diff --git a/docs/Doxyfile.in b/docs/Doxyfile.in index 79eed0cc..20c6b816 100644 --- a/docs/Doxyfile.in +++ b/docs/Doxyfile.in @@ -655,7 +655,7 @@ WARN_LOGFILE = @GLFW_BINARY_DIR@/docs/warnings.txt # directories like "/usr/src/myproject". Separate the files or directories # with spaces. -INPUT = @GLFW_DOC_HEADERS@ +INPUT = @GLFW_DOC_HEADERS@ @GLFW_SOURCE_DIR@/docs/ # This tag can be used to specify the character encoding of the source files # that doxygen parses. Internally doxygen uses the UTF-8 encoding, which is @@ -673,7 +673,7 @@ INPUT_ENCODING = UTF-8 # *.hxx *.hpp *.h++ *.idl *.odl *.cs *.php *.php3 *.inc *.m *.mm *.dox *.py # *.f90 *.f *.for *.vhd *.vhdl -FILE_PATTERNS = +FILE_PATTERNS = *.dox # The RECURSIVE tag can be used to turn specify whether or not subdirectories # should be searched for input files as well. Possible values are YES and NO. @@ -1115,7 +1115,7 @@ ECLIPSE_DOC_ID = org.doxygen.Project # navigation tree you can set this option to NO if you already set # GENERATE_TREEVIEW to YES. -DISABLE_INDEX = YES +DISABLE_INDEX = NO # The GENERATE_TREEVIEW tag is used to specify whether a tree-like index # structure should be generated to display hierarchical information. @@ -1127,7 +1127,7 @@ DISABLE_INDEX = YES # Since the tree basically has the same information as the tab index you # could consider to set DISABLE_INDEX to NO when enabling this option. -GENERATE_TREEVIEW = YES +GENERATE_TREEVIEW = NO # The ENUM_VALUES_PER_LINE tag can be used to set the number of enum values # (range [0,1..20]) that doxygen will group on one line in the generated HTML diff --git a/docs/compat.dox b/docs/compat.dox new file mode 100644 index 00000000..69a090e8 --- /dev/null +++ b/docs/compat.dox @@ -0,0 +1,127 @@ +/*! + +@page compat Standards conformance + +This chapter describes the various API extensions used by this version of GLFW. +It lists what are essentially implementation details, but which are nonetheless +vital knowledge for developers wishing to deploy their applications on machines +with varied specifications. + +Note that the information in this appendix is not a part of the API +specification but merely list some of the preconditions for certain parts of the +API to function on a given machine. As such, any part of it may change in +future versions without this being considered a breaking API change. + +@section compat_wm ICCCM and EWMH conformance + +As GLFW uses Xlib, directly, without any intervening toolkit +library, it has sole responsibility for interacting well with the many and +varied window managers in use on Unix-like systems. In order for applications +and window managers to work well together, a number of standards and +conventions have been developed that regulate behavior outside the scope of the +X11 API; most importantly the +Inter-Client Communication Conventions Manual +(ICCCM) and +Extended Window Manager Hints +(EWMH) standards. + +GLFW uses the ICCCM @c WM_DELETE_WINDOW protocol to intercept the user +attempting to close the GLFW window. If the running window manager does not +support this protocol, the close callback will never be called. + +GLFW uses the EWMH @c _NET_WM_PING protocol, allowing the window manager notify +the user when the application has stopped responding, i.e. when it has ceased to +process events. If the running window manager does not support this protocol, +the user will not be notified if the application locks up. + +GLFW uses the EWMH @c _NET_WM_STATE protocol to tell the window manager to make +the GLFW window fullscreen. If the running window manager does not support this +protocol, fullscreen windows may not work properly. GLFW has a fallback code +path in case this protocol is unavailable, but every window manager behaves +slightly differently in this regard. + +@section compat_glx GLX extensions + +The GLX API is the default API used to create OpenGL contexts on Unix-like +systems using the X Window System. + +GLFW uses the @c GLXFBConfig API to enumerate and select framebuffer pixel +formats. This requires either GLX 1.3 or greater, or the @c GLX_SGIX_fbconfig +extension. Where both are available, the SGIX extension is preferred. If +neither is available, GLFW will be unable to create windows. + +GLFW uses the @c GLX_MESA_swap_control, @c GLX_EXT_swap_control and @c +GLX_SGI_swap_control extensions to provide vertical retrace synchronization (or +"vsync"), in that order of preference. Where none of these extension are +available, calling @ref glfwSwapInterval will have no effect. + +GLFW uses the @c GLX_ARB_multisample extension to create contexts with +multisampling anti-aliasing. Where this extension is unavailable, the @c +GLFW_SAMPLES hint will have no effect. + +GLFW uses the @c GLX_ARB_create_context extension when available, even when +creating OpenGL contexts of version 2.1 and below. Where this extension is +unavailable, the @c GLFW_CONTEXT_VERSION_MAJOR and @c GLFW_CONTEXT_VERSION_MINOR +hints will only be partially supported, the @c GLFW_OPENGL_DEBUG_CONTEXT hint +will have no effect, and setting the @c GLFW_OPENGL_PROFILE or @c +GLFW_OPENGL_FORWARD_COMPAT hints to a non-zero value will cause @ref +glfwCreateWindow to fail. + +GLFW uses the @c GLX_ARB_create_context_profile extension to provide support for +context profiles. Where this extension is unavailable, setting the @c +GLFW_OPENGL_PROFILE hint to anything but zero, or setting @c GLFW_CLIENT_API to +anything but @c GLFW_OPENGL_API will cause @ref glfwCreateWindow to fail. + +@section compat_wgl WGL extensions + +The WGL API is used to create OpenGL contexts on Microsoft Windows and other +implementations of the Win32 API, such as Wine. + +GLFW uses either the @c WGL_EXT_extension_string or the @c +WGL_ARB_extension_string extension to check for the presence of all other WGL +extensions listed below. If both are available, the EXT one is preferred. If +neither is available, no other extensions are used and many GLFW features +related to context creation will have no effect or cause errors when used. + +GLFW uses the @c WGL_EXT_swap_control extension to provide vertical retrace +synchronization (or "vsync"). Where this extension is unavailable, calling @ref +glfwSwapInterval will have no effect. + +GLFW uses the @c WGL_ARB_pixel_format and @c WGL_ARB_multisample extensions to +create contexts with multisampling anti-aliasing. Where these extensions are +unavailable, the @c GLFW_SAMPLES hint will have no effect. + +GLFW uses the @c WGL_ARB_create_context extension when available, even when +creating OpenGL contexts of version 2.1 and below. Where this extension is +unavailable, the @c GLFW_CONTEXT_VERSION_MAJOR and @c GLFW_CONTEXT_VERSION_MINOR +hints will only be partially supported, the @c GLFW_OPENGL_DEBUG_CONTEXT hint +will have no effect, and setting the @c GLFW_OPENGL_PROFILE or @c +GLFW_OPENGL_FORWARD_COMPAT hints to a non-zero value will cause @ref +glfwCreateWindow to fail. + +GLFW uses the @c WGL_ARB_create_context_profile extension to provide support for +context profiles. Where this extension is unavailable, setting the @c +GLFW_OPENGL_PROFILE hint to anything but zero will cause @ref glfwCreateWindow +to fail. + +@section cmopat_osx OpenGL 3.2 on Mac OS X + +Support for OpenGL 3.0 and above was introduced with Mac OS X 10.7, and even +then only forward-compatible OpenGL 3.2 core profile contexts are supported. +There is also still no mechanism for requesting debug contexts. Versions of +Mac OS X earlier than 10.7 