/*! @page moving Moving from GLFW 2 to 3 @tableofcontents This is a transition guide for moving from GLFW 2 to 3. It describes what has changed or been removed, but does *not* include entirely new features unless they are required when moving an existing code base onto the new API. For example, use of the new multi-monitor support is required to create fullscreen windows. @section moving_removed Removed features @subsection moving_threads Threading functions The threading functions have been removed, including the 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 C++11 and C11, both of which are gaining traction. If you wish to use the C++11 or C11 facilities but your compiler doesn't yet support them, see the [TinyThread++](https://gitorious.org/tinythread/tinythreadpp) and [TinyCThread](https://gitorious.org/tinythread/tinycthread) 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. However, GLFW 3 has better support for *use from multiple threads* than GLFW 2 had. Contexts can be made current on and rendered with from secondary threads, and the documentation explicitly states which functions may or may not be used from secondary threads. @subsection moving_image Image and texture loading The image and texture loading functions have been removed. They only supported the Targa image format, making them mostly useful for beginner level examples. To become of sufficiently high quality to warrant keeping them in GLFW 3, they would need not only to support other formats, but also modern extensions to the OpenGL texturing facilities. This would either add a number of external dependencies (libjpeg, libpng, etc.), or force GLFW to ship with inline versions of these libraries. As there already are libraries doing this, it seems unnecessary both to duplicate this work and to tie this duplicate to GLFW. Projects similar to GLFW, such as freeglut, could also gain from such a library. Also, would be no platform-specific part of such a library, as both OpenGL and stdio are available wherever GLFW is. @subsection moving_char_up Character actions The action parameter of the [character callback](@ref GLFWcharfun) has been removed. This was an artefact of the origin of GLFW, i.e. being developed in English by a Swede. However, many keyboard layouts require more than one key to produce characters with diacritical marks. Even the Swedish keyboard layout requires this for uncommon cases like ΓΌ. Note that this is only the removal of the *action parameter* of the character callback, *not* the removal of the character callback itself. @subsection moving_wheel Mouse wheel position Scroll events do not represent an absolute state. Instead, it's an interpretation of a relative change in state, like character input. So, like character input, there is no sane 'current state' to return. The mouse wheel callback has been replaced by a [scroll callback](@ref GFLWscrollfun) that receives two-dimensional scroll offsets. @subsection moving_stdcall GLFWCALL macro The `GLFWCALL` macro, which made callback functions use [__stdcall](http://msdn.microsoft.com/en-us/library/zxk0tw93.aspx) on Windows, has been removed. GLFW is written in C, not Pascal. Removing this macro means there's one less thing for users of GLFW to remember, i.e. the requirement to mark all callback functions with `GLFWCALL`. It also simplifies the creation of DLLs and DLL link libraries, as there's no need to explicitly disable `@n` entry point suffixes. @subsection moving_mbcs Win32 MBCS support The Win32 port of GLFW 3 will not compile in [MBCS mode](http://msdn.microsoft.com/en-us/library/5z097dxa.aspx). Hoever, 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 uses MBCS mode, there's no need for GLFW itself to support it. @subsection moving_windows Support for versions of Windows older than XP 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. Windows XP was released in 2001, and by now (2013) it has not only replaced almost all earlier versions of Windows, but is itself rapidly being replaced by Windows 7 and 8. The MSDN library doesn't even provide documentation for version older than Windows 2000, making it difficult to maintain compatibility with these versions even if it was deemed worth the effort. The Win32 API has also not stood still, and GLFW 3 uses many functions only present on Windows XP or later. Even supporting an OS as new as XP (new from the perspective of GLFW 2, which still supports Windows 95) requires runtime checking for a number of functions that are present only on modern version of Windows. @subsection moving_syskeys Capture of system-wide hotkeys The ability to disable and capture system-wide hotkeys like Alt+Tab has been removed. Modern applications, whether they're games, scientific visualisations or something else, are