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				| /*! | |
| 
 | |
| @page moving Moving from GLFW 2 to 3 | |
| 
 | |
| @tableofcontents | |
| 
 | |
| This is a transition guide for moving from GLFW 2 to 3.  It describes what has | |
| changed or been removed, but does *not* include | |
| [new features](@ref news) unless they are required when moving an existing code | |
| base onto the new API.  For example, use of the new multi-monitor functions are | |
| required to create full screen windows with GLFW 3. | |
| 
 | |
| 
 | |
| @section moving_removed Removed features | |
| 
 | |
| @subsection moving_threads Threading functions | |
| 
 | |
| The threading functions have been removed, including the sleep function.  They | |
| were fairly primitive, under-used, poorly integrated and took time away from the | |
| focus of GLFW (i.e.  context, input and window).  There are better threading | |
| libraries available and native threading support is available in both C++11 and | |
| C11, both of which are gaining traction.  | |
| 
 | |
| If you wish to use the C++11 or C11 facilities but your compiler doesn't yet | |
| support them, see the | |
| [TinyThread++](https://gitorious.org/tinythread/tinythreadpp) and | |
| [TinyCThread](https://gitorious.org/tinythread/tinycthread) projects created by | |
| the original author of GLFW.  These libraries implement a usable subset of the | |
| threading APIs in C++11 and C11, and in fact some GLFW 3 test programs use | |
| TinyCThread. | |
| 
 | |
| However, GLFW 3 has better support for *use from multiple threads* than GLFW | |
| 2 had.  Contexts can be made current on and rendered with from secondary | |
| threads, and the documentation explicitly states which functions may be used | |
| from secondary threads and which may only be used from the main thread, i.e. the | |
| thread that calls main. | |
| 
 | |
| 
 | |
| @subsection moving_image Image and texture loading | |
| 
 | |
| The image and texture loading functions have been removed.  They only supported | |
| the Targa image format, making them mostly useful for beginner level examples. | |
| To become of sufficiently high quality to warrant keeping them in GLFW 3, they | |
| would need not only to support other formats, but also modern extensions to the | |
| OpenGL texturing facilities.  This would either add a number of external | |
| dependencies (libjpeg, libpng, etc.), or force GLFW to ship with inline versions | |
| of these libraries.  | |
| 
 | |
| As there already are libraries doing this, it seems unnecessary both to | |
| duplicate this work and to tie this duplicate to GLFW.  Projects similar to | |
| GLFW, such as freeglut, could also gain from such a library.  Also, would be no | |
| platform-specific part of such a library, as both OpenGL and stdio are available | |
| wherever GLFW is. | |
| 
 | |
| 
 | |
| @subsection moving_char_up Character actions | |
| 
 | |
| The action parameter of the [character callback](@ref GLFWcharfun) has been | |
| removed.  This was an artefact of the origin of GLFW, i.e. being developed in | |
| English by a Swede.  However, many keyboard layouts require more than one key to | |
| produce characters with diacritical marks. Even the Swedish keyboard layout | |
| requires this for uncommon cases like ü. | |
| 
 | |
| Note that this is only the removal of the *action parameter* of the character | |
| callback, *not* the removal of the character callback itself.  | |
| 
 | |
| 
 | |
| @subsection moving_wheel Mouse wheel position | |
| 
 | |
| The `glfwGetMouseWheel` function has been removed.  Scroll events do not | |
| represent an absolute state, but is instead an interpretation of a relative | |
| change in state, like character input.  So, like character input, there is no | |
| sane 'current state' to return.  The mouse wheel callback has been replaced by | |
| a [scroll callback](@ref GLFWscrollfun) that receives two-dimensional scroll | |
| offsets. | |
| 
 | |
| 
 | |
| @subsection moving_stdcall GLFWCALL macro | |
| 
 | |
| The `GLFWCALL` macro, which made callback functions use | |
| [__stdcall](http://msdn.microsoft.com/en-us/library/zxk0tw93.aspx) on Windows, | |
| has been removed.  GLFW is written in C, not Pascal.  Removing this macro means | |
| there's one less thing for users of GLFW to remember, i.e. the requirement to | |
| mark all callback functions with `GLFWCALL`.  It also simplifies the creation of | |
