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507 lines
20 KiB
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507 lines
20 KiB
Plaintext
/*!
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@page moving_guide Moving from GLFW 2 to 3
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@tableofcontents
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This is a transition guide for moving from GLFW 2 to 3. It describes what has
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changed or been removed, but does _not_ include
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[new features](@ref news) unless they are required when moving an existing code
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base onto the new API. For example, the new multi-monitor functions are
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required to create full screen windows with GLFW 3.
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@section moving_removed Changed and removed features
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@subsection moving_renamed_files Renamed library and header file
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The GLFW 3 header is named @ref glfw3.h and moved to the `GLFW` directory, to
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avoid collisions with the headers of other major versions. Similarly, the GLFW
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3 library is named `glfw3,` except when it's installed as a shared library on
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Unix-like systems, where it uses the
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[soname](https://en.wikipedia.org/wiki/soname) `libglfw.so.3`.
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@par Old syntax
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@code
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#include <GL/glfw.h>
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@endcode
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@par New syntax
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@code
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#include <GLFW/glfw3.h>
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@endcode
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@subsection moving_threads Removal of threading functions
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The threading functions have been removed, including the per-thread sleep
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function. They were fairly primitive, under-used, poorly integrated and took
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time away from the focus of GLFW (i.e. context, input and window). There are
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better threading libraries available and native threading support is available
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in both [C++11](http://en.cppreference.com/w/cpp/thread) and
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[C11](http://en.cppreference.com/w/c/thread), both of which are gaining
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traction.
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If you wish to use the C++11 or C11 facilities but your compiler doesn't yet
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support them, see the
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[TinyThread++](https://gitorious.org/tinythread/tinythreadpp) and
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[TinyCThread](https://github.com/tinycthread/tinycthread) projects created by
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the original author of GLFW. These libraries implement a usable subset of the
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threading APIs in C++11 and C11, and in fact some GLFW 3 test programs use
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TinyCThread.
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However, GLFW 3 has better support for _use from multiple threads_ than GLFW
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2 had. Contexts can be made current on any thread, although only a single
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thread at a time, and the documentation explicitly states which functions may be
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used from any thread and which must only be used from the main thread.
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@par Removed functions
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`glfwSleep`, `glfwCreateThread`, `glfwDestroyThread`, `glfwWaitThread`,
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`glfwGetThreadID`, `glfwCreateMutex`, `glfwDestroyMutex`, `glfwLockMutex`,
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`glfwUnlockMutex`, `glfwCreateCond`, `glfwDestroyCond`, `glfwWaitCond`,
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`glfwSignalCond`, `glfwBroadcastCond` and `glfwGetNumberOfProcessors`.
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@par Removed types
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`GLFWthreadfun`
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@subsection moving_image Removal of image and texture loading
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The image and texture loading functions have been removed. They only supported
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the Targa image format, making them mostly useful for beginner level examples.
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To become of sufficiently high quality to warrant keeping them in GLFW 3, they
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would need not only to support other formats, but also modern extensions to
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OpenGL texturing. This would either add a number of external
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dependencies (libjpeg, libpng, etc.), or force GLFW to ship with inline versions
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of these libraries.
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As there already are libraries doing this, it is unnecessary both to duplicate
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the work and to tie the duplicate to GLFW. The resulting library would also be
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platform-independent, as both OpenGL and stdio are available wherever GLFW is.
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@par Removed functions
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`glfwReadImage`, `glfwReadMemoryImage`, `glfwFreeImage`, `glfwLoadTexture2D`,
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`glfwLoadMemoryTexture2D` and `glfwLoadTextureImage2D`.
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@subsection moving_stdcall Removal of GLFWCALL macro
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The `GLFWCALL` macro, which made callback functions use
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[__stdcall](http://msdn.microsoft.com/en-us/library/zxk0tw93.aspx) on Windows,
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has been removed. GLFW is written in C, not Pascal. Removing this macro means
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there's one less thing for application programmers to remember, i.e. the
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requirement to mark all callback functions with `GLFWCALL`. It also simplifies
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the creation of DLLs and DLL link libraries, as there's no need to explicitly
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disable `@n` entry point suffixes.