support at most OpenGL version 2.1. + +Because of this, on Mac OS X 10.7, the @c GLFW_CONTEXT_VERSION_MAJOR and +@c GLFW_CONTEXT_VERSION_MINOR hints will fail if given a version above 3.2, the +@c GLFW_OPENGL_FORWARD_COMPAT is required for creating OpenGL 3.2 contexts, the +@c GLFW_OPENGL_DEBUG_CONTEXT hint is ignored and setting the @c +GLFW_OPENGL_PROFILE hint to anything except @c GLFW_OPENGL_CORE_PROFILE will +cause @ref glfwCreateWindow to fail. + +Also, on Mac OS X 10.6 and below, the @c GLFW_CONTEXT_VERSION_MAJOR and @c +GLFW_CONTEXT_VERSION_MINOR hints will fail if given a version above 2.1, the @c +GLFW_OPENGL_DEBUG_CONTEXT hint will have no effect, and setting the @c +GLFW_OPENGL_PROFILE or @c GLFW_OPENGL_FORWARD_COMPAT hints to a non-zero value +will cause @ref glfwCreateWindow to fail. + +*/ diff --git a/docs/main.dox b/docs/main.dox new file mode 100644 index 00000000..49fd118a --- /dev/null +++ b/docs/main.dox @@ -0,0 +1,16 @@ +/*! + +@mainpage notitle + +@section main_intro Introduction + +GLFW is a free, Open Source, multi-platform library for opening a window, +creating an OpenGL context and managing input. It is easy to integrate into +existing applications and does not lay claim to the main loop. + +@link quick Quick introduction @endlink is a short tutorial for people new to GLFW. + +@link moving Moving from GLFW 2 to 3 @endlink explains what has changed and how +to update existing code to use the GLFW 3 API. + +*/ diff --git a/docs/moving.dox b/docs/moving.dox new file mode 100644 index 00000000..c47a45ee --- /dev/null +++ b/docs/moving.dox @@ -0,0 +1,280 @@ +/*! + +@page moving Moving from GLFW 2 to 3 + +This is a guide for people moving from GLFW 2 to 3. It describes API @em +changes, but does @em not include entirely new features unless they are required +when moving an existing code base onto the new API. One example of this is the +new multi-monitor support, which you are now required to use to create +fullscreen windows. + +@section moving_names Library and header names + +The GLFW 3 header is named @ref glfw3.h, to avoid collisions with the GLFW 2 @c +glfw.h header, in case they are both installed. Similarly, the GLFW 3 library +is named @c glfw3, except when it's installed as a shared library on +Unix-like systems, where it uses the +soname @c libglfw.so.3 . + +@section moving_threads Removal of threading functions + +The threading functions have been removed. However, GLFW 3 has better support +for use from multiple threads than GLFW 2 had. Contexts can be made current on +and used from secondary threads, and the documentation explicitly states which +functions may and may not be used from secondary threads. + +@section moving_image Removal of image and texture loading + +The image and texture loading support has been removed. + +@section moving_window_handles Window handles + +Because GLFW 3 supports multiple windows, window handle parameters have been +added to all window-related functions and callbacks. Window handles are of the +@c GLFWwindow* type, i.e. a pointer to an opaque struct. + +@section moving_monitor Multi-monitor support + +GLFW 3 provides support for multiple monitors, adding the @c GLFWmonitor* handle +type and a set of related functions. To request a fullscreen mode window, you +need to specify which monitor you wish the window to use. There is @ref +glfwGetPrimaryMonitor that provides something similar to the earlier behaviour. + +@section moving_window_close Window closing + +Window closing is now just an event like any other. GLFW 3 windows won't +disappear from underfoot even when no close callback is set. You can query +whether the user has requested that the window be closed using the @c +GLFW_CLOSE_REQUESTED window parameter, or