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maintenance: glew update to v 2.1.0, glfw update to v3.3
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<title>GLFW: Moving from GLFW 2 to 3</title>
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<a href="http://www.glfw.org/" id="glfwhome">GLFW</a>
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<a href="https://www.glfw.org/" id="glfwhome">GLFW</a>
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<li><a href="http://www.glfw.org/documentation.html">Documentation</a></li>
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<li><a href="http://www.glfw.org/download.html">Download</a></li>
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<li><a href="https://www.glfw.org/download.html">Download</a></li>
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<div class="headertitle">
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<div class="title">Moving from GLFW 2 to 3 </div> </div>
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</div><!--header-->
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@@ -123,7 +106,7 @@ Renamed library and header file</h2>
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<dl class="section user"><dt>New syntax</dt><dd><div class="fragment"><div class="line"><span class="preprocessor">#include <<a class="code" href="glfw3_8h.html">GLFW/glfw3.h</a>></span></div></div><!-- fragment --></dd></dl>
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<h2><a class="anchor" id="moving_threads"></a>
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Removal of threading functions</h2>
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<p>The threading functions have been removed, including the per-thread sleep function. They were fairly primitive, under-used, poorly integrated and took time away from the focus of GLFW (i.e. context, input and window). There are better threading libraries available and native threading support is available in both <a href="http://en.cppreference.com/w/cpp/thread">C++11</a> and <a href="http://en.cppreference.com/w/c/thread">C11</a>, both of which are gaining traction.</p>
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<p>The threading functions have been removed, including the per-thread sleep function. They were fairly primitive, under-used, poorly integrated and took time away from the focus of GLFW (i.e. context, input and window). There are better threading libraries available and native threading support is available in both <a href="https://en.cppreference.com/w/cpp/thread">C++11</a> and <a href="https://en.cppreference.com/w/c/thread">C11</a>, both of which are gaining traction.</p>
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<p>If you wish to use the C++11 or C11 facilities but your compiler doesn't yet support them, see the <a href="https://gitorious.org/tinythread/tinythreadpp">TinyThread++</a> and <a href="https://github.com/tinycthread/tinycthread">TinyCThread</a> projects created by the original author of GLFW. These libraries implement a usable subset of the threading APIs in C++11 and C11, and in fact some GLFW 3 test programs use TinyCThread.</p>
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<p>However, GLFW 3 has better support for <em>use from multiple threads</em> than GLFW 2 had. Contexts can be made current on any thread, although only a single thread at a time, and the documentation explicitly states which functions may be used from any thread and which must only be used from the main thread.</p>
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<dl class="section user"><dt>Removed functions</dt><dd><code>glfwSleep</code>, <code>glfwCreateThread</code>, <code>glfwDestroyThread</code>, <code>glfwWaitThread</code>, <code>glfwGetThreadID</code>, <code>glfwCreateMutex</code>, <code>glfwDestroyMutex</code>, <code>glfwLockMutex</code>, <code>glfwUnlockMutex</code>, <code>glfwCreateCond</code>, <code>glfwDestroyCond</code>, <code>glfwWaitCond</code>, <code>glfwSignalCond</code>, <code>glfwBroadcastCond</code> and <code>glfwGetNumberOfProcessors</code>.</dd></dl>
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@@ -135,7 +118,7 @@ Removal of image and texture loading</h2>
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<dl class="section user"><dt>Removed functions</dt><dd><code>glfwReadImage</code>, <code>glfwReadMemoryImage</code>, <code>glfwFreeImage</code>, <code>glfwLoadTexture2D</code>, <code>glfwLoadMemoryTexture2D</code> and <code>glfwLoadTextureImage2D</code>.</dd></dl>