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@par Old syntax
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@code
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void GLFWCALL callback_function(...);
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@endcode
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@par New syntax
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@code
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void callback_function(...);
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@endcode
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@subsection moving_window_handles Window handle parameters
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Because GLFW 3 supports multiple windows, window handle parameters have been
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added to all window-related GLFW functions and callbacks. The handle of
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a newly created window is returned by @ref glfwCreateWindow (formerly
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`glfwOpenWindow`). Window handles are pointers to the
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[opaque](https://en.wikipedia.org/wiki/Opaque_data_type) type @ref GLFWwindow.
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@par Old syntax
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@code
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glfwSetWindowTitle("New Window Title");
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@endcode
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@par New syntax
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@code
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glfwSetWindowTitle(window, "New Window Title");
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@endcode
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@subsection moving_monitor Explicit monitor selection
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GLFW 3 provides support for multiple monitors. To request a full screen mode window,
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instead of passing `GLFW_FULLSCREEN` you specify which monitor you wish the
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window to use. The @ref glfwGetPrimaryMonitor function returns the monitor that
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GLFW 2 would have selected, but there are many other
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[monitor functions](@ref monitor_guide). Monitor handles are pointers to the
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[opaque](https://en.wikipedia.org/wiki/Opaque_data_type) type @ref GLFWmonitor.
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@par Old basic full screen
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@code
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glfwOpenWindow(640, 480, 8, 8, 8, 0, 24, 0, GLFW_FULLSCREEN);
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@endcode
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@par New basic full screen
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@code
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window = glfwCreateWindow(640, 480, "My Window", glfwGetPrimaryMonitor(), NULL);
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@endcode
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@note The framebuffer bit depth parameters of `glfwOpenWindow` have been turned
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into [window hints](@ref window_hints), but as they have been given
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[sane defaults](@ref window_hints_values) you rarely need to set these hints.
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@subsection moving_autopoll Removal of automatic event polling
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GLFW 3 does not automatically poll for events in @ref glfwSwapBuffers, meaning
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you need to call @ref glfwPollEvents or @ref glfwWaitEvents yourself. Unlike
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buffer swap, which acts on a single window, the event processing functions act
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on all windows at once.
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@par Old basic main loop
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@code
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while (...)
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{
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// Process input
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// Render output
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glfwSwapBuffers();
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}
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@endcode
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@par New basic main loop
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@code
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while (...)
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{
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// Process input
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// Render output
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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@endcode
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@subsection moving_context Explicit context management
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Each GLFW 3 window has its own OpenGL context and only you, the application
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programmer, can know which context should be current on which thread at any
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given time. Therefore, GLFW 3 leaves that decision to you.
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This means that you need to call @ref glfwMakeContextCurrent after creating
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a window before you can call any OpenGL functions.
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@subsection moving_hidpi Separation of window and framebuffer sizes
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Window positions and sizes now use screen coordinates, which may not be the same
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as pixels on machines with high-DPI monitors. This is important as OpenGL uses
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pixels, not screen coordinates. For example, the rectangle specified with
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`glViewport` needs to use pixels. Therefore, framebuffer size functions have
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been added. You can retrieve the size of the framebuffer of a window with @ref
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glfwGetFramebufferSize function. A framebuffer size callback has also been
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added, which can be set with @ref glfwSetFramebufferSizeCallback.
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@par Old basic viewport setup
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@code
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glfwGetWindowSize(&width, &height);
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glViewport(0, 0, width, height);
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@endcode
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@par New basic viewport setup
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@code
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glfwGetFramebufferSize(window, &width, &height);
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glViewport(0, 0, width, height);
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@endcode
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@subsection moving_window_close Window closing changes
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The `GLFW_OPENED` window parameter has been removed. As long as the window has
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not been destroyed, whether through @ref glfwDestroyWindow or @ref
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glfwTerminate, the window is "open".
