mirror of
https://github.com/glfw/glfw.git
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189 lines
6.4 KiB
Plaintext
189 lines
6.4 KiB
Plaintext
/*!
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@page news New features
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@tableofcontents
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@section news_31 New features in version 3.1
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@subsection news_31_drop Drop event support
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GLFW now provides a callback for receiving the paths of files dropped onto GLFW
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windows. The callback is set with the @ref glfwSetDropCallback function.
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@subsection news_31_emptyevent Empty event support
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GLFW now provides the @ref glfwPostEmptyEvent function for posting an empty
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event from a secondary thread to the main thread event queue, causing @ref
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glfwWaitEvents to return.
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@section news_30 New features in version 3.0
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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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project files used by earlier versions. CMake is available for all platforms
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supported by GLFW, is present in most package systems and can generate
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makefiles and/or project files for most popular development environments.
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For more information on how to use CMake, see the
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[CMake manual](http://cmake.org/cmake/help/documentation.html).
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@subsection news_30_multiwnd Multi-window support
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GLFW now supports the creation of multiple windows, each with their own OpenGL
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or OpenGL ES context, and all window functions now take a window handle. Event
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callbacks are now per-window and are provided with the handle of the window that
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received the event. The @ref glfwMakeContextCurrent function has been added to
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select which context is current on a given thread.
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@subsection news_30_multimon Multi-monitor support
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GLFW now explicitly supports multiple monitors. They can be enumerated with
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@ref glfwGetMonitors, queried with @ref glfwGetVideoModes, @ref
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glfwGetMonitorPos, @ref glfwGetMonitorName and @ref glfwGetMonitorPhysicalSize,
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and specified at window creation to make the newly created window full screen on
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that specific monitor.
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@subsection news_30_unicode Unicode support
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All string arguments to GLFW functions and all strings returned by GLFW now use
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the UTF-8 encoding. This includes the window title, error string, clipboard
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text, monitor and joystick names as well as the extension function arguments (as
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ASCII is a subset of UTF-8).
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@subsection news_30_clipboard Clipboard text I/O
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GLFW now supports reading and writing plain text to and from the system
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clipboard, with the @ref glfwGetClipboardString and @ref glfwSetClipboardString
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functions.
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@subsection news_30_gamma Gamma ramp support
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GLFW now supports setting and reading back the gamma ramp of monitors, with the
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@ref glfwGetGammaRamp and @ref glfwSetGammaRamp functions. There is also @ref
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glfwSetGamma, which generates a ramp from a gamma value and then sets it.
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@subsection news_30_gles OpenGL ES support
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GLFW now supports the creation of OpenGL ES contexts, by setting the
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`GLFW_CLIENT_API` window hint to `GLFW_OPENGL_ES_API`, where creation of such
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contexts are supported. Note that GLFW *does not implement* OpenGL ES, so your
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driver must provide support in a way usable by GLFW. Modern nVidia and Intel
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drivers support creation of OpenGL ES context using the GLX and WGL APIs, while
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AMD provides an EGL implementation instead.
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@subsection news_30_egl (Experimental) EGL support
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GLFW now has an experimental EGL context creation back end that can be selected
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through CMake options.
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@subsection news_30_hidpi High-DPI support
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GLFW now supports high-DPI monitors on both Windows and OS X, giving windows full
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resolution framebuffers where other UI elements are scaled up. To achieve this,
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@ref glfwGetFramebufferSize and @ref glfwSetFramebufferSizeCallback have been
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added. These work with pixels, while the rest of the GLFW API works with screen
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coordinates. This is important as OpenGL uses pixels, not screen coordinates.
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@subsection news_30_error Error callback
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GLFW now has an error callback, which can provide your application with much
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more detailed diagnostics than was previously possible. The callback is passed
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an error code and a description string.
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@subsection news_30_wndptr Per-window user pointer
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Each window now has a user-defined pointer, retrieved with @ref
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glfwGetWindowUserPointer and set with @ref glfwSetWindowUserPointer, to make it
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easier to integrate GLFW into C++ code.
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@subsection news_30_iconifyfun Window iconification callback
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Each window now has a callback for iconification and restoration events,
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which is set with @ref glfwSetWindowIconifyCallback.
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@subsection news_30_wndposfun Window position callback
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Each window now has a callback for position events, which is set with @ref
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glfwSetWindowPosCallback.
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@subsection news_30_wndpos Window position query
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The position of a window can now be retrieved using @ref glfwGetWindowPos.
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@subsection news_30_focusfun Window focus callback
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Each windows now has a callback for focus events, which is set with @ref
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glfwSetWindowFocusCallback.
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@subsection news_30_enterleave Cursor enter/leave callback
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Each window now has a callback for when the mouse cursor enters or leaves its
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client area, which is set with @ref glfwSetCursorEnterCallback.
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@subsection news_30_wndtitle Initial window title
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The title of a window is now specified at creation time, as one of the arguments
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to @ref glfwCreateWindow.
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@subsection news_30_hidden Hidden windows
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Windows can now be hidden with @ref glfwHideWindow, shown using @ref
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glfwShowWindow and created initially hidden with the `GLFW_VISIBLE` window hint.
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This allows for off-screen rendering in a way compatible with most drivers, as
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well as moving a window to a specific position before showing it.
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@subsection news_30_undecorated Undecorated windows
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Windowed mode windows can now be created without decorations, i.e. things like
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a frame, a title bar, with the `GLFW_DECORATED` window hint. This allows for
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the creation of things like splash screens.
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@subsection news_30_keymods Modifier key bit masks
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[Modifier key bit mask](@ref mods) parameters have been added to the
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[mouse button](@ref GLFWmousebuttonfun) and [key](@ref GLFWkeyfun) callbacks.
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@subsection news_30_scancode Platform-specific scancodes
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A scancode parameter has been added to the [key callback](@ref GLFWkeyfun). Keys
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that don't have a [key token](@ref keys) still get passed on with the key
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parameter set to `GLFW_KEY_UNKNOWN`. These scancodes will vary between machines
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and are intended to be used for key bindings.
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@subsection news_30_jsname Joystick names
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The name of a joystick can now be retrieved using @ref glfwGetJoystickName.
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@subsection news_30_doxygen Doxygen documentation
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You are reading it.
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*/
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