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<h2><a class="anchor" id="moving_stdcall"></a>
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Removal of GLFWCALL macro</h2>
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<p>The <code>GLFWCALL</code> macro, which made callback functions use <a href="http://msdn.microsoft.com/en-us/library/zxk0tw93.aspx">__stdcall</a> on Windows, has been removed. GLFW is written in C, not Pascal. Removing this macro means there's one less thing for application programmers to remember, i.e. the requirement to mark all callback functions with <code>GLFWCALL</code>. It also simplifies the creation of DLLs and DLL link libraries, as there's no need to explicitly disable <code>@n</code> entry point suffixes.</p>
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<p>The <code>GLFWCALL</code> macro, which made callback functions use <a href="https://msdn.microsoft.com/en-us/library/zxk0tw93.aspx">__stdcall</a> on Windows, has been removed. GLFW is written in C, not Pascal. Removing this macro means there's one less thing for application programmers to remember, i.e. the requirement to mark all callback functions with <code>GLFWCALL</code>. It also simplifies the creation of DLLs and DLL link libraries, as there's no need to explicitly disable <code>@n</code> entry point suffixes.</p>
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<dl class="section user"><dt>Old syntax</dt><dd><div class="fragment"><div class="line"><span class="keywordtype">void</span> GLFWCALL callback_function(...);</div></div><!-- fragment --></dd></dl>
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<dl class="section user"><dt>New syntax</dt><dd><div class="fragment"><div class="line"><span class="keywordtype">void</span> callback_function(...);</div></div><!-- fragment --></dd></dl>
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<h2><a class="anchor" id="moving_window_handles"></a>
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@@ -166,7 +149,7 @@ Separation of window and framebuffer sizes</h2>
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<h2><a class="anchor" id="moving_window_close"></a>
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Window closing changes</h2>
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<p>The <code>GLFW_OPENED</code> window parameter has been removed. As long as the window has not been destroyed, whether through <a class="el" href="group__window.html#gacdf43e51376051d2c091662e9fe3d7b2">glfwDestroyWindow</a> or <a class="el" href="group__init.html#gaaae48c0a18607ea4a4ba951d939f0901">glfwTerminate</a>, the window is "open".</p>
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<p>A user attempting to close a window is now just an event like any other. Unlike GLFW 2, windows and contexts created with GLFW 3 will never be destroyed unless you choose them to be. Each window now has a close flag that is set to <code>GLFW_TRUE</code> when the user attempts to close that window. By default, nothing else happens and the window stays visible. It is then up to you to either destroy the window, take some other action or simply ignore the request.</p>
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<p>A user attempting to close a window is now just an event like any other. Unlike GLFW 2, windows and contexts created with GLFW 3 will never be destroyed unless you choose them to be. Each window now has a close flag that is set to <code>GLFW_TRUE</code> when the user attempts to close that window. By default, nothing else happens and the window stays visible. It is then up to you to either destroy the window, take some other action or ignore the request.</p>
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<p>You can query the close flag at any time with <a class="el" href="group__window.html#ga24e02fbfefbb81fc45320989f8140ab5">glfwWindowShouldClose</a> and set it at any time with <a class="el" href="group__window.html#ga49c449dde2a6f87d996f4daaa09d6708">glfwSetWindowShouldClose</a>.</p>
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<dl class="section user"><dt>Old basic main loop</dt><dd><div class="fragment"><div class="line"><span class="keywordflow">while</span> (glfwGetWindowParam(GLFW_OPENED))</div><div class="line">{</div><div class="line"> ...</div><div class="line">}</div></div><!-- fragment --></dd></dl>
