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Transition guide work.
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@tableofcontents
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@tableofcontents
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This is a guide for people moving from GLFW 2 to 3. It describes API *changes*,
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This is a transition guide for moving from GLFW 2 to 3. It describes what has
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but does *not* include entirely new features unless they are required when
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changed or been removed, but does *not* include entirely new features unless
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moving an existing code base onto the new API. One example of this is the new
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they are required when moving an existing code base onto the new API. For example,
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multi-monitor support, which you are now required to use to create fullscreen
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use of the new multi-monitor support is required to create fullscreen windows.
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windows.
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@section moving_names Library and header names
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The GLFW 3 header is named @ref glfw3.h, to avoid collisions with the GLFW 2
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@section moving_removed Removed features
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`glfw.h` header, in case they are both installed. Similarly, the GLFW 3 library
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is named `glfw3,` except when it's installed as a shared library on Unix-like
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systems, where it uses the [soname](https://en.wikipedia.org/wiki/soname)
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`libglfw.so.3`.
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@section moving_threads Removal of threading functions
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@subsection moving_threads Threading functions
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The threading functions have been removed. However, GLFW 3 has better support
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The threading functions have been removed, including the sleep function. They
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for use from multiple threads than GLFW 2 had. Contexts can be made current on
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were fairly primitive, under-used, poorly integrated and took time away from the
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and used from secondary threads, and the documentation explicitly states which
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focus of GLFW (i.e. context, input and window). There are better threading
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functions may and may not be used from secondary threads.
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libraries available and native threading support is available in both C++11 and
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C11, both of which are gaining traction.
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@section moving_image Removal of image and texture loading
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If you wish to use the C++11 or C11 facilities but your compiler doesn't yet
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support them, see the
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[TinyThread++](https://gitorious.org/tinythread/tinythreadpp) and
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[TinyCThread](https://gitorious.org/tinythread/tinycthread) projects created by
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the original author of GLFW. These libraries implement a usable subset of the
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threading APIs in C++11 and C11, and in fact some GLFW 3 test programs use
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TinyCThread.
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The image and texture loading support has been removed.
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However, GLFW 3 has better support for *use from multiple threads* than GLFW
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2 had. Contexts can be made current on and rendered with from secondary
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threads, and the documentation explicitly states which functions may or may not
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be used from secondary threads.
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@section moving_window_handles Window handles
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@subsection moving_image Image and texture loading
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The image and texture loading functions have been removed. They only supported
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the Targa image format, making them mostly useful for beginner level examples.
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To become of sufficiently high quality to warrant keeping them in GLFW 3, they
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would need not only to support other formats, but also modern extensions to the
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OpenGL texturing facilities. This would either add a number of external
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dependencies (libjpeg, libpng, etc.), or force GLFW to ship with inline versions
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of these libraries.
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As there already are libraries doing this, it seems unnecessary both to
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duplicate this work and to tie this duplicate to GLFW. Projects similar to
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GLFW, such as freeglut, could also gain from such a library. Also, would be no
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platform-specific part of such a library, as both OpenGL and stdio are available
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wherever GLFW is.
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@subsection moving_char_up Character actions
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The action parameter of the [character callback](@ref GLFWcharfun) has been
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removed. This was an artefact of the origin of GLFW, i.e. being developed in
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English by a Swede. However, many keyboard layouts require more than one key to
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produce characters with diacritical marks. Even the Swedish keyboard layout
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requires this for uncommon cases like ü.
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Note that this is only the removal of the *action parameter* of the character
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callback, *not* the removal of the character callback itself.
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@subsection moving_wheel Mouse wheel position
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Scroll events do not represent an absolute state. Instead, it's an
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interpretation of a relative change in state, like character input. So, like
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character input, there is no sane 'current state' to return. The mouse wheel
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callback has been replaced by a [scroll callback](@ref GFLWscrollfun) that
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receives two-dimensional scroll offsets.
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@subsection moving_stdcall GLFWCALL macro
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The `GLFWCALL` macro, which made callback functions use
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[__stdcall](http://msdn.microsoft.com/en-us/library/zxk0tw93.aspx) on Windows,
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has been removed. GLFW is written in C, not Pascal. Removing this macro means
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there's one less thing for users of GLFW to remember, i.e. the requirement to
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mark all callback functions with `GLFWCALL`. It also simplifies the creation of
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DLLs and DLL link libraries, as there's no need to explicitly disable `@n` entry
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point suffixes.
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@subsection moving_mbcs Win32 MBCS support
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The Win32 port of GLFW 3 will not compile in
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[MBCS mode](http://msdn.microsoft.com/en-us/library/5z097dxa.aspx).
