Start 3.2.1

This commit is contained in:
Camilla Berglund 2016-06-05 19:35:39 +02:00
parent d8c278bf52
commit 4bccb3dc9f
4 changed files with 9 additions and 78 deletions

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@ -12,7 +12,7 @@ endif()
set(GLFW_VERSION_MAJOR "3")
set(GLFW_VERSION_MINOR "2")
set(GLFW_VERSION_PATCH "0")
set(GLFW_VERSION_PATCH "1")
set(GLFW_VERSION_EXTRA "")
set(GLFW_VERSION "${GLFW_VERSION_MAJOR}.${GLFW_VERSION_MINOR}")
set(GLFW_VERSION_FULL "${GLFW_VERSION}.${GLFW_VERSION_PATCH}${GLFW_VERSION_EXTRA}")

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@ -9,15 +9,12 @@ GLFW is a free, Open Source, multi-platform library for OpenGL, OpenGL ES and
Vulkan application development. It provides a simple, platform-independent API
for creating windows, contexts and surfaces, reading input, handling events, etc.
Version 3.2 adds support for Vulkan surface creation, window mode switching,
window maximization, window input focus control, window size and aspect ratio
limits, human-readable key names, window icons, joystick connection events,
XInput and DirectInput joystick input, event waiting with timeout, 64-bit
integer raw timer, context-less window creation, error-less contexts via
`GL_KHR_no_error` (where available), run-time context creation API selection,
Windows 8.1 per-monitor DPI and the CMake config-file package system, adds
simpler build-time configuration, improved documentation and fixes for a large
number of bugs that together affect all supported platforms.
The current stable release is version 3.2. See the
[downloads](http://www.glfw.org/download.html) page for details and files, or
fetch the `latest` branch, which always points to the latest stable release.
Each release starting with 3.0 also has a corresponding annotated tag.
This is version 3.2.1, which is _not yet described_.
If you are new to GLFW, you may find the
[tutorial](http://www.glfw.org/docs/latest/quick.html) for GLFW
@ -82,72 +79,6 @@ does not find Doxygen, the documentation will not be generated.
## Changelog
- Added `glfwVulkanSupported`, `glfwGetRequiredInstanceExtensions`,
`glfwGetInstanceProcAddress`, `glfwGetPhysicalDevicePresentationSupport` and
`glfwCreateWindowSurface` for platform independent Vulkan support
- Added `glfwSetWindowMonitor` for switching between windowed and full screen
modes and updating the monitor and desired video mode of full screen windows
- Added `glfwMaximizeWindow` and `GLFW_MAXIMIZED` for window maximization
- Added `glfwFocusWindow` for giving windows input focus
- Added `glfwSetWindowSizeLimits` and `glfwSetWindowAspectRatio` for setting
absolute and relative window size limits
- Added `glfwGetKeyName` for querying the layout-specific name of printable
keys
- Added `glfwWaitEventsTimeout` for waiting for events for a set amount of time
- Added `glfwSetWindowIcon` for setting the icon of a window
- Added `glfwGetTimerValue` and `glfwGetTimerFrequency` for raw timer access
- Added `glfwSetJoystickCallback` and `GLFWjoystickfun` for joystick connection
and disconnection events
- Added `GLFW_NO_API` for creating window without contexts
- Added `GLFW_INCLUDE_VULKAN` for including the Vulkan header
- Added `GLFW_CONTEXT_CREATION_API`, `GLFW_NATIVE_CONTEXT_API` and
`GLFW_EGL_CONTEXT_API` for run-time context creation API selection
- Added `GLFW_CONTEXT_NO_ERROR` context hint for `GL_KHR_no_error` support
- Added `GLFW_TRUE` and `GLFW_FALSE` as client API independent boolean values
- Added icons to examples on Windows and OS X
- Relaxed rules for native access header macros
- Removed dependency on external OpenGL or OpenGL ES headers
- Removed `_GLFW_USE_OPENGL`, `_GLFW_USE_GLESV1`, `_GLFW_USE_GLESV2`,
`_GLFW_WGL`, `_GLFW_NSGL`, `_GLFW_GLX` and `_GLFW_EGL` configuration macros
- [Win32] Added support for Windows 8.1 per-monitor DPI
- [Win32] Replaced winmm with XInput and DirectInput for joystick input
- [Win32] Bugfix: Window creation would segfault if video mode setting required
the system to be restarted
- [Win32] Bugfix: MinGW import library lacked the `lib` prefix
- [Win32] Bugfix: Monitor connection and disconnection events were not reported
when no windows existed
- [Win32] Bugfix: Activating or deactivating displays in software did not
trigger monitor callback
- [Win32] Bugfix: No monitors were listed on headless and VMware guest systems
- [Win32] Bugfix: Pressing Ctrl+Pause would report `GLFW_KEY_UNKNOWN`
- [Win32] Bugfix: Window size events would be reported in wrong order when
restoring a full screen window
- [Cocoa] Made joystick polling more efficient
- [Cocoa] Removed support for OS X 10.6
- [Cocoa] Bugfix: Full screen windows on secondary monitors were mispositioned
- [Cocoa] Bugfix: Connecting a joystick that reports no name would segfault
- [Cocoa] Bugfix: Modifier flags cache was not updated when window became key
- [Cocoa] Bugfix: Dead key character composition did not work
- [Cocoa] Bugfix: The CGL context was not released until the autorelease pool
was drained by another function
- [X11] Bugfix: Monitor connection and disconnection events were not reported
- [X11] Bugfix: Decoding of UTF-8 text from XIM could continue past the end
- [X11] Bugfix: An XKB structure was leaked during `glfwInit`
- [X11] Bugfix: XInput2 `XI_Motion` events interfered with the Steam overlay
- [POSIX] Bugfix: An unrelated TLS key could be deleted by `glfwTerminate`
- [Linux] Made joystick polling more efficient
- [WGL] Changed extension loading to only be performed once
- [WGL] Removed dependency on external WGL headers
- [GLX] Added `glfwGetGLXWindow` to query the `GLXWindow` of a window
- [GLX] Replaced legacy drawable with `GLXWindow`
- [GLX] Removed dependency on external GLX headers
- [GLX] Bugfix: NetBSD does not provide `libGL.so.1`
- [EGL] Added `_GLFW_USE_EGLPLATFORM_H` configuration macro for controlling
whether to use an existing `EGL/eglplatform.h` header
- [EGL] Added and documented test for if the context is current on the calling
thread during buffer swap
- [EGL] Removed dependency on external EGL headers
## Contact

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@ -645,7 +645,7 @@ As long as your source file is encoded as UTF-8, you can use any Unicode
characters directly in the source.
@code
glfwSetWindowTitle(window, "星を追う子ども");
glfwSetWindowTitle(window, "カウボーイビバップ");
@endcode
If you are using C++11 or C11, you can use a UTF-8 string literal.

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@ -226,7 +226,7 @@ extern "C" {
* API changes.
* @ingroup init
*/
#define GLFW_VERSION_REVISION 0
#define GLFW_VERSION_REVISION 1
/*! @} */
/*! @name Boolean values