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<dl class="section user"><dt>New basic main loop</dt><dd><div class="fragment"><div class="line"><span class="keywordflow">while</span> (!<a class="code" href="group__window.html#ga24e02fbfefbb81fc45320989f8140ab5">glfwWindowShouldClose</a>(window))</div><div class="line">{</div><div class="line"> ...</div><div class="line">}</div></div><!-- fragment --></dd></dl>
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@@ -204,14 +187,14 @@ Key repeat action</h2>
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Physical key input</h2>
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<p>GLFW 3 key tokens map to physical keys, unlike in GLFW 2 where they mapped to the values generated by the current keyboard layout. The tokens are named according to the values they would have using the standard US layout, but this is only a convenience, as most programmers are assumed to know that layout. This means that (for example) <code>GLFW_KEY_LEFT_BRACKET</code> is always a single key and is the same key in the same place regardless of what keyboard layouts the users of your program has.</p>
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<p>The key input facility was never meant for text input, although using it that way worked slightly better in GLFW 2. If you were using it to input text, you should be using the character callback instead, on both GLFW 2 and 3. This will give you the characters being input, as opposed to the keys being pressed.</p>
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<p>GLFW 3 has key tokens for all keys on a standard 105 key keyboard, so instead of having to remember whether to check for <code>'a'</code> or <code>'A'</code>, you now check for <code>GLFW_KEY_A</code>.</p>
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<p>GLFW 3 has key tokens for all keys on a standard 105 key keyboard, so instead of having to remember whether to check for ‘'a’<code>or</code>'A'<code>, you now check for </code>GLFW_KEY_A`.</p>
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<h2><a class="anchor" id="moving_joystick"></a>
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Joystick function changes</h2>
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<p>The <code>glfwGetJoystickPos</code> function has been renamed to <a class="el" href="group__input.html#ga6271d46a5901ec2c99601ccf4dd14731">glfwGetJoystickAxes</a>.</p>
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<p>The <code>glfwGetJoystickParam</code> function and the <code>GLFW_PRESENT</code>, <code>GLFW_AXES</code> and <code>GLFW_BUTTONS</code> tokens have been replaced by the <a class="el" href="group__input.html#gaffcbd9ac8ee737fcdd25475123a3c790">glfwJoystickPresent</a> function as well as axis and button counts returned by the <a class="el" href="group__input.html#ga6271d46a5901ec2c99601ccf4dd14731">glfwGetJoystickAxes</a> and <a class="el" href="group__input.html#gace54cd930dcd502e118fe4021384ce1b">glfwGetJoystickButtons</a> functions.</p>
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<p>The <code>glfwGetJoystickPos</code> function has been renamed to <a class="el" href="group__input.html#gaa8806536731e92c061bc70bcff6edbd0">glfwGetJoystickAxes</a>.</p>
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<p>The <code>glfwGetJoystickParam</code> function and the <code>GLFW_PRESENT</code>, <code>GLFW_AXES</code> and <code>GLFW_BUTTONS</code> tokens have been replaced by the <a class="el" href="group__input.html#gaed0966cee139d815317f9ffcba64c9f1">glfwJoystickPresent</a> function as well as axis and button counts returned by the <a class="el" href="group__input.html#gaa8806536731e92c061bc70bcff6edbd0">glfwGetJoystickAxes</a> and <a class="el" href="group__input.html#gadb3cbf44af90a1536f519659a53bddd6">glfwGetJoystickButtons</a> functions.</p>
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<h2><a class="anchor" id="moving_mbcs"></a>
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Win32 MBCS support</h2>
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<p>The Win32 port of GLFW 3 will not compile in <a href="http://msdn.microsoft.com/en-us/library/5z097dxa.aspx">MBCS mode</a>. However, because the use of the Unicode version of the Win32 API doesn't affect the process as a whole, but only those windows created using it, it's perfectly possible to call MBCS functions from other parts of the same application. Therefore, even if an application using GLFW has MBCS mode code, there's no need for GLFW itself to support it.</p>
