mirror of
https://github.com/glfw/glfw.git
synced 2024-11-22 10:05:10 +00:00
Update default name from OS X to macOS
Note that earlier releases are still referred to by their proper names; OS X <version> or Mac OS X <version>.
This commit is contained in:
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bc8b0480e9
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@ -36,7 +36,7 @@ does not need the headers for any context creation API (WGL, GLX, EGL, NSGL) or
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rendering API (OpenGL, OpenGL ES, Vulkan) to enable support for them.
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GLFW supports compilation on Windows with Visual C++ 2010 and later, MinGW and
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MinGW-w64, on OS X with Clang and on Linux and other Unix-like systems with GCC
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MinGW-w64, on macOS with Clang and on Linux and other Unix-like systems with GCC
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and Clang. It will likely compile in other environments as well, but this is
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not regularly tested.
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@ -204,7 +204,7 @@ ALIASES = "thread_safety=@par Thread safety\n" \
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"x11=__X11:__" \
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"wayland=__Wayland:__" \
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"win32=__Windows:__" \
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"osx=__OS X:__"
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"macos=__macOS:__"
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# This tag can be used to specify a number of word-keyword mappings (TCL only).
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# A mapping has the form "name=value". For example adding
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@ -65,7 +65,7 @@ The following macros control which OpenGL or OpenGL ES API header is included.
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Only one of these may be defined at a time.
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`GLFW_INCLUDE_GLCOREARB` makes the GLFW header include the modern
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`GL/glcorearb.h` header (`OpenGL/gl3.h` on OS X) instead of the regular OpenGL
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`GL/glcorearb.h` header (`OpenGL/gl3.h` on macOS) instead of the regular OpenGL
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header.
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`GLFW_INCLUDE_ES1` makes the GLFW header include the OpenGL ES 1.x `GLES/gl.h`
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@ -84,7 +84,7 @@ header instead of the regular OpenGL header.
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header. This is useful in combination with an extension loading library.
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If none of the above inclusion macros are defined, the standard OpenGL `GL/gl.h`
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header (`OpenGL/gl.h` on OS X) is included.
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header (`OpenGL/gl.h` on macOS) is included.
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The following macros control the inclusion of additional API headers. Any
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number of these may be defined simultaneously, and/or together with one of the
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@ -119,7 +119,7 @@ a shared library / dynamic library / DLL then it takes care of these links.
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However, if you are using GLFW as a static library then your executable will
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need to link against these libraries.
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On Windows and OS X, the list of system libraries is static and can be
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On Windows and macOS, the list of system libraries is static and can be
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hard-coded into your build environment. See the section for your development
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environment below. On Linux and other Unix-like operating systems, the list
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varies but can be retrieved in various ways as described below.
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@ -289,7 +289,7 @@ env PKG_CONFIG_PATH=path/to/glfw/src cc `pkg-config --cflags glfw3` -o myprog my
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@endcode
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The dependencies do not include OpenGL or GLU, as GLFW loads any OpenGL, OpenGL
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ES or Vulkan libraries it needs at runtime and does not use GLU. On OS X, GLU
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ES or Vulkan libraries it needs at runtime and does not use GLU. On macOS, GLU
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is built into the OpenGL framework, so if you need GLU you don't need to do
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anything extra. If you need GLU and are using Linux or BSD, you should add the
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`glu` pkg-config package.
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@ -309,7 +309,7 @@ cc `pkg-config --cflags glfw3 glu` -o myprog myprog.c `pkg-config --static --lib
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@endcode
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@subsection build_link_xcode With Xcode on OS X
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@subsection build_link_xcode With Xcode on macOS
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If you are using the dynamic library version of GLFW, simply add it to the
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project dependencies.
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@ -319,10 +319,10 @@ OpenGL, IOKit and CoreVideo frameworks to the project as dependencies. They can
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all be found in `/System/Library/Frameworks`.