by setting a close callback. The +return value of the close callback becomes the new value of the window +parameter. + +@section moving_context Explicit context management + +Each GLFW 3 window has its own OpenGL context and only you, the user, can know +which context should be current on which thread at any given time. Therefore, +GLFW 3 makes no assumptions about when you want a certain context current, +leaving that decision to you. + +This means that you need to call @ref glfwMakeContextCurrent after creating +a window but before calling any OpenGL functions. + +@section moving_keys Physical key input + +GLFW 3 uses the physical key locations named after the symbols they generate +using the US keyboard layout, instead of layout-dependent characters like in +GLFW 2. This means that (for example) @c GLFW_KEY_BACKSLASH 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. + +GLFW 3 has key tokens for all keys, so instead of trying to remember whether to +check for @c 'a' or @c 'A', you now check for @c GLFW_KEY_A. + +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. + +@section moving_video_modes Video mode enumeration + +Video mode enumeration is now per-monitor. The @c glfwGetDesktopMode function +has been replaced by @ref glfwGetVideoMode, which returns the current mode of +a monitor. The @ref glfwGetVideoMode function now returns all available modes +for a monitor instead of requiring you to guess how large an array you need. + +@section moving_glu GLU header inclusion + +Unlike GLFW 2, GLFW 3 doesn't include the GLU header by default, but you can +make it do so by defining @c GLFW_INCLUDE_GLU before including the GLFW +3 header. + +@section moving_cursor Cursor positioning + +GLFW 3 only allows you to position the cursor within a window (using @ref +glfwSetCursorPos) when that window is active. Unless the window is active, the +function fails silently. + +@section moving_renamed Symbol name changes + +@subsection moving_renamed_functions Renamed functions + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
GLFW 2GLFW 3Notes
@c glfwOpenWindow@ref glfwCreateWindowAll channel bit depths are now hints
The defaults are 24-bit color + and depth buffers
Accepts initial window title, optional monitor to go + fullscreen on and optional context to share objects with
@c glfwCloseWindow@ref glfwDestroyWindow
@c glfwOpenWindowHint@ref glfwWindowHintNow also accepts @c GLFW_RED_BITS, @c GLFW_GREEN_BITS, @c + GLFW_BLUE_BITS, @c GLFW_ALPHA_BITS, @c GLFW_DEPTH_BITS and @c + GLFW_STENCIL_BITS
@c glfwEnable@ref glfwSetInputMode
@c glfwDisable@ref glfwSetInputMode
@c glfwGetMousePos@ref glfwGetCursorPos
@c glfwSetMousePos@ref glfwSetCursorPos
@c glfwSetMousePosCallback@ref glfwSetCursorPosCallback
@c glfwSetMouseWheelCallback@ref glfwSetScrollCallbackAccepts two-dimensional scroll offsets as doubles
@c glfwGetJoystickPos@ref glfwGetJoystickAxes
@c glfwGetGLVersion@ref glfwGetWindowParamUse @c GLFW_OPENGL_VERSION_MAJOR, @c GLFW_OPENGL_VERSION_MINOR and @c + GLFW_OPENGL_REVISION
@c glfwGetDesktopMode@ref glfwGetVideoModeReturns the current mode of a monitor
+ +@subsection moving_renamed_tokens Renamed tokens + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
GLFW 2GLFW 3Notes
@c GLFW_OPENGL_VERSION_MAJOR@c GLFW_CONTEXT_VERSION_MAJORRenamed as it applies to OpenGL ES as well
@c GLFW_OPENGL_VERSION_MINOR@c GLFW_CONTEXT_VERSION_MINORRenamed as it applies to OpenGL ES as well
@c GLFW_FSAA_SAMPLES@c GLFW_SAMPLESRenamed to match the OpenGL API
@c GLFW_ACTIVE@c GLFW_FOCUSEDRenamed to match the window focus callback
@c GLFW_WINDOW_NO_RESIZE@c GLFW_RESIZABLEThe default has been inverted
@c GLFW_MOUSE_CURSOR@c GLFW_CURSOR_MODEUsed with @c glfwSetInputMode