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<p>The Win32 port of GLFW 3 will not compile in <a href="https://msdn.microsoft.com/en-us/library/5z097dxa.aspx">MBCS mode</a>. However, because the use of the Unicode version of the Win32 API doesn't affect the process as a whole, but only those windows created using it, it's perfectly possible to call MBCS functions from other parts of the same application. Therefore, even if an application using GLFW has MBCS mode code, there's no need for GLFW itself to support it.</p>
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<h2><a class="anchor" id="moving_windows"></a>
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Support for versions of Windows older than XP</h2>
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<p>All explicit support for version of Windows older than XP has been removed. There is no code that actively prevents GLFW 3 from running on these earlier versions, but it uses Win32 functions that those versions lack.</p>
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@@ -226,103 +209,105 @@ Automatic termination</h2>
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<p>To release all resources allocated by GLFW, you should call <a class="el" href="group__init.html#gaaae48c0a18607ea4a4ba951d939f0901">glfwTerminate</a> yourself, from the main thread, before the program terminates. Note that this destroys all windows not already destroyed with <a class="el" href="group__window.html#gacdf43e51376051d2c091662e9fe3d7b2">glfwDestroyWindow</a>, invalidating any window handles you may still have.</p>
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<h2><a class="anchor" id="moving_glu"></a>
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GLU header inclusion</h2>
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<p>GLFW 3 does not by default include the GLU header and GLU itself has been deprecated by <a href="https://en.wikipedia.org/wiki/Khronos_Group">Khronos</a>. <b>New projects should not use GLU</b>, but if you need it for legacy code that has been moved to GLFW 3, you can request that the GLFW header includes it by defining <code>GLFW_INCLUDE_GLU</code> before the inclusion of the GLFW header.</p>
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<p>GLFW 3 does not by default include the GLU header and GLU itself has been deprecated by <a href="https://en.wikipedia.org/wiki/Khronos_Group">Khronos</a>. <b>New projects should not use GLU</b>, but if you need it for legacy code that has been moved to GLFW 3, you can request that the GLFW header includes it by defining <a class="el" href="build_guide.html#GLFW_INCLUDE_GLU">GLFW_INCLUDE_GLU</a> before the inclusion of the GLFW header.</p>
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<dl class="section user"><dt>Old syntax</dt><dd><div class="fragment"><div class="line"><span class="preprocessor">#include <GL/glfw.h></span></div></div><!-- fragment --></dd></dl>
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<dl class="section user"><dt>New syntax</dt><dd><div class="fragment"><div class="line"><span class="preprocessor">#define GLFW_INCLUDE_GLU</span></div><div class="line"><span class="preprocessor">#include <GLFW/glfw3.h></span></div></div><!-- fragment --></dd></dl>
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<p>There are many libraries that offer replacements for the functionality offered by GLU. For the matrix helper functions, see math libraries like <a href="https://github.com/g-truc/glm">GLM</a> (for C++), <a href="https://github.com/datenwolf/linmath.h">linmath.h</a> (for C) and others. For the tessellation functions, see for example <a href="https://github.com/memononen/libtess2">libtess2</a>.</p>
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<h1><a class="anchor" id="moving_tables"></a>
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Name change tables</h1>
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<h2><a class="anchor" id="moving_renamed_functions"></a>
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Renamed functions</h2>
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<table class="doxtable">
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<tr>
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<th>GLFW 2 </th><th>GLFW 3 </th><th>Notes </th></tr>
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<tr>