| DLLs and DLL link libraries, as there's no need to explicitly disable `@n` entry | |
| point suffixes.  | |
| 
 | |
| 
 | |
| @subsection moving_mbcs Win32 MBCS support | |
| 
 | |
| The Win32 port of GLFW 3 will not compile in | |
| [MBCS mode](http://msdn.microsoft.com/en-us/library/5z097dxa.aspx). | |
| However, because the use of the Unicode version of the Win32 API doesn't affect | |
| the process as a whole, but only those windows created using it, it's perfectly | |
| possible to call MBCS functions from other parts of the same application. | |
| Therefore, even if an application using GLFW has MBCS mode code, there's no need | |
| for GLFW itself to support it. | |
| 
 | |
| 
 | |
| @subsection moving_windows Support for versions of Windows older than XP | |
| 
 | |
| All explicit support for version of Windows older than XP has been removed. | |
| There is no code that actively prevents GLFW 3 from running on these earlier | |
| versions, but it uses Win32 functions that those versions lack. | |
| 
 | |
| Windows XP was released in 2001, and by now (2013) it has not only | |
| replaced almost all earlier versions of Windows, but is itself rapidly being | |
| replaced by Windows 7 and 8.  The MSDN library doesn't even provide | |
| documentation for version older than Windows 2000, making it difficult to | |
| maintain compatibility with these versions even if it was deemed worth the | |
| effort. | |
| 
 | |
| The Win32 API has also not stood still, and GLFW 3 uses many functions only | |
| present on Windows XP or later.  Even supporting an OS as new as XP (new | |
| from the perspective of GLFW 2, which still supports Windows 95) requires | |
| runtime checking for a number of functions that are present only on modern | |
| version of Windows. | |
| 
 | |
| 
 | |
| @subsection moving_syskeys Capture of system-wide hotkeys | |
| 
 | |
| The ability to disable and capture system-wide hotkeys like Alt+Tab has been | |
| removed.  Modern applications, whether they're games, scientific visualisations | |
| or something else, are nowadays expected to be good desktop citizens and allow | |
| these hotkeys to function even when running in full screen mode. | |
| 
 | |
| 
 | |
| @subsection moving_opened Window open parameter | |
| 
 | |
| The `GLFW_OPENED` window parameter has been removed.  As long as the | |
| [window object](@ref window_object) is around, the window is "open".  To detect | |
| when the user attempts to close the window, see @ref glfwWindowShouldClose and | |
| the [close callback](@ref GLFWwindowclosefun). | |
| 
 | |
| 
 | |
| @subsection moving_autopoll Automatic polling of events | |
| 
 | |
| GLFW 3 does not automatically poll for events on @ref glfwSwapBuffers, which | |
| means you need to call @ref glfwPollEvents or @ref glfwWaitEvents yourself. | |
| Unlike buffer swap, the event processing functions act on all windows at once. | |
| 
 | |
| 
 | |
| @subsection moving_terminate Automatic termination | |
| 
 | |
| GLFW 3 does not register @ref glfwTerminate with `atexit` at initialization.  To | |
| properly release all resources allocated by GLFW, you should therefore call @ref | |
| glfwTerminate yourself before exiting. | |
| 
 | |
| 
 | |
| @subsection moving_glu GLU header inclusion | |
| 
 | |
| GLFW 3 does not include the GLU header by default and GLU itself has been | |
| deprecated, but you can request that the GLFW 3 header includes it by defining | |
| `GLFW_INCLUDE_GLU` before the inclusion of the GLFW 3 header. | |
| 
 | |
| 
 | |
| @section moving_changed Changes to existing features | |
| 
 | |
| @subsection moving_window_handles Window handles | |
| 
 | |
| Because GLFW 3 supports multiple windows, window handle parameters have been | |
| added to all window-related GLFW functions and callbacks.  The handle of | |
| a newly created window is returned by @ref glfwCreateWindow (formerly | |
| `glfwOpenWindow`).  Window handles are of the `GLFWwindow*` type, i.e. a pointer | |
| to an opaque struct. | |
| 
 | |
| 
 | |
| @subsection moving_monitor Multi-monitor support | |
| 
 | |
| GLFW 3 provides support for multiple monitors, adding the `GLFWmonitor*` handle | |
| type and a set of related functions.  To request a full screen mode window, | |
| instead of passing `GLFW_FULLSCREEN` you specify which monitor you wish the | |
| window to use.  There is @ref glfwGetPrimaryMonitor that provides behaviour | |
| similar to that of GLFW 2. | |
| 
 | |
| 
 | |
