20 KiB
@page moving_guide 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 [new features](@ref news) unless they are required when moving an existing code base onto the new API. For example, the new multi-monitor functions are required to create full screen windows with GLFW 3.
@section moving_removed Changed and removed features
@subsection moving_renamed_files Renamed library and header file
The GLFW 3 header is named @ref glfw3.h and moved to the GLFW
directory, to
avoid collisions with the headers of other major versions. 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 libglfw.so.3
.
@par Old syntax @code{.c} #include <GL/glfw.h> @endcode
@par New syntax @code{.c} #include <GLFW/glfw3.h> @endcode
@subsection moving_threads Removal of threading functions
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 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++ and 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 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.
@par Removed functions
glfwSleep
, glfwCreateThread
, glfwDestroyThread
, glfwWaitThread
,
glfwGetThreadID
, glfwCreateMutex
, glfwDestroyMutex
, glfwLockMutex
,
glfwUnlockMutex
, glfwCreateCond
, glfwDestroyCond
, glfwWaitCond
,
glfwSignalCond
, glfwBroadcastCond
and glfwGetNumberOfProcessors
.
@par Removed types
GLFWthreadfun
@subsection moving_image Removal of 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 OpenGL texturing. 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 is unnecessary both to duplicate the work and to tie the duplicate to GLFW. The resulting library would also be platform-independent, as both OpenGL and stdio are available wherever GLFW is.
@par Removed functions
glfwReadImage
, glfwReadMemoryImage
, glfwFreeImage
, glfwLoadTexture2D
,
glfwLoadMemoryTexture2D
and glfwLoadTextureImage2D
.
@subsection moving_stdcall Removal of GLFWCALL macro
The GLFWCALL
macro, which made callback functions use
__stdcall 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 GLFWCALL
. It also simplifies
the creation of DLLs and DLL link libraries, as there's no need to explicitly
disable @n
entry point suffixes.
@par Old syntax @code{.c} void GLFWCALL callback_function(...); @endcode
@par New syntax @code{.c} void callback_function(...); @endcode
@subsection moving_window_handles Window handle parameters
Because GLFW 3 supports multiple windows, window handle parameters have been
added to all window-related GLFW functions and callbacks. The handle of
a newly created window is returned by @ref glfwCreateWindow (formerly
glfwOpenWindow
). Window handles are pointers to the
opaque type @ref GLFWwindow.
@par Old syntax @code{.c} glfwSetWindowTitle("New Window Title"); @endcode
@par New syntax @code{.c} glfwSetWindowTitle(window, "New Window Title"); @endcode
@subsection moving_monitor Explicit monitor selection
GLFW 3 provides support for multiple monitors. To request a full screen mode window,
instead of passing GLFW_FULLSCREEN
you specify which monitor you wish the
window to use. The @ref glfwGetPrimaryMonitor function returns the monitor that
GLFW 2 would have selected, but there are many other
[monitor functions](@ref monitor_guide). Monitor handles are pointers to the
opaque type @ref GLFWmonitor.
@par Old basic full screen @code{.c} glfwOpenWindow(640, 480, 8, 8, 8, 0, 24, 0, GLFW_FULLSCREEN); @endcode
@par New basic full screen @code{.c} window = glfwCreateWindow(640, 480, "My Window", glfwGetPrimaryMonitor(), NULL); @endcode
@note The framebuffer bit depth parameters of glfwOpenWindow
have been turned
into [window hints](@ref window_hints), but as they have been given
[sane defaults](@ref window_hints_values) you rarely need to set these hints.
@subsection moving_autopoll Removal of automatic event polling
GLFW 3 does not automatically poll for events in @ref glfwSwapBuffers, meaning you need to call @ref glfwPollEvents or @ref glfwWaitEvents yourself. Unlike buffer swap, which acts on a single window, the event processing functions act on all windows at once.