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<td><code>glfwOpenWindow</code> </td><td><a class="el" href="group__window.html#ga5c336fddf2cbb5b92f65f10fb6043344">glfwCreateWindow</a> </td><td>All channel bit depths are now hints </td></tr>
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<tr>
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<td><code>glfwCloseWindow</code> </td><td><a class="el" href="group__window.html#gacdf43e51376051d2c091662e9fe3d7b2">glfwDestroyWindow</a> </td><td></td></tr>
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<tr>
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<td><code>glfwOpenWindowHint</code> </td><td><a class="el" href="group__window.html#ga7d9c8c62384b1e2821c4dc48952d2033">glfwWindowHint</a> </td><td>Now accepts all <code>GLFW_*_BITS</code> tokens </td></tr>
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<tr>
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<td><code>glfwEnable</code> </td><td><a class="el" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfwSetInputMode</a> </td><td></td></tr>
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<tr>
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<td><code>glfwDisable</code> </td><td><a class="el" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfwSetInputMode</a> </td><td></td></tr>
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<tr>
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<td><code>glfwGetMousePos</code> </td><td><a class="el" href="group__input.html#ga01d37b6c40133676b9cea60ca1d7c0cc">glfwGetCursorPos</a> </td><td></td></tr>
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<tr>
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<td><code>glfwSetMousePos</code> </td><td><a class="el" href="group__input.html#ga04b03af936d906ca123c8f4ee08b39e7">glfwSetCursorPos</a> </td><td></td></tr>
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<tr>
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<td><code>glfwSetMousePosCallback</code> </td><td><a class="el" href="group__input.html#ga7dad39486f2c7591af7fb25134a2501d">glfwSetCursorPosCallback</a> </td><td></td></tr>
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<tr>
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<td><code>glfwSetMouseWheelCallback</code> </td><td><a class="el" href="group__input.html#gacf02eb10504352f16efda4593c3ce60e">glfwSetScrollCallback</a> </td><td>Accepts two-dimensional scroll offsets as doubles </td></tr>
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<tr>
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<td><code>glfwGetJoystickPos</code> </td><td><a class="el" href="group__input.html#ga6271d46a5901ec2c99601ccf4dd14731">glfwGetJoystickAxes</a> </td><td></td></tr>
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<tr>
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<td><code>glfwGetWindowParam</code> </td><td><a class="el" href="group__window.html#gacccb29947ea4b16860ebef42c2cb9337">glfwGetWindowAttrib</a> </td><td></td></tr>
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<tr>
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<td><code>glfwGetGLVersion</code> </td><td><a class="el" href="group__window.html#gacccb29947ea4b16860ebef42c2cb9337">glfwGetWindowAttrib</a> </td><td>Use <code>GLFW_CONTEXT_VERSION_MAJOR</code>, <code>GLFW_CONTEXT_VERSION_MINOR</code> and <code>GLFW_CONTEXT_REVISION</code> </td></tr>
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<tr>
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<td><code>glfwGetDesktopMode</code> </td><td><a class="el" href="group__monitor.html#gafc1bb972a921ad5b3bd5d63a95fc2d52">glfwGetVideoMode</a> </td><td>Returns the current mode of a monitor </td></tr>
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<tr>
|
||||
<td><code>glfwGetJoystickParam</code> </td><td><a class="el" href="group__input.html#gaffcbd9ac8ee737fcdd25475123a3c790">glfwJoystickPresent</a> </td><td>The axis and button counts are provided by <a class="el" href="group__input.html#ga6271d46a5901ec2c99601ccf4dd14731">glfwGetJoystickAxes</a> and <a class="el" href="group__input.html#gace54cd930dcd502e118fe4021384ce1b">glfwGetJoystickButtons</a> </td></tr>
|
||||
<table class="markdownTable">
|
||||
<tr class="markdownTableHead">
|
||||
<th class="markdownTableHeadNone">GLFW 2 </th><th class="markdownTableHeadNone">GLFW 3 </th><th class="markdownTableHeadNone">Notes </th></tr>
|
||||
<tr class="markdownTableRowOdd">
|
||||
