @@ glfwSetWindowIcon(window, 0, NULL);
 Full screen windows are associated with a specific monitor.  You can get the
 Full screen windows are associated with a specific monitor.  You can get the
 handle for this monitor with @ref glfwGetWindowMonitor.
 handle for this monitor with @ref glfwGetWindowMonitor.
 
 
-@code
+@code{.c}
 GLFWmonitor* monitor = glfwGetWindowMonitor(window);
 GLFWmonitor* monitor = glfwGetWindowMonitor(window);
 @endcode
 @endcode
 
 
@@ -935,7 +935,7 @@ with @ref glfwSetWindowMonitor.  When making a window full screen on the same or
 on a different monitor, specify the desired monitor, resolution and refresh
 on a different monitor, specify the desired monitor, resolution and refresh
 rate.  The position arguments are ignored.
 rate.  The position arguments are ignored.
 
 
-@code
+@code{.c}
 const GLFWvidmode* mode = glfwGetVideoMode(monitor);
 const GLFWvidmode* mode = glfwGetVideoMode(monitor);
 
 
 glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
 glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
@@ -944,7 +944,7 @@ glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->ref
 When making the window windowed, specify the desired position and size.  The
 When making the window windowed, specify the desired position and size.  The
 refresh rate argument is ignored.
 refresh rate argument is ignored.
 
 
-@code
+@code{.c}
 glfwSetWindowMonitor(window, NULL, xpos, ypos, width, height, 0);
 glfwSetWindowMonitor(window, NULL, xpos, ypos, width, height, 0);
 @endcode
 @endcode
 
 
@@ -958,7 +958,7 @@ before making it full screen and then pass them in as above.
 
 
 Windows can be iconified (i.e. minimized) with @ref glfwIconifyWindow.
 Windows can be iconified (i.e. minimized) with @ref glfwIconifyWindow.
 
 
-@code
+@code{.c}
 glfwIconifyWindow(window);
 glfwIconifyWindow(window);
 @endcode
 @endcode
 
 
@@ -968,7 +968,7 @@ is restored until the user or application restores the window.
 Iconified windows can be restored with @ref glfwRestoreWindow.  This function
 Iconified windows can be restored with @ref glfwRestoreWindow.  This function
 also restores windows from maximization.
 also restores windows from maximization.
 
 
-@code
+@code{.c}
 glfwRestoreWindow(window);
 glfwRestoreWindow(window);
 @endcode
 @endcode
 
 
@@ -978,13 +978,13 @@ monitor as well.
 If you wish to be notified when a window is iconified or restored, whether by
 If you wish to be notified when a window is iconified or restored, whether by
 the user, system or your own code, set an iconify callback.
 the user, system or your own code, set an iconify callback.
 
 
-@code
+@code{.c}
 glfwSetWindowIconifyCallback(window, window_iconify_callback);
 glfwSetWindowIconifyCallback(window, window_iconify_callback);
 @endcode
 @endcode
 
 
 The callback function receives changes in the iconification state of the window.
 The callback function receives changes in the iconification state of the window.
 
 
-@code
+@code{.c}
 void window_iconify_callback(GLFWwindow* window, int iconified)
 void window_iconify_callback(GLFWwindow* window, int iconified)
 {
 {
     if (iconified)
     if (iconified)
@@ -1000,7 +1000,7 @@ void window_iconify_callback(GLFWwindow* window, int iconified)
 
 
 You can also get the current iconification state with @ref glfwGetWindowAttrib.
 You can also get the current iconification state with @ref glfwGetWindowAttrib.
 
 
-@code
+@code{.c}
 int iconified = glfwGetWindowAttrib(window, GLFW_ICONIFIED);
 int iconified = glfwGetWindowAttrib(window, GLFW_ICONIFIED);
 @endcode
 @endcode
 
 
@@ -1009,7 +1009,7 @@ int iconified = glfwGetWindowAttrib(window, GLFW_ICONIFIED);
 
 
 Windows can be maximized (i.e. zoomed) with @ref glfwMaximizeWindow.
 Windows can be maximized (i.e. zoomed) with @ref glfwMaximizeWindow.
 
