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Documentation work.
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@ -6,7 +6,10 @@ GLFW is a free, Open Source, multi-platform library for OpenGL and OpenGL ES
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application development. It provides a simple, platform-independent API for
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creating windows and contexts, reading input, handling events, etc.
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Version 3.1 is *not yet described*.
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Version 3.1 adds support for custom system cursors, file drop events, main
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thread wake-up, improved documentation, window frame size retrieval, floating
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windows, character input with modifier keys, single buffered windows, build
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improvements and fixes for a large number of bugs.
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If you are new to GLFW, you may find the
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[introductory tutorial](http://www.glfw.org/docs/latest/quick.html) for GLFW
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@ -4,6 +4,10 @@
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@section news_31 New features in version 3.1
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These are the release highlights. For a full list of changes see the
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[version history](http://www.glfw.org/changelog.html).
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@subsection news_31_cursor Custom mouse cursor images
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GLFW now supports creating and setting both custom and standard system cursors.
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@ -56,6 +60,13 @@ GLFW now queries the window focus, visibility and iconification attributes and
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the cursor position directly instead of returning cached data.
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@subsection news_31_libovr Better interoperability with Oculus Rift
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GLFW now provides native access functions for the OS level handles corresponding
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to monitor objects, as well as a [brief guide](@ref rift). It is also regularly
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tested for compatibility with the latest version of LibOVR (0.4.4 on release).
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@subsection news_31_charmods Character with modifiers callback
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GLFW now provides a callback for character events with modifier key bits. The
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@ -78,12 +89,6 @@ GLFW now supports the creation of single buffered windows, with the
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[GLFW_DOUBLEBUFFER](@ref window_hints_fb) window hint.
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@subsection news_31_egl Stable EGL implementation
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The support for EGL is now stable, successfully running on PandaBoards, Mesa,
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ANGLE, Wayland, AMD EGL and others.
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@subsection news_31_glext Macro for including extension header
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GLFW now includes the extension header appropriate for the chosen OpenGL or
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@ -92,8 +97,23 @@ does not provide these headers. They must be provided by your development
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environment or your OpenGL or OpenGL ES SDK.
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@subsection news_31_wayland (Experimental) Wayland support
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GLFW now has an _experimental_ Wayland display protocol backend that can be
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selected on Linux with a CMake option.
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@subsection news_31_mir (Experimental) Mir support
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GLFW now has an _experimental_ Mir display server backend that can be selected
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on Linux with a CMake option.
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@section news_30 New features in version 3.0
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These are the release highlights. For a full list of changes see the
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[version history](http://www.glfw.org/changelog.html).
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@subsection news_30_cmake CMake build system
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GLFW now uses the CMake build system instead of the various makefiles and
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@ -4,25 +4,26 @@
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@tableofcontents
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This guide requires you to use [native access](@ref native) and assumes
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a certain level of proficiency with LibOVR, OS specific APIs and your chosen
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development environment. It intends only to fill in the gaps between the
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This guide is intended to fill in the gaps between the
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[Oculus PC SDK documentation](https://developer.oculus.com/documentation/) and
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the GLFW API and is not a replacement for the documentation for those APIs.
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the rest of the GLFW documentation and is not a replacement for either. It
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requires you to use [native access](@ref native) and assumes a certain level of
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proficiency with LibOVR, OS specific APIs and your chosen development
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environment.
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While GLFW has no explicit support for LibOVR, the Oculus PC SDK library, it is
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tested with and tries to interoperate well with it.
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While GLFW has no explicit support for LibOVR, it is tested with and tries to
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interoperate well with it.
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@note Because of the speed of development of the Oculus SDK, this guide may
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become outdated before the next release. If this is a local copy from a GLFW
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release archive, check the GLFW website for an up-to-date version.
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become outdated before the next release. If this is a local copy of the
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documentation, check the GLFW website for an up-to-date version.
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@section rift_include Including the LibOVR and GLFW header files
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Both the LibOVR OpenGL header and the GLFW native header need macros telling
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Both the OpenGL LibOVR header and the GLFW native header need macros telling
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them what OS you are building for. Because LibOVR only supports three major
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desktop OSes, this can be solved with the canonical predefined macros.
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desktop OSes, this can be solved with canonical predefined macros.
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@code
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#if defined(_WIN32)
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@ -37,8 +38,6 @@ desktop OSes, this can be solved with the canonical predefined macros.
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#define GLFW_EXPOSE_NATIVE_X11
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#define GLFW_EXPOSE_NATIVE_GLX
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#define OVR_OS_LINUX
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#else
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#error "Platform unsupported"
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#endif
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#include <GLFW/glfw3.h>
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@ -164,7 +163,6 @@ also need to be filled for `ovrHmd_ConfigureRendering` to succeed.
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config.OGL.Header.BackBufferSize.h = height;
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#if defined(_WIN32)
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config.OGL.Window = glfwGetWin32Window(window);
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config.OGL.DC = GetDC(config.OGL.Window);
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#elif defined(__APPLE__)
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#elif defined(__linux__)
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config.OGL.Disp = glfwGetX11Display();
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