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A user attempting to close a window is now just an event like any other. Unlike
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GLFW 2, windows and contexts created with GLFW 3 will never be destroyed unless
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you choose them to be. Each window now has a close flag that is set to
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`GLFW_TRUE` when the user attempts to close that window. By default, nothing else
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happens and the window stays visible. It is then up to you to either destroy
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the window, take some other action or simply ignore the request.
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You can query the close flag at any time with @ref glfwWindowShouldClose and set
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it at any time with @ref glfwSetWindowShouldClose.
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@par Old basic main loop
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@code
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while (glfwGetWindowParam(GLFW_OPENED))
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{
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...
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}
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@endcode
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@par New basic main loop
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@code
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while (!glfwWindowShouldClose(window))
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{
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...
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}
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@endcode
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The close callback no longer returns a value. Instead, it is called after the
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close flag has been set so it can override its value, if it chooses to, before
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event processing completes. You may however not call @ref glfwDestroyWindow
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from the close callback (or any other window related callback).
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@par Old syntax
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@code
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int GLFWCALL window_close_callback(void);
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@endcode
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@par New syntax
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@code
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void window_close_callback(GLFWwindow* window);
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@endcode
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@note GLFW never clears the close flag to `GLFW_FALSE`, meaning you can use it
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for other reasons to close the window as well, for example the user choosing
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Quit from an in-game menu.
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@subsection moving_hints Persistent window hints
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The `glfwOpenWindowHint` function has been renamed to @ref glfwWindowHint.
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Window hints are no longer reset to their default values on window creation, but
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instead retain their values until modified by @ref glfwWindowHint or @ref
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glfwDefaultWindowHints, or until the library is terminated and re-initialized.
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@subsection moving_video_modes Video mode enumeration
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Video mode enumeration is now per-monitor. The @ref glfwGetVideoModes function
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now returns all available modes for a specific monitor instead of requiring you
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to guess how large an array you need. The `glfwGetDesktopMode` function, which
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had poorly defined behavior, has been replaced by @ref glfwGetVideoMode, which
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returns the current mode of a monitor.
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@subsection moving_char_up Removal of character actions
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The action parameter of the [character callback](@ref GLFWcharfun) has been
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removed. This was an artefact of the origin of GLFW, i.e. being developed in
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English by a Swede. However, many keyboard layouts require more than one key to
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produce characters with diacritical marks. Even the Swedish keyboard layout
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requires this for uncommon cases like ü.
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@par Old syntax
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@code
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void GLFWCALL character_callback(int character, int action);
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@endcode
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@par New syntax
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@code
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void character_callback(GLFWwindow* window, int character);
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@endcode
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@subsection moving_cursorpos Cursor position changes
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The `glfwGetMousePos` function has been renamed to @ref glfwGetCursorPos,
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`glfwSetMousePos` to @ref glfwSetCursorPos and `glfwSetMousePosCallback` to @ref
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glfwSetCursorPosCallback.
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The cursor position is now `double` instead of `int`, both for the direct
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functions and for the callback. Some platforms can provide sub-pixel cursor
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movement and this data is now passed on to the application where available. On
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platforms where this is not provided, the decimal part is zero.
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GLFW 3 only allows you to position the cursor within a window using @ref
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glfwSetCursorPos (formerly `glfwSetMousePos`) when that window is active.
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Unless the window is active, the function fails silently.
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@subsection moving_wheel Wheel position replaced by scroll offsets
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The `glfwGetMouseWheel` function has been removed. Scrolling is the input of
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offsets and has no absolute position. The mouse wheel callback has been
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replaced by a [scroll callback](@ref GLFWscrollfun) that receives
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two-dimensional floating point scroll offsets. This allows you to receive
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precise scroll data from for example modern touchpads.
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@par Old syntax
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@code
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void GLFWCALL mouse_wheel_callback(int position);
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@endcode
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@par New syntax
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@code
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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@endcode
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@par Removed functions
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`glfwGetMouseWheel`
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@subsection moving_repeat Key repeat action
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The `GLFW_KEY_REPEAT` enable has been removed and key repeat is always enabled
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for both keys and characters. A new key action, `GLFW_REPEAT`, has been added
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to allow the [key callback](@ref GLFWkeyfun) to distinguish an initial key press
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from a repeat. Note that @ref glfwGetKey still returns only `GLFW_PRESS` or
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`GLFW_RELEASE`.
