Fix typos and other issues in docs
This fixes spelling, grammar and punctuation issues, missing words and stray words across the documentation. A confusing sentence was removed from the tutorial. Closes #2085
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@ -26,7 +26,7 @@ GLFW.
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@endcode
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@endcode
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This header defines all the constants and declares all the types and function
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This header defines all the constants and declares all the types and function
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prototypes of the GLFW API. By default it also includes the OpenGL header from
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prototypes of the GLFW API. By default, it also includes the OpenGL header from
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your development environment. See [option macros](@ref build_macros) below for
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your development environment. See [option macros](@ref build_macros) below for
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how to select OpenGL ES headers and more.
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how to select OpenGL ES headers and more.
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@ -152,7 +152,7 @@ formats. If GLX 1.3 is not supported, @ref glfwInit will fail.
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GLFW uses the `GLX_MESA_swap_control,` `GLX_EXT_swap_control` and
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GLFW uses the `GLX_MESA_swap_control,` `GLX_EXT_swap_control` and
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`GLX_SGI_swap_control` extensions to provide vertical retrace synchronization
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`GLX_SGI_swap_control` extensions to provide vertical retrace synchronization
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(or _vsync_), in that order of preference. Where none of these extension are
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(or _vsync_), in that order of preference. When none of these extensions are
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available, calling @ref glfwSwapInterval will have no effect.
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available, calling @ref glfwSwapInterval will have no effect.
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GLFW uses the `GLX_ARB_multisample` extension to create contexts with
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GLFW uses the `GLX_ARB_multisample` extension to create contexts with
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@ -219,8 +219,8 @@ extension is unavailable, the `GLFW_CONTEXT_RELEASE_BEHAVIOR` hint will have no
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effect and the context will always be flushed when released.
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effect and the context will always be flushed when released.
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GLFW uses the `WGL_ARB_framebuffer_sRGB` and `WGL_EXT_framebuffer_sRGB`
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GLFW uses the `WGL_ARB_framebuffer_sRGB` and `WGL_EXT_framebuffer_sRGB`
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extensions to provide support for sRGB framebuffers. Where both of these
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extensions to provide support for sRGB framebuffers. When both of these
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extension are unavailable, the `GLFW_SRGB_CAPABLE` hint will have no effect.
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extensions are unavailable, the `GLFW_SRGB_CAPABLE` hint will have no effect.
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@section compat_osx OpenGL on macOS
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@section compat_osx OpenGL on macOS
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@ -45,7 +45,7 @@ Linux and FreeBSD you will need a few extra packages.
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To compile GLFW for X11, you need to have the X11 development packages
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To compile GLFW for X11, you need to have the X11 development packages
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installed. They are not needed to build or run programs that use GLFW.
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installed. They are not needed to build or run programs that use GLFW.
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On Debian and derivates like Ubuntu and Linux Mint the `xorg-dev` meta-package
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On Debian and derivatives like Ubuntu and Linux Mint the `xorg-dev` meta-package
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pulls in the development packages for all of X11.
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pulls in the development packages for all of X11.
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@code{.sh}
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@code{.sh}
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@ -83,7 +83,7 @@ development packages installed. They are not needed to build or run programs th
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GLFW. You will also need to set the @ref GLFW_BUILD_WAYLAND CMake option in the next
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GLFW. You will also need to set the @ref GLFW_BUILD_WAYLAND CMake option in the next
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step when generating build files.
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step when generating build files.
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On Debian and derivates like Ubuntu and Linux Mint you will need the `libwayland-dev`,
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On Debian and derivatives like Ubuntu and Linux Mint you will need the `libwayland-dev`,
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`libxkbcommon-dev` and `wayland-protocols` packages and the `xorg-dev` meta-package.
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`libxkbcommon-dev` and `wayland-protocols` packages and the `xorg-dev` meta-package.
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These will pull in all other dependencies.
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These will pull in all other dependencies.
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@ -142,7 +142,7 @@ If you wish change any CMake variables in the list, press _Configure_ and then
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_Generate_ to have the new values take effect. The variable list will be
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_Generate_ to have the new values take effect. The variable list will be
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populated after the first configure step.
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populated after the first configure step.