 
-@code
+@code{.c}
 glfwMaximizeWindow(window);
 glfwMaximizeWindow(window);
 @endcode
 @endcode
 
 
@@ -1019,20 +1019,20 @@ function does nothing.
 Maximized windows can be restored with @ref glfwRestoreWindow.  This function
 Maximized windows can be restored with @ref glfwRestoreWindow.  This function
 also restores windows from iconification.
 also restores windows from iconification.
 
 
-@code
+@code{.c}
 glfwRestoreWindow(window);
 glfwRestoreWindow(window);
 @endcode
 @endcode
 
 
 If you wish to be notified when a window is maximized or restored, whether by
 If you wish to be notified when a window is maximized or restored, whether by
 the user, system or your own code, set a maximize callback.
 the user, system or your own code, set a maximize callback.
 
 
-@code
+@code{.c}
 glfwSetWindowMaximizeCallback(window, window_maximize_callback);
 glfwSetWindowMaximizeCallback(window, window_maximize_callback);
 @endcode
 @endcode
 
 
 The callback function receives changes in the maximization state of the window.
 The callback function receives changes in the maximization state of the window.
 
 
-@code
+@code{.c}
 void window_maximize_callback(GLFWwindow* window, int maximized)
 void window_maximize_callback(GLFWwindow* window, int maximized)
 {
 {
     if (maximized)
     if (maximized)
@@ -1048,7 +1048,7 @@ void window_maximize_callback(GLFWwindow* window, int maximized)
 
 
 You can also get the current maximization state with @ref glfwGetWindowAttrib.
 You can also get the current maximization state with @ref glfwGetWindowAttrib.
 
 
-@code
+@code{.c}
 int maximized = glfwGetWindowAttrib(window, GLFW_MAXIMIZED);
 int maximized = glfwGetWindowAttrib(window, GLFW_MAXIMIZED);
 @endcode
 @endcode
 
 
@@ -1056,7 +1056,7 @@ By default, newly created windows are not maximized.  You can change this
 behavior by setting the [GLFW_MAXIMIZED](@ref GLFW_MAXIMIZED_hint) window hint
 behavior by setting the [GLFW_MAXIMIZED](@ref GLFW_MAXIMIZED_hint) window hint
 before creating the window.
 before creating the window.
 
 
-@code
+@code{.c}
 glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE);
 glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE);
 @endcode
 @endcode
 
 
@@ -1065,7 +1065,7 @@ glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE);
 
 
 Windowed mode windows can be hidden with @ref glfwHideWindow.
 Windowed mode windows can be hidden with @ref glfwHideWindow.
 
 
-@code
+@code{.c}
 glfwHideWindow(window);
 glfwHideWindow(window);
 @endcode
 @endcode
 
 
@@ -1075,7 +1075,7 @@ and calling @ref glfwHideWindow on a full screen window does nothing.
 
 
 Hidden windows can be shown with @ref glfwShowWindow.
 Hidden windows can be shown with @ref glfwShowWindow.
 
 
-@code
+@code{.c}
 glfwShowWindow(window);
 glfwShowWindow(window);
 @endcode
 @endcode
 
 
@@ -1086,7 +1086,7 @@ existing window with @ref glfwSetWindowAttrib.
 
 
 You can also get the current visibility state with @ref glfwGetWindowAttrib.
 You can also get the current visibility state with @ref glfwGetWindowAttrib.
 
 
-@code
+@code{.c}
 int visible = glfwGetWindowAttrib(window, GLFW_VISIBLE);
 int visible = glfwGetWindowAttrib(window, GLFW_VISIBLE);
 @endcode
 @endcode
 
 
@@ -1094,7 +1094,7 @@ By default, newly created windows are visible.  You can change this behavior by
 setting the [GLFW_VISIBLE](@ref GLFW_VISIBLE_hint) window hint before creating
 setting the [GLFW_VISIBLE](@ref GLFW_VISIBLE_hint) window hint before creating
 the window.
 the window.
 