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@subsection moving_keys Physical key input
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GLFW 3 key tokens map to physical keys, unlike in GLFW 2 where they mapped to
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the values generated by the current keyboard layout. The tokens are named
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according to the values they would have using the standard US layout, but this
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is only a convenience, as most programmers are assumed to know that layout.
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This means that (for example) `GLFW_KEY_LEFT_BRACKET` is always a single key and
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is the same key in the same place regardless of what keyboard layouts the users
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of your program has.
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The key input facility was never meant for text input, although using it that
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way worked slightly better in GLFW 2. If you were using it to input text, you
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should be using the character callback instead, on both GLFW 2 and 3. This will
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give you the characters being input, as opposed to the keys being pressed.
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GLFW 3 has key tokens for all keys on a standard 105 key keyboard, so instead of
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having to remember whether to check for `'a'` or `'A'`, you now check for
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`GLFW_KEY_A`.
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@subsection moving_joystick Joystick function changes
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The `glfwGetJoystickPos` function has been renamed to @ref glfwGetJoystickAxes.
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The `glfwGetJoystickParam` function and the `GLFW_PRESENT`, `GLFW_AXES` and
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`GLFW_BUTTONS` tokens have been replaced by the @ref glfwJoystickPresent
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function as well as axis and button counts returned by the @ref
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glfwGetJoystickAxes and @ref glfwGetJoystickButtons functions.
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@subsection moving_mbcs Win32 MBCS support
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The Win32 port of GLFW 3 will not compile in
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[MBCS mode](http://msdn.microsoft.com/en-us/library/5z097dxa.aspx).
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However, because the use of the Unicode version of the Win32 API doesn't affect
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the process as a whole, but only those windows created using it, it's perfectly
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possible to call MBCS functions from other parts of the same application.
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Therefore, even if an application using GLFW has MBCS mode code, there's no need
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for GLFW itself to support it.
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@subsection moving_windows Support for versions of Windows older than XP
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All explicit support for version of Windows older than XP has been removed.
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There is no code that actively prevents GLFW 3 from running on these earlier
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versions, but it uses Win32 functions that those versions lack.
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Windows XP was released in 2001, and by now (January 2015) it has not only
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replaced almost all earlier versions of Windows, but is itself rapidly being
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replaced by Windows 7 and 8. The MSDN library doesn't even provide
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documentation for version older than Windows 2000, making it difficult to
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maintain compatibility with these versions even if it was deemed worth the
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effort.
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The Win32 API has also not stood still, and GLFW 3 uses many functions only
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present on Windows XP or later. Even supporting an OS as new as XP (new
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from the perspective of GLFW 2, which still supports Windows 95) requires
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runtime checking for a number of functions that are present only on modern
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version of Windows.
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@subsection moving_syskeys Capture of system-wide hotkeys
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The ability to disable and capture system-wide hotkeys like Alt+Tab has been
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removed. Modern applications, whether they're games, scientific visualisations
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or something else, are nowadays expected to be good desktop citizens and allow
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these hotkeys to function even when running in full screen mode.
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@subsection moving_terminate Automatic termination
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GLFW 3 does not register @ref glfwTerminate with `atexit` at initialization,
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because `exit` calls registered functions from the calling thread and while it
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is permitted to call `exit` from any thread, @ref glfwTerminate must only be
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called from the main thread.
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To release all resources allocated by GLFW, you should call @ref glfwTerminate
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yourself, from the main thread, before the program terminates. Note that this
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destroys all windows not already destroyed with @ref glfwDestroyWindow,
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invalidating any window handles you may still have.