<td class="markdownTableBodyNone"><code>glfwOpenWindow</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__window.html#ga5c336fddf2cbb5b92f65f10fb6043344">glfwCreateWindow</a> </td><td class="markdownTableBodyNone">All channel bit depths are now hints </td></tr>
|
||||
<tr class="markdownTableRowEven">
|
||||
<td class="markdownTableBodyNone"><code>glfwCloseWindow</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__window.html#gacdf43e51376051d2c091662e9fe3d7b2">glfwDestroyWindow</a> </td><td class="markdownTableBodyNone"></td></tr>
|
||||
<tr class="markdownTableRowOdd">
|
||||
<td class="markdownTableBodyNone"><code>glfwOpenWindowHint</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__window.html#ga7d9c8c62384b1e2821c4dc48952d2033">glfwWindowHint</a> </td><td class="markdownTableBodyNone">Now accepts all <code>GLFW_*_BITS</code> tokens </td></tr>
|
||||
<tr class="markdownTableRowEven">
|
||||
<td class="markdownTableBodyNone"><code>glfwEnable</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfwSetInputMode</a> </td><td class="markdownTableBodyNone"></td></tr>
|
||||
<tr class="markdownTableRowOdd">
|
||||
<td class="markdownTableBodyNone"><code>glfwDisable</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfwSetInputMode</a> </td><td class="markdownTableBodyNone"></td></tr>
|
||||
<tr class="markdownTableRowEven">
|
||||
<td class="markdownTableBodyNone"><code>glfwGetMousePos</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__input.html#ga01d37b6c40133676b9cea60ca1d7c0cc">glfwGetCursorPos</a> </td><td class="markdownTableBodyNone"></td></tr>
|
||||
<tr class="markdownTableRowOdd">
|
||||
<td class="markdownTableBodyNone"><code>glfwSetMousePos</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__input.html#ga04b03af936d906ca123c8f4ee08b39e7">glfwSetCursorPos</a> </td><td class="markdownTableBodyNone"></td></tr>
|
||||
<tr class="markdownTableRowEven">
|
||||
<td class="markdownTableBodyNone"><code>glfwSetMousePosCallback</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__input.html#ga7dad39486f2c7591af7fb25134a2501d">glfwSetCursorPosCallback</a> </td><td class="markdownTableBodyNone"></td></tr>
|
||||
<tr class="markdownTableRowOdd">
|
||||
<td class="markdownTableBodyNone"><code>glfwSetMouseWheelCallback</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__input.html#gacf02eb10504352f16efda4593c3ce60e">glfwSetScrollCallback</a> </td><td class="markdownTableBodyNone">Accepts two-dimensional scroll offsets as doubles </td></tr>
|
||||
<tr class="markdownTableRowEven">
|
||||
<td class="markdownTableBodyNone"><code>glfwGetJoystickPos</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__input.html#gaa8806536731e92c061bc70bcff6edbd0">glfwGetJoystickAxes</a> </td><td class="markdownTableBodyNone"></td></tr>
|
||||
<tr class="markdownTableRowOdd">
|
||||
<td class="markdownTableBodyNone"><code>glfwGetWindowParam</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__window.html#gacccb29947ea4b16860ebef42c2cb9337">glfwGetWindowAttrib</a> </td><td class="markdownTableBodyNone"></td></tr>
|
||||
<tr class="markdownTableRowEven">
|
||||
<td class="markdownTableBodyNone"><code>glfwGetGLVersion</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__window.html#gacccb29947ea4b16860ebef42c2cb9337">glfwGetWindowAttrib</a> </td><td class="markdownTableBodyNone">Use <code>GLFW_CONTEXT_VERSION_MAJOR</code>, <code>GLFW_CONTEXT_VERSION_MINOR</code> and <code>GLFW_CONTEXT_REVISION</code> </td></tr>
|
||||
<tr class="markdownTableRowOdd">
|
||||
<td class="markdownTableBodyNone"><code>glfwGetDesktopMode</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__monitor.html#gafc1bb972a921ad5b3bd5d63a95fc2d52">glfwGetVideoMode</a> </td><td class="markdownTableBodyNone">Returns the current mode of a monitor </td></tr>
|
||||
<tr class="markdownTableRowEven">
|
||||
<td class="markdownTableBodyNone"><code>glfwGetJoystickParam</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__input.html#gaed0966cee139d815317f9ffcba64c9f1">glfwJoystickPresent</a> </td><td class="markdownTableBodyNone">The axis and button counts are provided by <a class="el" href="group__input.html#gaa8806536731e92c061bc70bcff6edbd0">glfwGetJoystickAxes</a> and <a class="el" href="group__input.html#gadb3cbf44af90a1536f519659a53bddd6">glfwGetJoystickButtons</a> </td></tr>
|
||||
</table>
|
||||
<h2><a class="anchor" id="moving_renamed_types"></a>
|
||||
Renamed types</h2>
|
||||
<table class="doxtable">
|
||||
<tr>
|
||||
<th>GLFW 2 </th><th>GLFW 3 </th><th>Notes </th></tr>
|
||||