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@subsection build_link_osx With command-line on OS X
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@subsection build_link_osx With command-line on macOS
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It is recommended that you use [pkg-config](@ref build_link_pkgconfig) when
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building from the command line on OS X. That way you will get any new
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building from the command line on macOS. That way you will get any new
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dependencies added automatically. If you still wish to build manually, you need
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to add the required frameworks and libraries to your command-line yourself using
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the `-l` and `-framework` switches.
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@ -342,6 +342,6 @@ against it from the command-line.
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The OpenGL framework contains both the OpenGL and GLU APIs, so there is nothing
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special to do when using GLU. Also note that even though your machine may have
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`libGL`-style OpenGL libraries, they are for use with the X Window System and
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will _not_ work with the OS X native version of GLFW.
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will _not_ work with the macOS native version of GLFW.
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*/
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@ -160,7 +160,7 @@ extensions to provide support for sRGB framebuffers. Where both of these
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extension are unavailable, the `GLFW_SRGB_CAPABLE` hint will have no effect.
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@section compat_osx OpenGL 3.2 and later on OS X
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@section compat_osx OpenGL 3.2 and later on macOS
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Support for OpenGL 3.2 and above was introduced with OS X 10.7 and even then
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only forward-compatible, core profile contexts are supported. Support for
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@ -217,7 +217,7 @@ surfaces on Mir. If any of these extensions are not available, @ref
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glfwGetRequiredInstanceExtensions will return an empty list and window surface
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creation will fail.
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GLFW does not support any extensions for window surface creation on OS X,
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GLFW does not support any extensions for window surface creation on macOS,
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meaning@ref glfwGetRequiredInstanceExtensions will return an empty list and
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window surface creation will fail.
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@ -14,7 +14,8 @@ GLFW uses [CMake](http://www.cmake.org/) to generate project files or makefiles
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for a particular development environment. If you are on a Unix-like system such
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as Linux or FreeBSD or have a package system like Fink, MacPorts, Cygwin or
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Homebrew, you can simply install its CMake package. If not, you can download
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installers for Windows and OS X from the [CMake website](http://www.cmake.org/).
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installers for Windows and macOS from the
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[CMake website](http://www.cmake.org/).
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@note CMake only generates project files or makefiles. It does not compile the
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actual GLFW library. To compile GLFW, first generate these files for your
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@ -76,11 +77,11 @@ the CMake wiki.
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Once you have this set up, move on to @ref compile_generate.
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@subsubsection compile_deps_xcode Dependencies for Xcode on OS X
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@subsubsection compile_deps_xcode Dependencies for Xcode on macOS
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Xcode comes with all necessary tools except for CMake. The required headers
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and libraries are included in the core OS X frameworks. Xcode can be downloaded
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from the Mac App Store or from the ADC Member Center.
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and libraries are included in the core macOS frameworks. Xcode can be
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downloaded from the Mac App Store or from the ADC Member Center.
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Once you have Xcode installed, move on to @ref compile_generate.
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@ -201,7 +202,7 @@ the library.
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statically into the application.
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@subsubsection compile_options_osx OS X specific CMake options
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@subsubsection compile_options_osx macOS specific CMake options
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`GLFW_USE_CHDIR` determines whether `glfwInit` changes the current
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directory of bundled applications to the `Contents/Resources` directory.
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@ -84,7 +84,7 @@ objects are recommended for rendering with such contexts.
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You should still [process events](@ref events) as long as you have at least one
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window, even if none of them are visible.
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__OS X:__ The first time a window is created the menu bar is populated with
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@macos The first time a window is created the menu bar is populated with
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common commands like Hide, Quit and About. This is not desirable for example
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when writing a command-line only application. The menu bar setup can be
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disabled with a [compile-time option](@ref compile_options_osx).