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By default GLFW will use X11 on Linux and other Unix-like systems other than macOS. To
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By default, GLFW will use X11 on Linux and other Unix-like systems other than macOS. To
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include support for Wayland as well, set the @ref GLFW_BUILD_WAYLAND option in the GLFW
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include support for Wayland as well, set the @ref GLFW_BUILD_WAYLAND option in the GLFW
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section of the variable list, then apply the new value as described above.
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section of the variable list, then apply the new value as described above.
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@ -176,7 +176,7 @@ flag.
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cmake -S path/to/glfw -B path/to/build -G Xcode
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cmake -S path/to/glfw -B path/to/build -G Xcode
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@endcode
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@endcode
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By default GLFW will use X11 on Linux and other Unix-like systems other
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By default, GLFW will use X11 on Linux and other Unix-like systems other
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than macOS. To also include support for Wayland, set the @ref GLFW_BUILD_WAYLAND CMake
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than macOS. To also include support for Wayland, set the @ref GLFW_BUILD_WAYLAND CMake
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option.
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option.
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@ -263,12 +263,12 @@ build GLFW as a static library, `SHARED` to build it as a shared library
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@anchor GLFW_BUILD_EXAMPLES
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@anchor GLFW_BUILD_EXAMPLES
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__GLFW_BUILD_EXAMPLES__ determines whether the GLFW examples are built
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__GLFW_BUILD_EXAMPLES__ determines whether the GLFW examples are built
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along with the library. This is enabled by default unless GLFW is being built
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along with the library. This is enabled by default unless GLFW is being built
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as a sub-project of a larger CMake project.
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as a subproject of a larger CMake project.
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@anchor GLFW_BUILD_TESTS
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@anchor GLFW_BUILD_TESTS
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__GLFW_BUILD_TESTS__ determines whether the GLFW test programs are
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__GLFW_BUILD_TESTS__ determines whether the GLFW test programs are
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built along with the library. This is enabled by default unless GLFW is being
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built along with the library. This is enabled by default unless GLFW is being
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built as a sub-project of a larger CMake project.
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built as a subproject of a larger CMake project.
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@anchor GLFW_BUILD_DOCS
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@anchor GLFW_BUILD_DOCS
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__GLFW_BUILD_DOCS__ determines whether the GLFW documentation is built along
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__GLFW_BUILD_DOCS__ determines whether the GLFW documentation is built along
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@ -358,7 +358,7 @@ For more details see the
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@section compile_manual Compiling GLFW manually
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@section compile_manual Compiling GLFW manually
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If you wish to compile GLFW without its CMake build environment then you will have to do
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If you wish to compile GLFW without its CMake build environment then you will have to do
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at least some of the platform detection yourself. There are preprocessor macros for
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at least some platform-detection yourself. There are preprocessor macros for
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enabling support for the platforms (window systems) available. There are also optional,
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enabling support for the platforms (window systems) available. There are also optional,
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platform-specific macros for various features.
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platform-specific macros for various features.
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@ -61,7 +61,7 @@ information. The name and number of this chapter unfortunately varies between
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versions and APIs, but has at times been named _Shared Objects and Multiple
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versions and APIs, but has at times been named _Shared Objects and Multiple
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Contexts_.
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Contexts_.
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GLFW comes with a barebones object sharing example program called `sharing`.
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GLFW comes with a bare-bones object sharing example program called `sharing`.
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@subsection context_offscreen Offscreen contexts
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@subsection context_offscreen Offscreen contexts
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@ -189,7 +189,7 @@ it suppresses the development environment's OpenGL or OpenGL ES header.
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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@endcode
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@endcode
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Finally you need to initialize glad once you have a suitable current context.
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Finally, you need to initialize glad once you have a suitable current context.
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@code
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@code
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window = glfwCreateWindow(640, 480, "My Window", NULL, NULL);
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window = glfwCreateWindow(640, 480, "My Window", NULL, NULL);
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@ -205,7 +205,7 @@ gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
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Once glad has been loaded, you have access to all OpenGL core and extension
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Once glad has been loaded, you have access to all OpenGL core and extension
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functions supported by both the context you created and the glad loader you
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functions supported by both the context you created and the glad loader you
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generated and you are ready to start rendering.