<tr>
|
||||
<td><code>GLFWmousewheelfun</code> </td><td><a class="el" href="group__input.html#ga4687e2199c60a18a8dd1da532e6d75c9">GLFWscrollfun</a> </td><td></td></tr>
|
||||
<tr>
|
||||
<td><code>GLFWmouseposfun</code> </td><td><a class="el" href="group__input.html#ga4cfad918fa836f09541e7b9acd36686c">GLFWcursorposfun</a> </td><td></td></tr>
|
||||
<table class="markdownTable">
|
||||
<tr class="markdownTableHead">
|
||||
<th class="markdownTableHeadNone">GLFW 2 </th><th class="markdownTableHeadNone">GLFW 3 </th><th class="markdownTableHeadNone">Notes </th></tr>
|
||||
<tr class="markdownTableRowOdd">
|
||||
<td class="markdownTableBodyNone"><code>GLFWmousewheelfun</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__input.html#ga4687e2199c60a18a8dd1da532e6d75c9">GLFWscrollfun</a> </td><td class="markdownTableBodyNone"></td></tr>
|
||||
<tr class="markdownTableRowEven">
|
||||
<td class="markdownTableBodyNone"><code>GLFWmouseposfun</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__input.html#ga4cfad918fa836f09541e7b9acd36686c">GLFWcursorposfun</a> </td><td class="markdownTableBodyNone"></td></tr>
|
||||
</table>
|
||||
<h2><a class="anchor" id="moving_renamed_tokens"></a>
|
||||
Renamed tokens</h2>
|
||||
<table class="doxtable">
|
||||
<tr>
|
||||
<th>GLFW 2 </th><th>GLFW 3 </th><th>Notes </th></tr>
|
||||
<tr>
|
||||
<td><code>GLFW_OPENGL_VERSION_MAJOR</code> </td><td><code>GLFW_CONTEXT_VERSION_MAJOR</code> </td><td>Renamed as it applies to OpenGL ES as well </td></tr>
|
||||
<tr>
|
||||
<td><code>GLFW_OPENGL_VERSION_MINOR</code> </td><td><code>GLFW_CONTEXT_VERSION_MINOR</code> </td><td>Renamed as it applies to OpenGL ES as well </td></tr>
|
||||
<tr>
|
||||
<td><code>GLFW_FSAA_SAMPLES</code> </td><td><code>GLFW_SAMPLES</code> </td><td>Renamed to match the OpenGL API </td></tr>
|
||||
<tr>
|
||||
<td><code>GLFW_ACTIVE</code> </td><td><code>GLFW_FOCUSED</code> </td><td>Renamed to match the window focus callback </td></tr>
|
||||
<tr>
|
||||
<td><code>GLFW_WINDOW_NO_RESIZE</code> </td><td><code>GLFW_RESIZABLE</code> </td><td>The default has been inverted </td></tr>
|
||||
<tr>
|
||||
<td><code>GLFW_MOUSE_CURSOR</code> </td><td><code>GLFW_CURSOR</code> </td><td>Used with <a class="el" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfwSetInputMode</a> </td></tr>
|
||||
<tr>
|
||||
<td><code>GLFW_KEY_ESC</code> </td><td><code>GLFW_KEY_ESCAPE</code> </td><td></td></tr>
|
||||
<tr>
|
||||
<td><code>GLFW_KEY_DEL</code> </td><td><code>GLFW_KEY_DELETE</code> </td><td></td></tr>
|
||||
<tr>
|
||||
<td><code>GLFW_KEY_PAGEUP</code> </td><td><code>GLFW_KEY_PAGE_UP</code> </td><td></td></tr>
|
||||
<tr>
|
||||
<td><code>GLFW_KEY_PAGEDOWN</code> </td><td><code>GLFW_KEY_PAGE_DOWN</code> </td><td></td></tr>
|
||||
<tr>
|
||||
<td><code>GLFW_KEY_KP_NUM_LOCK</code> </td><td><code>GLFW_KEY_NUM_LOCK</code> </td><td></td></tr>
|
||||
<tr>
|
||||
<td><code>GLFW_KEY_LCTRL</code> </td><td><code>GLFW_KEY_LEFT_CONTROL</code> </td><td></td></tr>
|
||||
<tr>
|
||||
<td><code>GLFW_KEY_LSHIFT</code> </td><td><code>GLFW_KEY_LEFT_SHIFT</code> </td><td></td></tr>
|
||||
<tr>
|
||||
<td><code>GLFW_KEY_LALT</code> </td><td><code>GLFW_KEY_LEFT_ALT</code> </td><td></td></tr>
|
||||
<tr>
|
||||
<td><code>GLFW_KEY_LSUPER</code> </td><td><code>GLFW_KEY_LEFT_SUPER</code> </td><td></td></tr>
|
||||
<tr>
|
||||
<td><code>GLFW_KEY_RCTRL</code> </td><td><code>GLFW_KEY_RIGHT_CONTROL</code> </td><td></td></tr>
|
||||
<tr>
|
||||
<td><code>GLFW_KEY_RSHIFT</code> </td><td><code>GLFW_KEY_RIGHT_SHIFT</code> </td><td></td></tr>
|
||||
<tr>
|
||||
<td><code>GLFW_KEY_RALT</code> </td><td><code>GLFW_KEY_RIGHT_ALT</code> </td><td></td></tr>
|
||||
<tr>
|
||||
<td><code>GLFW_KEY_RSUPER</code> </td><td><code>GLFW_KEY_RIGHT_SUPER</code> </td><td></td></tr>
|
||||
<table class="markdownTable">
|
||||
<tr class="markdownTableHead">
|
||||
<th class="markdownTableHeadNone">GLFW 2 </th><th class="markdownTableHeadNone">GLFW 3 </th><th class="markdownTableHeadNone">Notes </th></tr>
|
||||
<tr class="markdownTableRowOdd">
|
||||
<td class="markdownTableBodyNone"><code>GLFW_OPENGL_VERSION_MAJOR</code> </td><td class="markdownTableBodyNone"><code>GLFW_CONTEXT_VERSION_MAJOR</code> </td><td class="markdownTableBodyNone">Renamed as it applies to OpenGL ES as well </td></tr>
|
||||
<tr class="markdownTableRowEven">
|
||||
<td class="markdownTableBodyNone"><code>GLFW_OPENGL_VERSION_MINOR</code> </td><td class="markdownTableBodyNone"><code>GLFW_CONTEXT_VERSION_MINOR</code> </td><td class="markdownTableBodyNone">Renamed as it applies to OpenGL ES as well </td></tr>