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Hoever, because the use of the Unicode version of the Win32 API doesn't affect
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the process as a whole, but only those windows created using it, it's perfectly
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possible to call MBCS functions from other parts of the same application.
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Therefore, even if an application using GLFW uses MBCS mode, there's no need for
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GLFW itself to support it.
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@subsection moving_windows Support for versions of Windows older than XP
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All explicit support for version of Windows older than XP has been removed.
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There is no code that actively prevents GLFW 3 from running on these earlier
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versions, but it uses Win32 functions that those versions lack.
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Windows XP was released in 2001, and by now (2013) it has not only
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replaced almost all earlier versions of Windows, but is itself rapidly being
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replaced by Windows 7 and 8. The MSDN library doesn't even provide
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documentation for version older than Windows 2000, making it difficult to
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maintain compatibility with these versions even if it was deemed worth the
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effort.
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The Win32 API has also not stood still, and GLFW 3 uses many functions only
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present on Windows XP or later. Even supporting an OS as new as XP (new
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from the perspective of GLFW 2, which still supports Windows 95) requires
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runtime checking for a number of functions that are present only on modern
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version of Windows.
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@subsection moving_syskeys Capture of system-wide hotkeys
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The ability to disable and capture system-wide hotkeys like Alt+Tab has been
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removed. Modern applications, whether they're games, scientific visualisations
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or something else, are nowadays expected to be good desktop citizens and allow
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these hotkeys to function even when running in fullscreen mode.
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@section moving_changed Changes to existing features
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@subsection moving_window_handles Window handles
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Because GLFW 3 supports multiple windows, window handle parameters have been
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Because GLFW 3 supports multiple windows, window handle parameters have been
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added to all window-related functions and callbacks. Window handles are of the
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added to all window-related GLFW functions and callbacks. Window handles are of
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`GLFWwindow*` type, i.e. a pointer to an opaque struct.
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the `GLFWwindow*` type, i.e. a pointer to an opaque struct.
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@section moving_monitor Multi-monitor support
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@subsection moving_monitor Multi-monitor support
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GLFW 3 provides support for multiple monitors, adding the `GLFWmonitor*` handle
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GLFW 3 provides support for multiple monitors, adding the `GLFWmonitor*` handle
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type and a set of related functions. To request a fullscreen mode window, you
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type and a set of related functions. To request a fullscreen mode window, you
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need to specify which monitor you wish the window to use. There is @ref
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need to specify which monitor you wish the window to use. There is @ref
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glfwGetPrimaryMonitor that provides something similar to the earlier behaviour.
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glfwGetPrimaryMonitor that provides behaviour similar to that of GLFW 2.
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@section moving_window_close Window closing
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@subsection moving_window_close Window closing
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Window closing is now just an event like any other. GLFW 3 windows won't
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Window closing is now just an event like any other. GLFW 3 windows won't
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disappear from underfoot even when no close callback is set; instead the
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disappear from underfoot even when no close callback is set; instead the
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window's close flag is set. You can query this flag using @ref
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window's close flag is set. You can query this flag using @ref
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glfwWindowShouldClose, or capture close events by setting a close callback. The
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glfwWindowShouldClose, or capture close events by setting a close callback. The
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return value of the close callback then becomes the new value of the close flag.
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close flag can be modified from any point in your program using @ref
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glfwSetWindowShouldClose.
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@section moving_context Explicit context management
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@subsection moving_context Explicit context management
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Each GLFW 3 window has its own OpenGL context and only you, the user, can know
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Each GLFW 3 window has its own OpenGL context and only you, the user, can know
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which context should be current on which thread at any given time. Therefore,
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which context should be current on which thread at any given time. Therefore,
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GLFW 3 makes no assumptions about when you want a certain context current,
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GLFW 3 makes no assumptions about when you want a certain context to be current,
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leaving that decision to you.
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leaving that decision to you.
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This means that you need to call @ref glfwMakeContextCurrent after creating
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This means, among other things, that you need to call @ref
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a window but before calling any OpenGL functions.
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glfwMakeContextCurrent after creating a window before you can call any OpenGL
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functions.
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@section moving_keys Physical key input
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@subsection moving_keys Physical key input
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GLFW 3 uses the physical key locations named after the symbols they generate
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GLFW 3 uses the physical key locations named after the symbols they generate
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using the US keyboard layout, instead of layout-dependent characters like in
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using the US keyboard layout, instead of layout-dependent characters like in
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key and is the same key in the same place regardless of what keyboard layouts
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key and is the same key in the same place regardless of what keyboard layouts
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the users of your program has.
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the users of your program has.
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GLFW 3 has key tokens for all keys, so instead of trying to remember whether to
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check for `'a'` or `'A'`, you now check for `GLFW_KEY_A`.