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generated. After that, you are ready to start rendering.
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You can specify a minimum required OpenGL or OpenGL ES version with
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You can specify a minimum required OpenGL or OpenGL ES version with
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[context hints](@ref window_hints_ctx). If your needs are more complex, you can
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[context hints](@ref window_hints_ctx). If your needs are more complex, you can
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@ -24,7 +24,7 @@ All input callbacks receive a window handle. By using the
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or objects from your callbacks.
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or objects from your callbacks.
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To get a better feel for how the various events callbacks behave, run the
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To get a better feel for how the various events callbacks behave, run the
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`events` test program. It register every callback supported by GLFW and prints
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`events` test program. It registers every callback supported by GLFW and prints
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out all arguments provided for every event, along with time and sequence
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out all arguments provided for every event, along with time and sequence
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information.
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information.
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@ -394,7 +394,7 @@ sequential rows, starting from the top-left corner.
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@subsubsection cursor_standard Standard cursor creation
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@subsubsection cursor_standard Standard cursor creation
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A cursor with a [standard shape](@ref shapes) from the current system cursor
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A cursor with a [standard shape](@ref shapes) from the current system cursor
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theme can be can be created with @ref glfwCreateStandardCursor.
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theme can be created with @ref glfwCreateStandardCursor.
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@code
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@code
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GLFWcursor* url_cursor = glfwCreateStandardCursor(GLFW_POINTING_HAND_CURSOR);
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GLFWcursor* url_cursor = glfwCreateStandardCursor(GLFW_POINTING_HAND_CURSOR);
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@ -162,7 +162,7 @@ GLFW can be compiled for more than one platform (window system) at once. This l
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a single library binary support both X11 and Wayland on Linux and other Unix-like systems.
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a single library binary support both X11 and Wayland on Linux and other Unix-like systems.
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You can control platform selection via the @ref GLFW_PLATFORM initialization hint. By
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You can control platform selection via the @ref GLFW_PLATFORM initialization hint. By
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default this is set to @ref GLFW_ANY_PLATFORM, which will look for supported window
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default, this is set to @ref GLFW_ANY_PLATFORM, which will look for supported window
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systems in order of priority and select the first one it finds. It can also be set to any
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systems in order of priority and select the first one it finds. It can also be set to any
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specific platform to have GLFW only look for that one.
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specific platform to have GLFW only look for that one.
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@ -269,9 +269,9 @@ This will destroy any remaining window, monitor and cursor objects, restore any
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modified gamma ramps, re-enable the screensaver if it had been disabled and free
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modified gamma ramps, re-enable the screensaver if it had been disabled and free
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any other resources allocated by GLFW.
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any other resources allocated by GLFW.
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Once the library is terminated, it is as if it had never been initialized and
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Once the library is terminated, it is as if it had never been initialized, therefore
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you will need to initialize it again before being able to use GLFW. If the
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you will need to initialize it again before being able to use GLFW. If the
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library was not initialized or had already been terminated, it return
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library was not initialized or had already been terminated, it returns
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immediately.
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immediately.
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@ -391,14 +391,14 @@ which monitor the window is currently considered to be on.
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This section describes the conditions under which GLFW can be expected to
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This section describes the conditions under which GLFW can be expected to
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function, barring bugs in the operating system or drivers. Use of GLFW outside
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function, barring bugs in the operating system or drivers. Use of GLFW outside
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of these limits may work on some platforms, or on some machines, or some of the
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these limits may work on some platforms, or on some machines, or some of the
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time, or on some versions of GLFW, but it may break at any time and this will
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time, or on some versions of GLFW, but it may break at any time and this will
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not be considered a bug.
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not be considered a bug.
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@subsection lifetime Pointer lifetimes
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@subsection lifetime Pointer lifetimes
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GLFW will never free any pointer you provide to it and you must never free any
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GLFW will never free any pointer you provide to it, and you must never free any
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pointer it provides to you.
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pointer it provides to you.