@par Old basic main loop @code{.c} while (...) { // Process input // Render output glfwSwapBuffers(); } @endcode
@par New basic main loop @code{.c} while (...) { // Process input // Render output glfwSwapBuffers(window); glfwPollEvents(); } @endcode
@subsection moving_context Explicit context management
Each GLFW 3 window has its own OpenGL context and only you, the application programmer, can know which context should be current on which thread at any given time. Therefore, GLFW 3 leaves that decision to you.
This means that you need to call @ref glfwMakeContextCurrent after creating a window before you can call any OpenGL functions.
@subsection moving_hidpi Separation of window and framebuffer sizes
Window positions and sizes now use screen coordinates, which may not be the same
as pixels on machines with high-DPI monitors. This is important as OpenGL uses
pixels, not screen coordinates. For example, the rectangle specified with
glViewport
needs to use pixels. Therefore, framebuffer size functions have
been added. You can retrieve the size of the framebuffer of a window with @ref
glfwGetFramebufferSize function. A framebuffer size callback has also been
added, which can be set with @ref glfwSetFramebufferSizeCallback.
@par Old basic viewport setup @code{.c} glfwGetWindowSize(&width, &height); glViewport(0, 0, width, height); @endcode
@par New basic viewport setup @code{.c} glfwGetFramebufferSize(window, &width, &height); glViewport(0, 0, width, height); @endcode
@subsection moving_window_close Window closing changes
The GLFW_OPENED
window parameter has been removed. As long as the window has
not been destroyed, whether through @ref glfwDestroyWindow or @ref
glfwTerminate, the window is "open".
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
GLFW_TRUE
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.
You can query the close flag at any time with @ref glfwWindowShouldClose and set it at any time with @ref glfwSetWindowShouldClose.
@par Old basic main loop @code{.c} while (glfwGetWindowParam(GLFW_OPENED)) { ... } @endcode
@par New basic main loop @code{.c} while (!glfwWindowShouldClose(window)) { ... } @endcode
The close callback no longer returns a value. Instead, it is called after the close flag has been set, so it can optionally override its value, before event processing completes. You may however not call @ref glfwDestroyWindow from the close callback (or any other window related callback).
@par Old syntax @code{.c} int GLFWCALL window_close_callback(void); @endcode
@par New syntax @code{.c} void window_close_callback(GLFWwindow* window); @endcode
@note GLFW never clears the close flag to GLFW_FALSE
, meaning you can use it
for other reasons to close the window as well, for example the user choosing
Quit from an in-game menu.
@subsection moving_hints Persistent window hints
The glfwOpenWindowHint
function has been renamed to @ref glfwWindowHint.
Window hints are no longer reset to their default values on window creation, but instead retain their values until modified by @ref glfwWindowHint or @ref glfwDefaultWindowHints, or until the library is terminated and re-initialized.
@subsection moving_video_modes Video mode enumeration
Video mode enumeration is now per-monitor. The @ref glfwGetVideoModes function
now returns all available modes for a specific monitor instead of requiring you
to guess how large an array you need. The glfwGetDesktopMode
function, which
had poorly defined behavior, has been replaced by @ref glfwGetVideoMode, which
returns the current mode of a monitor.
@subsection moving_char_up Removal of 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 ü.
@par Old syntax @code{.c} void GLFWCALL character_callback(int character, int action); @endcode
@par New syntax @code{.c} void character_callback(GLFWwindow* window, int character); @endcode
@subsection moving_cursorpos Cursor position changes
The glfwGetMousePos
function has been renamed to @ref glfwGetCursorPos,
glfwSetMousePos
to @ref glfwSetCursorPos and glfwSetMousePosCallback
to @ref
glfwSetCursorPosCallback.
The cursor position is now double
instead of int
, both for the direct
functions and for the callback. Some platforms can provide sub-pixel cursor
movement and this data is now passed on to the application where available. On
platforms where this is not provided, the decimal part is zero.
GLFW 3 only allows you to position the cursor within a window using @ref
glfwSetCursorPos (formerly glfwSetMousePos
) when that window is active.
Unless the window is active, the function fails silently.