nowadays expected to be good desktop citizens and allow these hotkeys to function even when running in fullscreen mode. @section moving_changed Changes to existing features @subsection moving_window_handles Window handles Because GLFW 3 supports multiple windows, window handle parameters have been added to all window-related GLFW functions and callbacks. Window handles are of the `GLFWwindow*` type, i.e. a pointer to an opaque struct. @subsection moving_monitor Multi-monitor support GLFW 3 provides support for multiple monitors, adding the `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 behaviour similar to that of GLFW 2. @subsection 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; instead the window's close flag is set. You can query this flag using @ref glfwWindowShouldClose, or capture close events by setting a close callback. The close flag can be modified from any point in your program using @ref glfwSetWindowShouldClose. @subsection 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 to be current, leaving that decision to you. This means, among other things, that you need to call @ref glfwMakeContextCurrent after creating a window before you can call any OpenGL functions. @subsection 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) `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. 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. GLFW 3 has key tokens for all keys on a standard keyboard, so instead of having to remember whether to check for `'a'` or `'A'`, you now check for `GLFW_KEY_A`. @subsection moving_video_modes Video mode enumeration Video mode enumeration is now per-monitor. The `glfwGetDesktopMode` function has been replaced by @ref glfwGetVideoMode, which returns the current mode of a monitor. The @ref glfwGetVideoModes function now returns all available modes for a monitor instead of requiring you to guess how large an array you need. @subsection 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 `GLFW_INCLUDE_GLU` before the inclusion of the GLFW 3 header. @subsection 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 Name changes @subsection moving_renamed_files Library and header file The GLFW 3 header is named @ref glfw3.h, to avoid collisions with the GLFW 2 `glfw.h` header, in case they are both installed. Similarly, the GLFW 3 library is named `glfw3,` except when it's installed as a shared library on Unix-like systems, where it uses the [soname](https://en.wikipedia.org/wiki/soname) `libglfw.so.3`. @subsection moving_renamed_functions Functions | GLFW 2 | GLFW 3 | Notes | | --------------------------- | ----------------------------- | ----- | | `glfwOpenWindow` | @ref glfwCreateWindow | All channel bit depths are now hints | `glfwCloseWindow` | @ref glfwDestroyWindow | | | `glfwOpenWindowHint` | @ref glfwWindowHint | Now accepts all `GLFW_*_BITS` tokens | | `glfwEnable` | @ref glfwSetInputMode | | | `glfwDisable` | @ref glfwSetInputMode | | | `glfwGetMousePos` | @ref glfwGetCursorPos | | | `glfwSetMousePos` | @ref glfwSetCursorPos | | | `glfwSetMousePosCallback` | @ref glfwSetCursorPosCallback | | | `glfwSetMouseWheelCallback` | @ref glfwSetScrollCallback | Accepts two-dimensional scroll offsets as doubles | | `glfwGetJoystickPos` | @ref glfwGetJoystickAxes | | | `glfwGetGLVersion` | @ref glfwGetWindowParam | Use `GLFW_OPENGL_VERSION_MAJOR`, `GLFW_OPENGL_VERSION_MINOR` and `GLFW_OPENGL_REVISION` | | `glfwGetDesktopMode` | @ref glfwGetVideoMode | Returns the current mode of a monitor | @subsection moving_renamed_tokens Tokens | GLFW 2 | GLFW 3 | Notes | | --------------------------- | ---------------------------- | ----- | | `GLFW_OPENGL_VERSION_MAJOR` | `GLFW_CONTEXT_VERSION_MAJOR` | Renamed as it applies to OpenGL ES as well | | `GLFW_OPENGL_VERSION_MINOR` | `GLFW_CONTEXT_VERSION_MINOR` | Renamed as it applies to OpenGL ES as well | | `GLFW_FSAA_SAMPLES` | `GLFW_SAMPLES` | Renamed to match the OpenGL API | | `GLFW_ACTIVE` | `GLFW_FOCUSED` | Renamed to match the window focus callback | | `GLFW_WINDOW_NO_RESIZE` | `GLFW_RESIZABLE` | The default has been inverted | | `GLFW_MOUSE_CURSOR` | `GLFW_CURSOR_MODE` | Used with @ref glfwSetInputMode | | `GLFW_KEY_ESC` | `GLFW_KEY_ESCAPE` | | | `GLFW_KEY_DEL` | `GLFW_KEY_DELETE` | | | `GLFW_KEY_PAGEUP` | `GLFW_KEY_PAGE_UP` | | | `GLFW_KEY_PAGEDOWN` | `GLFW_KEY_PAGE_DOWN` | | | `GLFW_KEY_KP_NUM_LOCK` | `GLFW_KEY_NUM_LOCK` | | | `GLFW_KEY_LCTRL` | `GLFW_KEY_LEFT_CONTROL` | | | `GLFW_KEY_LSHIFT` | `GLFW_KEY_LEFT_SHIFT` | | | `GLFW_KEY_LALT` | `GLFW_KEY_LEFT_ALT` | | | `GLFW_KEY_LSUPER` | `GLFW_KEY_LEFT_SUPER` | | | `GLFW_KEY_RCTRL` | `GLFW_KEY_RIGHT_CONTROL` | | | `GLFW_KEY_RSHIFT` | `GLFW_KEY_RIGHT_SHIFT` | | | `GLFW_KEY_RALT` | `GLFW_KEY_RIGHT_ALT` | | | `GLFW_KEY_RSUPER` | `GLFW_KEY_RIGHT_SUPER` | | */