|
||||
<tr class="markdownTableRowOdd">
|
||||
<td class="markdownTableBodyNone"><code>GLFW_FSAA_SAMPLES</code> </td><td class="markdownTableBodyNone"><code>GLFW_SAMPLES</code> </td><td class="markdownTableBodyNone">Renamed to match the OpenGL API </td></tr>
|
||||
<tr class="markdownTableRowEven">
|
||||
<td class="markdownTableBodyNone"><code>GLFW_ACTIVE</code> </td><td class="markdownTableBodyNone"><code>GLFW_FOCUSED</code> </td><td class="markdownTableBodyNone">Renamed to match the window focus callback </td></tr>
|
||||
<tr class="markdownTableRowOdd">
|
||||
<td class="markdownTableBodyNone"><code>GLFW_WINDOW_NO_RESIZE</code> </td><td class="markdownTableBodyNone"><code>GLFW_RESIZABLE</code> </td><td class="markdownTableBodyNone">The default has been inverted </td></tr>
|
||||
<tr class="markdownTableRowEven">
|
||||
<td class="markdownTableBodyNone"><code>GLFW_MOUSE_CURSOR</code> </td><td class="markdownTableBodyNone"><code>GLFW_CURSOR</code> </td><td class="markdownTableBodyNone">Used with <a class="el" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfwSetInputMode</a> </td></tr>
|
||||
<tr class="markdownTableRowOdd">
|
||||
<td class="markdownTableBodyNone"><code>GLFW_KEY_ESC</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_ESCAPE</code> </td><td class="markdownTableBodyNone"></td></tr>
|
||||
<tr class="markdownTableRowEven">
|
||||
<td class="markdownTableBodyNone"><code>GLFW_KEY_DEL</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_DELETE</code> </td><td class="markdownTableBodyNone"></td></tr>
|
||||
<tr class="markdownTableRowOdd">
|
||||
<td class="markdownTableBodyNone"><code>GLFW_KEY_PAGEUP</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_PAGE_UP</code> </td><td class="markdownTableBodyNone"></td></tr>
|
||||
<tr class="markdownTableRowEven">
|
||||
<td class="markdownTableBodyNone"><code>GLFW_KEY_PAGEDOWN</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_PAGE_DOWN</code> </td><td class="markdownTableBodyNone"></td></tr>
|
||||
<tr class="markdownTableRowOdd">
|
||||
<td class="markdownTableBodyNone"><code>GLFW_KEY_KP_NUM_LOCK</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_NUM_LOCK</code> </td><td class="markdownTableBodyNone"></td></tr>
|
||||
<tr class="markdownTableRowEven">
|
||||
<td class="markdownTableBodyNone"><code>GLFW_KEY_LCTRL</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_LEFT_CONTROL</code> </td><td class="markdownTableBodyNone"></td></tr>
|
||||
<tr class="markdownTableRowOdd">
|
||||
<td class="markdownTableBodyNone"><code>GLFW_KEY_LSHIFT</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_LEFT_SHIFT</code> </td><td class="markdownTableBodyNone"></td></tr>
|
||||
<tr class="markdownTableRowEven">
|
||||
<td class="markdownTableBodyNone"><code>GLFW_KEY_LALT</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_LEFT_ALT</code> </td><td class="markdownTableBodyNone"></td></tr>
|
||||
<tr class="markdownTableRowOdd">
|
||||
<td class="markdownTableBodyNone"><code>GLFW_KEY_LSUPER</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_LEFT_SUPER</code> </td><td class="markdownTableBodyNone"></td></tr>
|
||||
<tr class="markdownTableRowEven">
|
||||
<td class="markdownTableBodyNone"><code>GLFW_KEY_RCTRL</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_RIGHT_CONTROL</code> </td><td class="markdownTableBodyNone"></td></tr>
|
||||
<tr class="markdownTableRowOdd">
|
||||
<td class="markdownTableBodyNone"><code>GLFW_KEY_RSHIFT</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_RIGHT_SHIFT</code> </td><td class="markdownTableBodyNone"></td></tr>
|
||||
<tr class="markdownTableRowEven">
|
||||
<td class="markdownTableBodyNone"><code>GLFW_KEY_RALT</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_RIGHT_ALT</code> </td><td class="markdownTableBodyNone"></td></tr>
|
||||
<tr class="markdownTableRowOdd">
|
||||
<td class="markdownTableBodyNone"><code>GLFW_KEY_RSUPER</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_RIGHT_SUPER</code> </td><td class="markdownTableBodyNone"></td></tr>
|
||||
</table>
|
||||
</div></div><!-- contents -->
|
||||
</div></div><!-- PageDoc -->
|
||||
</div><!-- contents -->
|
||||
<address class="footer">
|
||||
<p>
|
||||
Last update on Thu Aug 18 2016 for GLFW 3.2.1
|
||||
Last update on Tue Apr 16 2019 for GLFW 3.3.0
|
||||
</p>
|
||||
</address>
|
||||
</body>
|
||||
|
||||
Reference in New Issue
Block a user