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@ -293,11 +293,12 @@ 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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GLFW now supports high-DPI monitors on both Windows and macOS, giving windows
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full resolution framebuffers where other UI elements are scaled up. To achieve
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this, @ref glfwGetFramebufferSize and @ref glfwSetFramebufferSizeCallback have
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been added. These work with pixels, while the rest of the GLFW API works with
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screen coordinates. This is important as OpenGL uses pixels, not screen
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coordinates.
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@subsection news_30_error Error callback
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@ -340,7 +340,7 @@ The program above can be found in the
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[source package](http://www.glfw.org/download.html) as `examples/simple.c`
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and is compiled along with all other examples when you build GLFW. If you
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built GLFW from the source package then already have this as `simple.exe` on
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Windows, `simple` on Linux or `simple.app` on OS X.
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Windows, `simple` on Linux or `simple.app` on macOS.
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This tutorial used only a few of the many functions GLFW provides. There are
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guides for each of the areas covered by GLFW. Each guide will introduce all the
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@ -258,7 +258,7 @@ create the context. Possible values are `GLFW_NATIVE_CONTEXT_API` and
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requested, this hint is ignored.
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@par
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__OS X:__ The EGL API is not available on this platform and requests to use it
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@macos The EGL API is not available on this platform and requests to use it
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will fail.
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@par
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@ -116,7 +116,7 @@ extern "C" {
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#endif /* CALLBACK */
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/* Include because most Windows GLU headers need wchar_t and
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* the OS X OpenGL header blocks the definition of ptrdiff_t by glext.h.
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* the macOS OpenGL header blocks the definition of ptrdiff_t by glext.h.
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* Include it unconditionally to avoid surprising side-effects.
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*/
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#include <stddef.h>
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@ -561,7 +561,7 @@ extern "C" {
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* @par
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* Some pre-installed Windows graphics drivers do not support OpenGL. AMD only
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* supports OpenGL ES via EGL, while Nvidia and Intel only support it via
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* a WGL or GLX extension. OS X does not provide OpenGL ES at all. The Mesa
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* a WGL or GLX extension. macOS does not provide OpenGL ES at all. The Mesa
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* EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary
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* driver. Older graphics drivers do not support Vulkan.
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*/
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@ -1247,7 +1247,7 @@ typedef struct GLFWimage
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*
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* @errors Possible errors include @ref GLFW_PLATFORM_ERROR.
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*
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* @remark @osx This function will change the current directory of the
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* @remark @macos This function will change the current directory of the
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* application to the `Contents/Resources` subdirectory of the application's
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* bundle, if present. This can be disabled with a
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* [compile-time option](@ref compile_options_osx).
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@ -1821,19 +1821,19 @@ GLFWAPI void glfwWindowHint(int hint, int value);
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* @remark @win32 The context to share resources with must not be current on
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* any other thread.
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*
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* @remark @osx The GLFW window has no icon, as it is not a document
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* @remark @macos The GLFW window has no icon, as it is not a document
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* window, but the dock icon will be the same as the application bundle's icon.
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* For more information on bundles, see the
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* [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)
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* in the Mac Developer Library.
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*
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* @remark @osx The first time a window is created the menu bar is populated
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* @remark @macos The first time a window is created the menu bar is populated
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* with common commands like Hide, Quit and About. The About entry opens
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* a minimal about dialog with information from the application's bundle. The
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* menu bar can be disabled with a
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* [compile-time option](@ref compile_options_osx).
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*
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* @remark @osx On OS X 10.10 and later the window frame will not be rendered
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* @remark @macos On OS X 10.10 and later the window frame will not be rendered
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* at full resolution on Retina displays unless the `NSHighResolutionCapable`
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* key is enabled in the application bundle's `Info.plist`. For more
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* information, see
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@ -1959,7 +1959,7 @@ GLFWAPI void glfwSetWindowShouldClose(GLFWwindow* window, int value);
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* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
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* GLFW_PLATFORM_ERROR.