 
-@code
+@code{.c}
 glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
 glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
 @endcode
 @endcode
 
 
@@ -1108,7 +1108,7 @@ example moving it to a specific location.
 Windows can be given input focus and brought to the front with @ref
 Windows can be given input focus and brought to the front with @ref
 glfwFocusWindow.
 glfwFocusWindow.
 
 
-@code
+@code{.c}
 glfwFocusWindow(window);
 glfwFocusWindow(window);
 @endcode
 @endcode
 
 
@@ -1119,13 +1119,13 @@ to the top.  For a less disruptive way of getting the user's attention, see
 If you wish to be notified when a window gains or loses input focus, whether by
 If you wish to be notified when a window gains or loses input focus, whether by
 the user, system or your own code, set a focus callback.
 the user, system or your own code, set a focus callback.
 
 
-@code
+@code{.c}
 glfwSetWindowFocusCallback(window, window_focus_callback);
 glfwSetWindowFocusCallback(window, window_focus_callback);
 @endcode
 @endcode
 
 
 The callback function receives changes in the input focus state of the window.
 The callback function receives changes in the input focus state of the window.
 
 
-@code
+@code{.c}
 void window_focus_callback(GLFWwindow* window, int focused)
 void window_focus_callback(GLFWwindow* window, int focused)
 {
 {
     if (focused)
     if (focused)
@@ -1141,7 +1141,7 @@ void window_focus_callback(GLFWwindow* window, int focused)
 
 
 You can also get the current input focus state with @ref glfwGetWindowAttrib.
 You can also get the current input focus state with @ref glfwGetWindowAttrib.
 
 
-@code
+@code{.c}
 int focused = glfwGetWindowAttrib(window, GLFW_FOCUSED);
 int focused = glfwGetWindowAttrib(window, GLFW_FOCUSED);
 @endcode
 @endcode
 
 
@@ -1149,7 +1149,7 @@ By default, newly created windows are given input focus.  You can change this
 behavior by setting the [GLFW_FOCUSED](@ref GLFW_FOCUSED_hint) window hint
 behavior by setting the [GLFW_FOCUSED](@ref GLFW_FOCUSED_hint) window hint
 before creating the window.
 before creating the window.
 
 
-@code
+@code{.c}
 glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);
 glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);
 @endcode
 @endcode
 
 
@@ -1159,7 +1159,7 @@ glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);
 If you wish to notify the user of an event without interrupting, you can request
 If you wish to notify the user of an event without interrupting, you can request
 attention with @ref glfwRequestWindowAttention.
 attention with @ref glfwRequestWindowAttention.
 
 
-@code
+@code{.c}
 glfwRequestWindowAttention(window);
 glfwRequestWindowAttention(window);
 @endcode
 @endcode
 
 
@@ -1173,14 +1173,14 @@ attention, the system will automatically end the request.
 If you wish to be notified when the contents of a window is damaged and needs
 If you wish to be notified when the contents of a window is damaged and needs
 to be refreshed, set a window refresh callback.
 to be refreshed, set a window refresh callback.
 
 
-@code
+@code{.c}
 glfwSetWindowRefreshCallback(m_handle, window_refresh_callback);
 glfwSetWindowRefreshCallback(m_handle, window_refresh_callback);
 @endcode
 @endcode
 
 
 The callback function is called when the contents of the window needs to be
 The callback function is called when the contents of the window needs to be
 refreshed.
 refreshed.
 
 
-@code
+@code{.c}
 void window_refresh_callback(GLFWwindow* window)
 void window_refresh_callback(GLFWwindow* window)
 {
 {
     draw_editor_ui(window);
     draw_editor_ui(window);
@@ -1207,7 +1207,7 @@ Window framebuffers can be made transparent on a per-pixel per-frame basis with
 the [GLFW_TRANSPARENT_FRAMEBUFFER](@ref GLFW_TRANSPARENT_FRAMEBUFFER_hint)
 the [GLFW_TRANSPARENT_FRAMEBUFFER](@ref GLFW_TRANSPARENT_FRAMEBUFFER_hint)
 window hint.
 window hint.
 