| @subsection moving_window_close Window closing | |
| 
 | |
| Window closing initiated by the user is now just an event like any other. | |
| Unlike GLFW 2, windows and contexts created with GLFW 3 will not disappear from | |
| underfoot.  Each window now has a close flag, which is set when the user | |
| attempts to close it.  By default, nothing else happens and the window stays | |
| open and visible.  It is then up to you to either destroy the window, take some | |
| other action or simply ignore the request.  You can query the close flag at any | |
| time with @ref glfwWindowShouldClose and set it at any time with @ref | |
| glfwSetWindowShouldClose. | |
| 
 | |
| The close callback no longer returns a value.  Instead, it is called after the | |
| close flag has been set so it can override its value, if it chooses to, before | |
| event processing completes.  You may however not call @ref glfwDestroyWindow | |
| from the close callback (or any other window related callback). | |
| 
 | |
| GLFW itself never clears the close flag, allowing you to set it for other | |
| reasons for the window to close as well, for example the user choosing Quit from | |
| the main menu. | |
| 
 | |
| 
 | |
| @subsection moving_context Explicit context management | |
| 
 | |
| Each GLFW 3 window has its own OpenGL context and only you, the user, can know | |
| which context should be current on which thread at any given time.  Therefore, | |
| GLFW 3 makes no assumptions about when you want a certain context to be current, | |
| leaving that decision to you. | |
| 
 | |
| This means, among other things, that you need to call @ref | |
| glfwMakeContextCurrent after creating a window before you can call any OpenGL | |
| functions. | |
| 
 | |
| 
 | |
| @subsection moving_repeat Key repeat | |
| 
 | |
| The `GLFW_KEY_REPEAT` enable has been removed and key repeat is always enabled | |
| for both keys and characters.  A new key action, `GLFW_REPEAT`, has been added | |
| to allow the [key callback](@ref GLFWkeyfun) to distinguish an initial key press | |
| from a repeat.  Note that @ref glfwGetKey still returns only `GLFW_PRESS` or | |
| `GLFW_RELEASE`. | |
| 
 | |
| 
 | |
| @subsection moving_keys Physical key input | |
| 
 | |
| GLFW 3 key tokens map to physical keys, unlike in GLFW 2 where they mapped to | |
| the values generated by the current keyboard layout.  The tokens are named | |
| according to the values they would have using the standard US layout, but this | |
| is only a convenience, as most programmers are assumed to know that layout. | |
| This means that (for example) `GLFW_KEY_LEFT_BRACKET` is always a single key and | |
| is the same key in the same place regardless of what keyboard layouts the users | |
| of your program has. | |
| 
 | |
| The key input facility was never meant for text input, although using it that | |
| way worked slightly better in GLFW 2.  If you were using it to input text, you | |
| should be using the character callback instead, on both GLFW 2 and 3.  This will | |
| give you the characters being input, as opposed to the keys being pressed. | |
| 
 | |
| GLFW 3 has key tokens for all keys on a standard 105 key keyboard, so instead of | |
| having to remember whether to check for `'a'` or `'A'`, you now check for | |
| `GLFW_KEY_A`. | |
| 
 | |
| 
 | |
| @subsection moving_joystick Joystick input | |
| 
 | |
| The `glfwGetJoystickPos` function has been renamed to @ref glfwGetJoystickAxes. | |
| 
 | |
| The `glfwGetJoystickParam` function and the `GLFW_PRESENT`, `GLFW_AXES` and | |
| `GLFW_BUTTONS` tokens have been replaced by the @ref glfwJoystickPresent | |
| function as well as axis and button counts returned by the @ref | |
| glfwGetJoystickAxes and @ref glfwGetJoystickButtons functions. | |
| 
 | |
| 
 | |
| @subsection moving_video_modes Video mode enumeration | |
| 
 | |
| Video mode enumeration is now per-monitor.  The @ref glfwGetVideoModes function | |
| now returns all available modes for a specific monitor instead of requiring you | |
| to guess how large an array you need.  The `glfwGetDesktopMode` function, which | |
| had poorly defined behavior, has been replaced by @ref glfwGetVideoMode, which | |
| returns the current mode of a monitor. | |
| 
 | |
| 
 | |
| @subsection moving_cursor Cursor positioning | |
| 
 | |
| GLFW 3 only allows you to position the cursor within a window using @ref | |
| glfwSetCursorPos (formerly `glfwSetMousePos`) when that window is active. | |