Accepts @c GLFW_CURSOR_NORMAL, @c + GLFW_CURSOR_HIDDEN and @c GLFW_CURSOR_CAPTURED
@c GLFW_KEY_ESC@c GLFW_KEY_ESCAPE
@c GLFW_KEY_DEL@c GLFW_KEY_DELETE
@c GLFW_KEY_PAGEUP@c GLFW_KEY_PAGE_UP
@c GLFW_KEY_PAGEDOWN@c GLFW_KEY_PAGE_DOWN
@c GLFW_KEY_KP_NUM_LOCK@c GLFW_KEY_NUM_LOCK
@c GLFW_KEY_LCTRL@c GLFW_KEY_LEFT_CONTROL
@c GLFW_KEY_LSHIFT@c GLFW_KEY_LEFT_SHIFT
@c GLFW_KEY_LALT@c GLFW_KEY_LEFT_ALT
@c GLFW_KEY_LSUPER@c GLFW_KEY_LEFT_SUPER
@c GLFW_KEY_RCTRL@c GLFW_KEY_RIGHT_CONTROL
@c GLFW_KEY_RSHIFT@c GLFW_KEY_RIGHT_SHIFT
@c GLFW_KEY_RALT@c GLFW_KEY_RIGHT_ALT
@c GLFW_KEY_RSUPER@c GLFW_KEY_RIGHT_SUPER
+ +*/ diff --git a/docs/quick.dox b/docs/quick.dox new file mode 100644 index 00000000..72ec9bc4 --- /dev/null +++ b/docs/quick.dox @@ -0,0 +1,200 @@ +/*! + +@page quick Getting started + +@section quick_start Introduction + +In this guide you will learn how to write simple OpenGL applications using +GLFW 3. We start by initializing GLFW, then we create a window and read some +user keyboard input. + + +@section quick_include Including the GLFW header + +The first thing you have to do when using GLFW is including the GLFW header. + +@code +#include +@endcode + +This header defines all the constants, types and function prototypes of the +GLFW API. It also includes the OpenGL header provided by your development +environment and defines all the necessary constants and types for it to work on +that particular platform. + +Starting with version 3.0, the GLU header @c glu.h is no longer included by +default. If you wish to include it, define @c GLFW_INCLUDE_GLU before the +inclusion of the GLFW header. + + +@section quick_init_term Initializing and terminating GLFW + +Before you can use most GLFW functions, the library must be initialized. This +is done with @ref glfwInit, which returns non-zero if successful, or zero if an +error occurred. + +@code +if (!glfwInit()) +{ + exit(EXIT_FAILURE); +} +@endcode + +When you are done using GLFW, typically at the very end of the program, you need +to call @ref glfwTerminate. + +@code +glfwTerminate(); +@endcode + +This destroys any remaining windows and releases any other resources allocated by +GLFW. After this call, you must call @ref glfwInit again before using any GLFW +functions that require it. + + +@section quick_create_window Creating a window and context + +The window (and its context) is created with @ref glfwCreateWindow, which +returns a handle to the created window. For example, this creates an 640 by 480 +pixels windowed mode window: + +@code +GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL); +@endcode + +If window creation fails, @c NULL will be returned, so you need to check whether +it did. + +@code +if (!window) +{ + glfwTerminate(); + exit(EXIT_FAILURE); +} +@endcode + +This handle is then passed to all window related functions, and is provided to +you along with input events, so you know which window received the input. + +To create a fullscreen window, you need to specify which monitor the window +should use. In most cases, the user's primary monitor is a good choice. You +can get this with @ref glfwGetPrimaryMonitor. To make the above window +fullscreen, just pass along the monitor handle: + +@code +GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL); +@endcode + +Fullscreen windows cover the entire screen, have no border or decorations, and +change the monitor's resolution to the one most closely matching the requested +window size. + +When you are done with the window, destroy it with the @ref glfwDestroyWindow +function. + +@code +glfwDestroyWindow(window); +@endcode + +Once this function is called, no more events will be delivered for that window +and its handle becomes invalid. + + +@section quick_window_attribs Retrieving window attributes + +Each window