@subsection moving_wheel Wheel position replaced by scroll offsets
The glfwGetMouseWheel
function has been removed. Scrolling is the input of
offsets and has no absolute position. The mouse wheel callback has been
replaced by a [scroll callback](@ref GLFWscrollfun) that receives
two-dimensional floating point scroll offsets. This allows you to receive
precise scroll data from for example modern touchpads.
@par Old syntax @code{.c} void GLFWCALL mouse_wheel_callback(int position); @endcode
@par New syntax @code{.c} void scroll_callback(GLFWwindow* window, double xoffset, double yoffset); @endcode
@par Removed functions
glfwGetMouseWheel
@subsection moving_repeat Key repeat action
The GLFW_KEY_REPEAT
enable has been removed and key repeat is always enabled
for both keys and characters. A new key action, GLFW_REPEAT
, has been added
to allow the [key callback](@ref GLFWkeyfun) to distinguish an initial key press
from a repeat. Note that @ref glfwGetKey still returns only GLFW_PRESS
or
GLFW_RELEASE
.
@subsection moving_keys Physical key input
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 in the standard US layout, but this
is only a convenience, as most programmers are assumed to know that layout.
This means that (for example) GLFW_KEY_LEFT_BRACKET
is always a single key and
is the same key in the same place regardless of what keyboard layouts the users
of your program have.
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 105 key keyboard, so instead of
having to remember whether to check for a
or A
, you now check for
@ref GLFW_KEY_A.
@subsection moving_joystick Joystick function changes
The glfwGetJoystickPos
function has been renamed to @ref glfwGetJoystickAxes.
The glfwGetJoystickParam
function and the GLFW_PRESENT
, GLFW_AXES
and
GLFW_BUTTONS
tokens have been replaced by the @ref glfwJoystickPresent
function as well as axis and button counts returned by the @ref
glfwGetJoystickAxes and @ref glfwGetJoystickButtons functions.
@subsection moving_mbcs Win32 MBCS support
The Win32 port of GLFW 3 will not compile in MBCS mode. 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.
@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 (January 2015) 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 full screen mode.
@subsection moving_terminate Automatic termination
GLFW 3 does not register @ref glfwTerminate with atexit
at initialization,
because exit
calls registered functions from the calling thread and while it
is permitted to call exit
from any thread, @ref glfwTerminate must only be
called from the main thread.
To release all resources allocated by GLFW, you should call @ref glfwTerminate yourself, from the main thread, before the program terminates. Note that this destroys all windows not already destroyed with @ref glfwDestroyWindow, invalidating any window handles you may still have.
@subsection moving_glu GLU header inclusion
GLFW 3 does not by default include the GLU header and GLU itself has been deprecated by Khronos. New projects should not use GLU, 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 @ref GLFW_INCLUDE_GLU before the inclusion of the GLFW header.
@par Old syntax @code{.c} #include <GL/glfw.h> @endcode
@par New syntax @code{.c} #define GLFW_INCLUDE_GLU #include <GLFW/glfw3.h> @endcode
There are many libraries that offer replacements for the functionality offered by GLU. For the matrix helper functions, see math libraries like GLM (for C++), linmath.h (for C) and others. For the tessellation functions, see for example libtess2.
@section moving_tables Name change tables
@subsection moving_renamed_functions Renamed 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 | |
glfwGetWindowParam |
@ref glfwGetWindowAttrib | |
glfwGetGLVersion |
@ref glfwGetWindowAttrib | Use GLFW_CONTEXT_VERSION_MAJOR , GLFW_CONTEXT_VERSION_MINOR and GLFW_CONTEXT_REVISION |
glfwGetDesktopMode |
@ref glfwGetVideoMode | Returns the current mode of a monitor |
glfwGetJoystickParam |
@ref glfwJoystickPresent | The axis and button counts are provided by @ref glfwGetJoystickAxes and @ref glfwGetJoystickButtons |
@subsection moving_renamed_types Renamed types
| GLFW 2 | GLFW 3 | Notes |
| ------------------- | --------------------- | |
| GLFWmousewheelfun
| @ref GLFWscrollfun | |
| GLFWmouseposfun
| @ref GLFWcursorposfun | |
@subsection moving_renamed_tokens Renamed 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 |
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 |