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*
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* @remark @osx The window title will not be updated until the next time you
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* @remark @macos The window title will not be updated until the next time you
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* process events.
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*
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* @thread_safety This function must only be called from the main thread.
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@ -1996,7 +1996,7 @@ GLFWAPI void glfwSetWindowTitle(GLFWwindow* window, const char* title);
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* @pointer_lifetime The specified image data is copied before this function
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* returns.
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*
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* @remark @osx The GLFW window has no icon, as it is not a document
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* @remark @macos The GLFW window has no icon, as it is not a document
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* window, so this function does nothing. The dock icon will be the same as
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* the application bundle's icon. For more information on bundles, see the
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* [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)
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@ -2692,8 +2692,8 @@ GLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* window, GLFWwind
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*
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* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
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*
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* @remark @osx Selecting Quit from the application menu will trigger the close
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* callback for all windows.
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* @remark @macos Selecting Quit from the application menu will trigger the
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* close callback for all windows.
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*
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* @thread_safety This function must only be called from the main thread.
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*
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@ -3458,7 +3458,7 @@ GLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* window, GLFWkeyfun cbfun);
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*
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* The character callback behaves as system text input normally does and will
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* not be called if modifier keys are held down that would prevent normal text
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* input on that platform, for example a Super (Command) key on OS X or Alt key
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* input on that platform, for example a Super (Command) key on macOS or Alt key
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* on Windows. There is a
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* [character with modifiers callback](@ref glfwSetCharModsCallback) that
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* receives these events.
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@ -1,5 +1,5 @@
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//========================================================================
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// GLFW 3.3 OS X - www.glfw.org
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// GLFW 3.3 macOS - www.glfw.org
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//------------------------------------------------------------------------
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// Copyright (c) 2009-2016 Camilla Berglund <elmindreda@glfw.org>
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//
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@ -1,5 +1,5 @@
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//========================================================================
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// GLFW 3.3 OS X - www.glfw.org
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// GLFW 3.3 macOS - www.glfw.org
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//------------------------------------------------------------------------
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// Copyright (c) 2002-2006 Marcus Geelnard
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// Copyright (c) 2006-2016 Camilla Berglund <elmindreda@glfw.org>
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@ -1,5 +1,5 @@
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//========================================================================
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// GLFW 3.3 OS X - www.glfw.org
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// GLFW 3.3 macOS - www.glfw.org
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//------------------------------------------------------------------------
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// Copyright (c) 2009-2016 Camilla Berglund <elmindreda@glfw.org>
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//
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@ -1,5 +1,5 @@
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//========================================================================
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// GLFW 3.3 OS X - www.glfw.org
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// GLFW 3.3 macOS - www.glfw.org
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//------------------------------------------------------------------------
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// Copyright (c) 2009-2016 Camilla Berglund <elmindreda@glfw.org>
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//
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@ -1,5 +1,5 @@
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//========================================================================
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// GLFW 3.3 OS X - www.glfw.org
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// GLFW 3.3 macOS - www.glfw.org
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//------------------------------------------------------------------------
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// Copyright (c) 2009-2016 Camilla Berglund <elmindreda@glfw.org>
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//
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@ -162,7 +162,7 @@ static void releaseMonitor(_GLFWwindow* window)
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_glfwRestoreVideoModeNS(window->monitor);