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Many GLFW functions return pointers to dynamically allocated structures, strings
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Many GLFW functions return pointers to dynamically allocated structures, strings
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@ -602,15 +602,15 @@ The format of the string is as follows:
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- The names of the always supported context creation APIs EGL and OSMesa
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- The names of the always supported context creation APIs EGL and OSMesa
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- Any additional compile-time options, APIs and (on Windows) what compiler was used
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- Any additional compile-time options, APIs and (on Windows) what compiler was used
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For example, GLFW 3.4 compiled as a DLL for Windows with MinGW may have a version string
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For example, compiling GLFW 3.4 with MinGW as a DLL for Windows, may result in a version string
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like this:
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like this:
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@code
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@code
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3.4.0 Win32 WGL Null EGL OSMesa MinGW DLL
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3.4.0 Win32 WGL Null EGL OSMesa MinGW DLL
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@endcode
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@endcode
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While GLFW compiled as as static library for Linux with both Wayland and X11 enabled may
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Compiling GLFW as a static library for Linux, with both Wayland and X11 enabled, may
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have a version string like this:
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result in a version string like this:
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@code
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@code
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3.4.0 Wayland X11 GLX Null EGL OSMesa monotonic
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3.4.0 Wayland X11 GLX Null EGL OSMesa monotonic
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@ -138,7 +138,7 @@ glfwGetMonitorPhysicalSize(monitor, &width_mm, &height_mm);
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@endcode
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@endcode
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While this can be used to calculate the raw DPI of a monitor, this is often not
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While this can be used to calculate the raw DPI of a monitor, this is often not
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useful. Instead use the [monitor content scale](@ref monitor_scale) and
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useful. Instead, use the [monitor content scale](@ref monitor_scale) and
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[window content scale](@ref window_scale) to scale your content.
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[window content scale](@ref window_scale) to scale your content.
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@ -261,7 +261,7 @@ To experiment with gamma correction via the @ref glfwSetGamma function, run the
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`gamma` test program.
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`gamma` test program.
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@note The software controlled gamma ramp is applied _in addition_ to the
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@note The software controlled gamma ramp is applied _in addition_ to the
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hardware gamma correction, which today is usually an approximation of sRGB
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hardware gamma correction, which today is typically an approximation of sRGB
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gamma. This means that setting a perfectly linear ramp, or gamma 1.0, will
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gamma. This means that setting a perfectly linear ramp, or gamma 1.0, will
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produce the default (usually sRGB-like) behavior.
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produce the default (usually sRGB-like) behavior.
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@ -243,7 +243,7 @@ while (!glfwWindowShouldClose(window))
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@endcode
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@endcode
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The close callback no longer returns a value. Instead, it is called after the
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The close callback no longer returns a value. Instead, it is called after the
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close flag has been set so it can override its value, if it chooses to, before
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close flag has been set, so it can optionally override its value, before
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event processing completes. You may however not call @ref glfwDestroyWindow
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event processing completes. You may however not call @ref glfwDestroyWindow
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from the close callback (or any other window related callback).
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from the close callback (or any other window related callback).
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@ -350,11 +350,11 @@ from a repeat. Note that @ref glfwGetKey still returns only `GLFW_PRESS` or
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GLFW 3 key tokens map to physical keys, unlike in GLFW 2 where they mapped to
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GLFW 3 key tokens map to physical keys, unlike in GLFW 2 where they mapped to
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the values generated by the current keyboard layout. The tokens are named
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the values generated by the current keyboard layout. The tokens are named
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according to the values they would have using the standard US layout, but this
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according to the values they would have in the standard US layout, but this
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is only a convenience, as most programmers are assumed to know that layout.
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is only a convenience, as most programmers are assumed to know that layout.
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This means that (for example) `GLFW_KEY_LEFT_BRACKET` is always a single key and
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This means that (for example) `GLFW_KEY_LEFT_BRACKET` is always a single key and
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is the same key in the same place regardless of what keyboard layouts the users
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is the same key in the same place regardless of what keyboard layouts the users
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of your program has.
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of your program have.