| Unless the window is active, the function fails silently. | |
| 
 | |
| 
 | |
| @subsection moving_hints Persistent window hints | |
| 
 | |
| Window hints are no longer reset to their default values on window creation, but | |
| instead retain their values until modified by @ref glfwWindowHint (formerly | |
| `glfwOpenWindowHint`) or @ref glfwDefaultWindowHints, or until the library is | |
| terminated and re-initialized. | |
| 
 | |
| 
 | |
| @section moving_renamed Name changes | |
| 
 | |
| @subsection moving_renamed_files Library and header file | |
| 
 | |
| The GLFW 3 header is named @ref glfw3.h and moved to the `GLFW` directory, to | |
| avoid collisions with the headers of other major versions.  Similarly, the GLFW | |
| 3 library is named `glfw3,` except when it's installed as a shared library on | |
| Unix-like systems, where it uses the | |
| [soname](https://en.wikipedia.org/wiki/soname) `libglfw.so.3`. | |
| 
 | |
| 
 | |
| @subsection moving_renamed_functions Functions | |
| 
 | |
| | GLFW 2                      | GLFW 3                        | Notes | | |
| | --------------------------- | ----------------------------- | ----- | | |
| | `glfwOpenWindow`            | @ref glfwCreateWindow         | All channel bit depths are now hints | |
| | `glfwCloseWindow`           | @ref glfwDestroyWindow        |       | | |
| | `glfwOpenWindowHint`        | @ref glfwWindowHint           | Now accepts all `GLFW_*_BITS` tokens | | |
| | `glfwEnable`                | @ref glfwSetInputMode         |       | | |
| | `glfwDisable`               | @ref glfwSetInputMode         |       | | |
| | `glfwGetMousePos`           | @ref glfwGetCursorPos         |       | | |
| | `glfwSetMousePos`           | @ref glfwSetCursorPos         |       | | |
| | `glfwSetMousePosCallback`   | @ref glfwSetCursorPosCallback |       | | |
| | `glfwSetMouseWheelCallback` | @ref glfwSetScrollCallback    | Accepts two-dimensional scroll offsets as doubles | | |
| | `glfwGetJoystickPos`        | @ref glfwGetJoystickAxes      |       | | |
| | `glfwGetWindowParam`        | @ref glfwGetWindowAttrib      |       | | |
| | `glfwGetGLVersion`          | @ref glfwGetWindowAttrib      | Use `GLFW_CONTEXT_VERSION_MAJOR`, `GLFW_CONTEXT_VERSION_MINOR` and `GLFW_CONTEXT_REVISION` | | |
| | `glfwGetDesktopMode`        | @ref glfwGetVideoMode         | Returns the current mode of a monitor | | |
| | `glfwGetJoystickParam`      | @ref glfwJoystickPresent      | The axis and button counts are provided by @ref glfwGetJoystickAxes and @ref glfwGetJoystickButtons | | |
| 
 | |
| @subsection moving_renamed_tokens Tokens | |
| 
 | |
| | GLFW 2                      | GLFW 3                       | Notes | | |
| | --------------------------- | ---------------------------- | ----- | | |
| | `GLFW_OPENGL_VERSION_MAJOR` | `GLFW_CONTEXT_VERSION_MAJOR` | Renamed as it applies to OpenGL ES as well | | |
| | `GLFW_OPENGL_VERSION_MINOR` | `GLFW_CONTEXT_VERSION_MINOR` | Renamed as it applies to OpenGL ES as well | | |
| | `GLFW_FSAA_SAMPLES`         | `GLFW_SAMPLES`               | Renamed to match the OpenGL API | | |
| | `GLFW_ACTIVE`               | `GLFW_FOCUSED`               | Renamed to match the window focus callback | | |
| | `GLFW_WINDOW_NO_RESIZE`     | `GLFW_RESIZABLE`             | The default has been inverted | | |
| | `GLFW_MOUSE_CURSOR`         | `GLFW_CURSOR`                | Used with @ref glfwSetInputMode | | |
| | `GLFW_KEY_ESC`              | `GLFW_KEY_ESCAPE`            |       | | |
| | `GLFW_KEY_DEL`              | `GLFW_KEY_DELETE`            |       | | |
| | `GLFW_KEY_PAGEUP`           | `GLFW_KEY_PAGE_UP`           |       | | |
| | `GLFW_KEY_PAGEDOWN`         | `GLFW_KEY_PAGE_DOWN`         |       | | |
| | `GLFW_KEY_KP_NUM_LOCK`      | `GLFW_KEY_NUM_LOCK`          |       | | |
| | `GLFW_KEY_LCTRL`            | `GLFW_KEY_LEFT_CONTROL`      |       | | |
| | `GLFW_KEY_LSHIFT`           | `GLFW_KEY_LEFT_SHIFT`        |       | | |
| | `GLFW_KEY_LALT`             | `GLFW_KEY_LEFT_ALT`          |       | | |
| | `GLFW_KEY_LSUPER`           | `GLFW_KEY_LEFT_SUPER`        |       | | |
| | `GLFW_KEY_RCTRL`            | `GLFW_KEY_RIGHT_CONTROL`     |       | | |
| | `GLFW_KEY_RSHIFT`           | `GLFW_KEY_RIGHT_SHIFT`       |       | | |
| | `GLFW_KEY_RALT`             | `GLFW_KEY_RIGHT_ALT`         |       | | |
| | `GLFW_KEY_RSUPER`           | `GLFW_KEY_RIGHT_SUPER`       |       | | |
| 
 | |
| */
 | |
| 
 |