provides a number of attributes that can be queried with @ref +glfwGetWindowParam. Some are related to the window itself and others to the +OpenGL context. For example, to find out if the user is attempting to close the +window, either by pressing the close widget in the title bar or using a key +combination like Alt+F4, check the @c GLFW_SHOULD_CLOSE attribute. + +@code +while (!glfwGetWindowParam(window, GLFW_SHOULD_CLOSE)) +{ + // Keep running +} +@endcode + + +@section quick_swap_buffers Swapping buffers + +GLFW windows always use double-buffering. That means that you have two +rendering buffers; a front buffer and a back buffer. The front buffer is the +one being displayed and the back buffer the one you render to. + +When the entire frame has been rendered, it is time to swap the back and the +front buffers in order to display the rendered frame, and begin rendering a new +frame. This is done with @ref glfwSwapBuffers. + +@code +glfwSwapBuffers(window); +@endcode + + +@section quick_process_events Processing events + +GLFW needs to communicate regularly with the window system in order to receive +events, like the ones controlling the attribute @c GLFW_SHOULD_CLOSE mentioned +above. Event processing must be done regularly and is normally done each frame +before rendering but after buffer swap. + +There are two ways to process events. @ref glfwPollEvents processes only those +events that have already been received and then returns immediately. This is +the best choice when rendering continually, like most games do. + +@code +glfwPollEvents(); +@endcode + +If instead you only need to update your rendering once you have received new +input, @ref glfwWaitEvents is a better choice. It will wait until at least one +event has been received and then process all received events before returning. + +@code +glfwWaitEvents(); +@endcode + + +@section quick_example Putting it together: A minimal GLFW application + +Now that you know how to initialize GLFW, create a window and poll for +keyboard input, it's possible to create a simple program. + +@code +#include +#include + +int main(void) +{ + GLFWwindow* window; + + if (!glfwInit()) + { + exit(EXIT_FAILURE); + } + + window = glfwCreateWindow(640, 480, "My Window", NULL, NULL); + if (!window) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + while (!glfwGetWindowParam(window, GLFW_SHOULD_CLOSE)) + { + glClear(GL_COLOR_BUFFER_BIT); + glfwSwapBuffers(window); + glfwPollEvents(); + } + + glfwDestroyWindow(window); + + glfwTerminate(); + exit(EXIT_SUCCESS); +} +@endcode + +This program creates a 640 by 480 pixels window and runs a loop clearing the +screen and processing events until the user closes the window. + +*/ diff --git a/include/GL/glfw3.h b/include/GL/glfw3.h index 7ef5f5e6..d3ff14ff 100644 --- a/include/GL/glfw3.h +++ b/include/GL/glfw3.h @@ -39,13 +39,6 @@ extern "C" { * Doxygen documentation *************************************************************************/ -/*! @mainpage notitle - * - * @section intro Introduction - * - * This is the reference documentation for the GLFW library. - */ - /*! @defgroup clipboard Clipboard support */ /*! @defgroup context Context handling @@ -1409,6 +1402,7 @@ GLFWAPI void glfwSetWindowIconifyCallback(GLFWwindow* window, GLFWwindowiconifyf * @ingroup window * * @note This function may only be called from the main thread. + * @note This function may not be called from a callback. * * @note This function may not be called from a callback. * @@ -1420,6 +1414,7 @@ GLFWAPI void glfwPollEvents(void); * @ingroup window * * @note This function may only be called from the main thread. + * @note This function may not be called from a callback. * * @note This function may not be called from a callback. *