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The key input facility was never meant for text input, although using it that
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The key input facility was never meant for text input, although using it that
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way worked slightly better in GLFW 2. If you were using it to input text, you
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way worked slightly better in GLFW 2. If you were using it to input text, you
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GLFW now provides the standard cursor shapes @ref GLFW_RESIZE_NWSE_CURSOR and
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GLFW now provides the standard cursor shapes @ref GLFW_RESIZE_NWSE_CURSOR and
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@ref GLFW_RESIZE_NESW_CURSOR for diagonal resizing, @ref GLFW_RESIZE_ALL_CURSOR
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@ref GLFW_RESIZE_NESW_CURSOR for diagonal resizing, @ref GLFW_RESIZE_ALL_CURSOR
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for omni-directional resizing and @ref GLFW_NOT_ALLOWED_CURSOR for showing an
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for omnidirectional resizing and @ref GLFW_NOT_ALLOWED_CURSOR for showing an
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action is not allowed.
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action is not allowed.
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Unlike the original set, these shapes may not be available everywhere and
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Unlike the original set, these shapes may not be available everywhere and
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@ -92,7 +92,7 @@ applications.
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Because GLFW now supports runtime selection of platform (window system), a library binary
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Because GLFW now supports runtime selection of platform (window system), a library binary
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may export native access functions for multiple platforms. Starting with version 3.4 you
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may export native access functions for multiple platforms. Starting with version 3.4 you
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must not assume that GLFW is running on a platform just because it exports native access
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must not assume that GLFW is running on a platform just because it exports native access
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functions for it. After initialization you can query the selected platform with @ref
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functions for it. After initialization, you can query the selected platform with @ref
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glfwGetPlatform.
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glfwGetPlatform.
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@ -118,7 +118,7 @@ To work around this, call any joystick function before waiting for events, for
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example by setting a [joystick callback](@ref joystick_event).
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example by setting a [joystick callback](@ref joystick_event).
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@subsubsection standalone_34 Tests and examples are disabled when built as a sub-project
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@subsubsection standalone_34 Tests and examples are disabled when built as a subproject
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GLFW now does not build the tests and examples when it is added as
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GLFW now does not build the tests and examples when it is added as
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a subdirectory of another CMake project. To enable these, set the @ref
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a subdirectory of another CMake project. To enable these, set the @ref
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@ -152,7 +152,7 @@ GLFW_TRANSPARENT_FRAMEBUFFER on Windows 7 if DWM transparency is off
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(the Transparency setting under Personalization > Window Color).
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(the Transparency setting under Personalization > Window Color).
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@subsubsection emptyevents_34 Empty events on X11 no longer roundtrip to server
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@subsubsection emptyevents_34 Empty events on X11 no longer round-trip to server
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Events posted with @ref glfwPostEmptyEvent now use a separate unnamed pipe
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Events posted with @ref glfwPostEmptyEvent now use a separate unnamed pipe
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instead of sending an X11 client event to the helper window.
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instead of sending an X11 client event to the helper window.
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}
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}
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@endcode
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@endcode
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The window handle is passed to all window related functions and is provided to
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||||||
along to all window related callbacks, so they can tell which window received
|
|
||||||
the event.
|
|
||||||
|
|
||||||
When a window and context is no longer needed, destroy it.
|
When a window and context is no longer needed, destroy it.
|
||||||
|
|
||||||
@code
|
@code
|
||||||
@ -238,7 +234,7 @@ events as described below.
|
|||||||
@subsection quick_render Rendering with OpenGL
|
@subsection quick_render Rendering with OpenGL
|
||||||
|
|
||||||
Once you have a current OpenGL context, you can use OpenGL normally. In this
|
Once you have a current OpenGL context, you can use OpenGL normally. In this
|
||||||
tutorial, a multi-colored 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
|
||||||
|
@ -142,7 +142,7 @@ PFN_vkGetDeviceProcAddr pfnGetDeviceProcAddr = (PFN_vkGetDeviceProcAddr)
|
|||||||
glfwGetInstanceProcAddress(instance, "vkGetDeviceProcAddr");
|
glfwGetInstanceProcAddress(instance, "vkGetDeviceProcAddr");
|
||||||
@endcode
|
@endcode
|
||||||
|
|
||||||
Device-specific functions may execute a little bit faster, due to not having to
|
Device-specific functions may execute a little faster, due to not having to
|
||||||
dispatch internally based on the device passed to them. For more information
|
dispatch internally based on the device passed to them. For more information
|
||||||
about `vkGetDeviceProcAddr`, see the Vulkan documentation.
|
about `vkGetDeviceProcAddr`, see the Vulkan documentation.
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user