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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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should be using the character callback instead, on both GLFW 2 and 3. This will
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should be using the character callback instead, on both GLFW 2 and 3. This will
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give you the characters being input, as opposed to the keys being pressed.
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give you the characters being input, as opposed to the keys being pressed.
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@section moving_video_modes Video mode enumeration
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GLFW 3 has key tokens for all keys on a standard keyboard, so instead of having
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to remember whether to check for `'a'` or `'A'`, you now check for `GLFW_KEY_A`.
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@subsection moving_video_modes Video mode enumeration
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Video mode enumeration is now per-monitor. The `glfwGetDesktopMode` function
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Video mode enumeration is now per-monitor. The `glfwGetDesktopMode` function
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has been replaced by @ref glfwGetVideoMode, which returns the current mode of
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has been replaced by @ref glfwGetVideoMode, which returns the current mode of
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a monitor. The @ref glfwGetVideoMode function now returns all available modes
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a monitor. The @ref glfwGetVideoModes function now returns all available modes
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for a monitor instead of requiring you to guess how large an array you need.
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for a monitor instead of requiring you to guess how large an array you need.
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@section moving_glu GLU header inclusion
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@subsection moving_glu GLU header inclusion
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Unlike GLFW 2, GLFW 3 doesn't include the GLU header by default, but you can
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Unlike GLFW 2, GLFW 3 doesn't include the GLU header by default, but you can
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make it do so by defining `GLFW_INCLUDE_GLU` before including the GLFW
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make it do so by defining `GLFW_INCLUDE_GLU` before the inclusion of the GLFW
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3 header.
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3 header.
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@section moving_cursor Cursor positioning
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@subsection moving_cursor Cursor positioning
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GLFW 3 only allows you to position the cursor within a window (using @ref
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GLFW 3 only allows you to position the cursor within a window (using @ref
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glfwSetCursorPos) when that window is active. Unless the window is active, the
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glfwSetCursorPos) when that window is active. Unless the window is active, the
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function fails silently.
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function fails silently.
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@section moving_renamed Symbol name changes
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@subsection moving_renamed_functions Renamed functions
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@section moving_renamed Name changes
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@subsection moving_renamed_files Library and header file
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The GLFW 3 header is named @ref glfw3.h, to avoid collisions with the GLFW 2
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`glfw.h` header, in case they are both installed. Similarly, the GLFW 3 library
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is named `glfw3,` except when it's installed as a shared library on Unix-like
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systems, where it uses the [soname](https://en.wikipedia.org/wiki/soname)
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`libglfw.so.3`.
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@subsection moving_renamed_functions Functions
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| GLFW 2 | GLFW 3 | Notes |
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| GLFW 2 | GLFW 3 | Notes |
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| --------------------------- | ----------------------------- | ----- |
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| --------------------------- | ----------------------------- | ----- |
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| `glfwOpenWindow` | @ref glfwCreateWindow | All channel bit depths are now hints<br />Accepts initial window title, optional monitor to go fullscreen on and optional context to share objects with |
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| `glfwOpenWindow` | @ref glfwCreateWindow | All channel bit depths are now hints
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| `glfwCloseWindow` | @ref glfwDestroyWindow | |
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| `glfwCloseWindow` | @ref glfwDestroyWindow | |
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| `glfwOpenWindowHint` | @ref glfwWindowHint | Now accepts all `GLFW_*_BITS` tokens |
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| `glfwOpenWindowHint` | @ref glfwWindowHint | Now accepts all `GLFW_*_BITS` tokens |
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| `glfwEnable` | @ref glfwSetInputMode | |
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| `glfwEnable` | @ref glfwSetInputMode | |
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@ -114,7 +228,7 @@ function fails silently.
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| `glfwGetGLVersion` | @ref glfwGetWindowParam | Use `GLFW_OPENGL_VERSION_MAJOR`, `GLFW_OPENGL_VERSION_MINOR` and `GLFW_OPENGL_REVISION` |
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| `glfwGetGLVersion` | @ref glfwGetWindowParam | Use `GLFW_OPENGL_VERSION_MAJOR`, `GLFW_OPENGL_VERSION_MINOR` and `GLFW_OPENGL_REVISION` |
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| `glfwGetDesktopMode` | @ref glfwGetVideoMode | Returns the current mode of a monitor |
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| `glfwGetDesktopMode` | @ref glfwGetVideoMode | Returns the current mode of a monitor |
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@subsection moving_renamed_tokens Renamed tokens
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@subsection moving_renamed_tokens Tokens
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| GLFW 2 | GLFW 3 | Notes |
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| GLFW 2 | GLFW 3 | Notes |
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| --------------------------- | ---------------------------- | ----- |
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| --------------------------- | ---------------------------- | ----- |
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