 
-@code
+@code{.c}
 glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE);
 glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE);
 @endcode
 @endcode
 
 
@@ -1220,7 +1220,7 @@ with the
 [GLFW_TRANSPARENT_FRAMEBUFFER](@ref GLFW_TRANSPARENT_FRAMEBUFFER_attrib)
 [GLFW_TRANSPARENT_FRAMEBUFFER](@ref GLFW_TRANSPARENT_FRAMEBUFFER_attrib)
 window attribute.
 window attribute.
 
 
-@code
+@code{.c}
 if (glfwGetWindowAttrib(window, GLFW_TRANSPARENT_FRAMEBUFFER))
 if (glfwGetWindowAttrib(window, GLFW_TRANSPARENT_FRAMEBUFFER))
 {
 {
     // window framebuffer is currently transparent
     // window framebuffer is currently transparent
@@ -1232,7 +1232,7 @@ GLFW comes with an example that enabled framebuffer transparency called `gears`.
 The opacity of the whole window, including any decorations, can be set with @ref
 The opacity of the whole window, including any decorations, can be set with @ref
 glfwSetWindowOpacity.
 glfwSetWindowOpacity.
 
 
-@code
+@code{.c}
 glfwSetWindowOpacity(window, 0.5f);
 glfwSetWindowOpacity(window, 0.5f);
 @endcode
 @endcode
 
 
@@ -1242,7 +1242,7 @@ opacity value for newly created windows is 1.
 
 
 The current opacity of a window can be queried with @ref glfwGetWindowOpacity.
 The current opacity of a window can be queried with @ref glfwGetWindowOpacity.
 
 
-@code
+@code{.c}
 float opacity = glfwGetWindowOpacity(window);
 float opacity = glfwGetWindowOpacity(window);
 @endcode
 @endcode
 
 
@@ -1265,7 +1265,7 @@ interaction, (e.g. whether it has input focus), while others reflect inherent
 properties of the window (e.g. what kind of border it has).  Some are related to
 properties of the window (e.g. what kind of border it has).  Some are related to
 the window and others to its OpenGL or OpenGL ES context.
 the window and others to its OpenGL or OpenGL ES context.
 
 
-@code
+@code{.c}
 if (glfwGetWindowAttrib(window, GLFW_FOCUSED))
 if (glfwGetWindowAttrib(window, GLFW_FOCUSED))
 {
 {
     // window has input focus
     // window has input focus
@@ -1279,7 +1279,7 @@ The [GLFW_DECORATED](@ref GLFW_DECORATED_attrib),
 [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_attrib) window attributes can be
 [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_attrib) window attributes can be
 changed with @ref glfwSetWindowAttrib.
 changed with @ref glfwSetWindowAttrib.
 
 
-@code
+@code{.c}
 glfwSetWindowAttrib(window, GLFW_RESIZABLE, GLFW_FALSE);
 glfwSetWindowAttrib(window, GLFW_RESIZABLE, GLFW_FALSE);
 @endcode
 @endcode
 
 
@@ -1465,7 +1465,7 @@ When the entire frame has been rendered, it is time to swap the back and the
 front buffers in order to display what has been rendered and begin rendering
 front buffers in order to display what has been rendered and begin rendering
 a new frame.  This is done with @ref glfwSwapBuffers.
 a new frame.  This is done with @ref glfwSwapBuffers.
 
 
-@code
+@code{.c}
 glfwSwapBuffers(window);
 glfwSwapBuffers(window);
 @endcode
 @endcode
 
 
@@ -1474,7 +1474,7 @@ function @ref glfwSwapInterval it is possible to select the minimum number of
 monitor refreshes the driver should wait from the time @ref glfwSwapBuffers was
 monitor refreshes the driver should wait from the time @ref glfwSwapBuffers was
 called before swapping the buffers:
 called before swapping the buffers:
 
 
-@code
+@code{.c}
 glfwSwapInterval(1);
 glfwSwapInterval(1);
 @endcode
 @endcode