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}
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// Translates OS X key modifiers into GLFW ones
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// Translates macOS key modifiers into GLFW ones
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//
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static int translateFlags(NSUInteger flags)
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{
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@ -180,7 +180,7 @@ static int translateFlags(NSUInteger flags)
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return mods;
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}
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// Translates a OS X keycode to a GLFW keycode
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// Translates a macOS keycode to a GLFW keycode
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//
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static int translateKey(unsigned int key)
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{
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@ -1,5 +1,5 @@
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//========================================================================
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// GLFW 3.3 OS X - www.glfw.org
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// GLFW 3.3 macOS - www.glfw.org
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//------------------------------------------------------------------------
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// Copyright (c) 2009-2016 Camilla Berglund <elmindreda@glfw.org>
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//
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@ -1,5 +1,5 @@
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//========================================================================
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// GLFW 3.3 OS X - www.glfw.org
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// GLFW 3.3 macOS - www.glfw.org
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//------------------------------------------------------------------------
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// Copyright (c) 2009-2016 Camilla Berglund <elmindreda@glfw.org>
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//
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@ -124,14 +124,14 @@ GLFWbool _glfwCreateContextNSGL(_GLFWwindow* window,
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if (ctxconfig->client == GLFW_OPENGL_ES_API)
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{
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_glfwInputError(GLFW_API_UNAVAILABLE,
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"NSGL: OpenGL ES is not available on OS X");
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"NSGL: OpenGL ES is not available on macOS");
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return GLFW_FALSE;
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}
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if (ctxconfig->major == 3 && ctxconfig->minor < 2)
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{
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_glfwInputError(GLFW_VERSION_UNAVAILABLE,
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"NSGL: The targeted version of OS X does not support OpenGL 3.0 or 3.1");
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"NSGL: The targeted version of macOS does not support OpenGL 3.0 or 3.1");
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return GLFW_FALSE;
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}
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@ -140,23 +140,23 @@ GLFWbool _glfwCreateContextNSGL(_GLFWwindow* window,
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if (!ctxconfig->forward)
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{
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_glfwInputError(GLFW_VERSION_UNAVAILABLE,
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"NSGL: The targeted version of OS X only supports forward-compatible contexts for OpenGL 3.2 and above");
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"NSGL: The targeted version of macOS only supports forward-compatible contexts for OpenGL 3.2 and above");
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return GLFW_FALSE;
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}
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if (ctxconfig->profile != GLFW_OPENGL_CORE_PROFILE)
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{
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_glfwInputError(GLFW_VERSION_UNAVAILABLE,
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"NSGL: The targeted version of OS X only supports core profile contexts for OpenGL 3.2 and above");
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"NSGL: The targeted version of macOS only supports core profile contexts for OpenGL 3.2 and above");
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return GLFW_FALSE;
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}
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}
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// Context robustness modes (GL_KHR_robustness) are not yet supported on
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// OS X but are not a hard constraint, so ignore and continue
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// macOS but are not a hard constraint, so ignore and continue
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// Context release behaviors (GL_KHR_context_flush_control) are not yet
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// supported on OS X but are not a hard constraint, so ignore and continue
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// supported on macOS but are not a hard constraint, so ignore and continue
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#define ADD_ATTR(x) { attributes[attributeCount++] = x; }
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#define ADD_ATTR2(x, y) { ADD_ATTR(x); ADD_ATTR(y); }
|
||||
@ -206,7 +206,7 @@ GLFWbool _glfwCreateContextNSGL(_GLFWwindow* window,
|
||||
fbconfig->greenBits +
|
||||
fbconfig->blueBits;
|
||||
|
||||
// OS X needs non-zero color size, so set reasonable values
|
||||
// macOS needs non-zero color size, so set reasonable values
|
||||
if (colorBits == 0)
|
||||
colorBits = 24;
|
||||
else if (colorBits < 15)
|
||||
|
@ -668,7 +668,7 @@ static LRESULT CALLBACK windowProc(HWND hWnd, UINT uMsg,
|
||||
case WM_MOUSEHWHEEL:
|
||||
{
|
||||
// This message is only sent on Windows Vista and later
|
||||
// NOTE: The X-axis is inverted for consistency with OS X and X11.
|
||||
// NOTE: The X-axis is inverted for consistency with macOS and X11
|
||||
_glfwInputScroll(window, -((SHORT) HIWORD(wParam) / (double) WHEEL_DELTA), 0.0);
|
||||
return 0;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user