mirror of
https://github.com/glfw/glfw.git
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baf574494d
This removes the (undocumented) behavior where glfwShowWindow would bring the window to front and set input focus. That function now does what it says.
328 lines
11 KiB
Plaintext
328 lines
11 KiB
Plaintext
/*!
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@page news New features
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@section news_32 New features in 3.2
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@subsection news_32_sizelimits Window size limit support
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GLFW now supports setting both absolute and relative window size limits with
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@ref glfwSetWindowSizeLimits and @ref glfwSetWindowAspectRatio.
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@subsection news_32_keyname Localized key names
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GLFW now supports querying the localized name of printable keys with @ref
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glfwGetKeyName, either by key token or by scancode.
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@subsection news_32_vulkan Support for Vulkan
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GLFW now supports basic integration with Vulkan with @ref glfwVulkanSupported,
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@ref glfwGetRequiredInstanceExtensions, @ref glfwGetInstanceProcAddress, @ref
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glfwGetPhysicalDevicePresentationSupport and @ref glfwCreateWindowSurface.
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Vulkan header inclusion can be selected with
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[GLFW_INCLUDE_VULKAN](@ref build_macros).
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@subsection news_32_maximize Window maxmimization supprot
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GLFW now supports window maximization with @ref glfwMaximizeWindow and the
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[GLFW_MAXIMIZED](@ref window_attribs_wnd) window hint and attribute.
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@subsection news_32_focus Window input focus control
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GLFW now supports giving windows input focus with @ref glfwFocusWindow.
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@section news_31 New features in 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 cursor images and standard
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cursor shapes. They are created with @ref glfwCreateCursor or @ref
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glfwCreateStandardCursor, set with @ref glfwSetCursor and destroyed with @ref
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glfwDestroyCursor.
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@see @ref cursor_object
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@subsection news_31_drop Path drop event
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GLFW now provides a callback for receiving the paths of files and directories
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dropped onto GLFW windows. The callback is set with @ref glfwSetDropCallback.
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@see @ref path_drop
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@subsection news_31_emptyevent Main thread wake-up
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GLFW now provides the @ref glfwPostEmptyEvent function for posting an empty
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event from another thread to the main thread event queue, causing @ref
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glfwWaitEvents to return.
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@see @ref events
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@subsection news_31_framesize Window frame size query
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GLFW now supports querying the size, on each side, of the frame around the
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client area of a window, with @ref glfwGetWindowFrameSize.
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@see [Window size](@ref window_size)
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@subsection news_31_autoiconify Simultaneous multi-monitor rendering
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GLFW now supports disabling auto-iconification of full screen windows with
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the [GLFW_AUTO_ICONIFY](@ref window_hints_wnd) window hint. This is intended
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for people building multi-monitor installations, where you need windows to stay
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in full screen despite losing input focus.
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@subsection news_31_floating Floating windows
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GLFW now supports floating windows, also called topmost or always on top, for
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easier debugging with the [GLFW_FLOATING](@ref window_hints_wnd) window hint.
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@subsection news_31_focused Initially unfocused windows
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GLFW now supports preventing a windowed mode window from gaining input focus on
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creation, with the [GLFW_FOCUSED](@ref window_hints_wnd) window hint.
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@subsection news_31_direct Direct access for window attributes and cursor position
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GLFW now queries the window input focus, visibility and iconification attributes
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and 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 the @ref rift_guide. 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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callback is set with @ref glfwSetCharModsCallback. Unlike the regular character
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callback, this will report character events that will not result in a character
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being input, for example if the Control key is held down.
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@see @ref input_char
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@subsection news_31_single Single buffered framebuffers
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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_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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OpenGL ES header when [GLFW_INCLUDE_GLEXT](@ref build_macros) is defined. GLFW
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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_release Context release behaviors
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GLFW now supports controlling whether the pipeline is flushed when a context is
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made non-current, with the
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[GLFW_CONTEXT_RELEASE_BEHAVIOR](@ref window_hints_ctx) window hint, provided the
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machine supports the `GL_KHR_context_flush_control` extension.
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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 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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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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