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@subsection moving_glu GLU header inclusion
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GLFW 3 does not by default include the GLU header and GLU itself has been
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deprecated by [Khronos](https://en.wikipedia.org/wiki/Khronos_Group). __New
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projects should not use GLU__, but if you need it for legacy code that
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has been moved to GLFW 3, you can request that the GLFW header includes it by
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defining `GLFW_INCLUDE_GLU` before the inclusion of the GLFW header.
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@par Old syntax
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@code
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#include <GL/glfw.h>
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@endcode
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@par New syntax
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@code
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#define GLFW_INCLUDE_GLU
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#include <GLFW/glfw3.h>
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@endcode
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@section moving_tables Name change tables
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@subsection moving_renamed_functions Renamed functions
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| GLFW 2 | GLFW 3 | Notes |
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| --------------------------- | ----------------------------- | ----- |
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| `glfwOpenWindow` | @ref glfwCreateWindow | All channel bit depths are now hints
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| `glfwCloseWindow` | @ref glfwDestroyWindow | |
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| `glfwOpenWindowHint` | @ref glfwWindowHint | Now accepts all `GLFW_*_BITS` tokens |
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| `glfwEnable` | @ref glfwSetInputMode | |
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| `glfwDisable` | @ref glfwSetInputMode | |
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| `glfwGetMousePos` | @ref glfwGetCursorPos | |
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| `glfwSetMousePos` | @ref glfwSetCursorPos | |
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| `glfwSetMousePosCallback` | @ref glfwSetCursorPosCallback | |
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| `glfwSetMouseWheelCallback` | @ref glfwSetScrollCallback | Accepts two-dimensional scroll offsets as doubles |
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| `glfwGetJoystickPos` | @ref glfwGetJoystickAxes | |
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| `glfwGetWindowParam` | @ref glfwGetWindowAttrib | |
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| `glfwGetGLVersion` | @ref glfwGetWindowAttrib | Use `GLFW_CONTEXT_VERSION_MAJOR`, `GLFW_CONTEXT_VERSION_MINOR` and `GLFW_CONTEXT_REVISION` |
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| `glfwGetDesktopMode` | @ref glfwGetVideoMode | Returns the current mode of a monitor |
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| `glfwGetJoystickParam` | @ref glfwJoystickPresent | The axis and button counts are provided by @ref glfwGetJoystickAxes and @ref glfwGetJoystickButtons |
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@subsection moving_renamed_types Renamed types
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| GLFW 2 | GLFW 3 | Notes |
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| ------------------- | --------------------- | |
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| `GLFWmousewheelfun` | @ref GLFWscrollfun | |
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| `GLFWmouseposfun` | @ref GLFWcursorposfun | |
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@subsection moving_renamed_tokens Renamed tokens
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| GLFW 2 | GLFW 3 | Notes |
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| --------------------------- | ---------------------------- | ----- |
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| `GLFW_OPENGL_VERSION_MAJOR` | `GLFW_CONTEXT_VERSION_MAJOR` | Renamed as it applies to OpenGL ES as well |
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| `GLFW_OPENGL_VERSION_MINOR` | `GLFW_CONTEXT_VERSION_MINOR` | Renamed as it applies to OpenGL ES as well |
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| `GLFW_FSAA_SAMPLES` | `GLFW_SAMPLES` | Renamed to match the OpenGL API |
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| `GLFW_ACTIVE` | `GLFW_FOCUSED` | Renamed to match the window focus callback |
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| `GLFW_WINDOW_NO_RESIZE` | `GLFW_RESIZABLE` | The default has been inverted |
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| `GLFW_MOUSE_CURSOR` | `GLFW_CURSOR` | Used with @ref glfwSetInputMode |
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| `GLFW_KEY_ESC` | `GLFW_KEY_ESCAPE` | |
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| `GLFW_KEY_DEL` | `GLFW_KEY_DELETE` | |
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| `GLFW_KEY_PAGEUP` | `GLFW_KEY_PAGE_UP` | |
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| `GLFW_KEY_PAGEDOWN` | `GLFW_KEY_PAGE_DOWN` | |
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| `GLFW_KEY_KP_NUM_LOCK` | `GLFW_KEY_NUM_LOCK` | |
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| `GLFW_KEY_LCTRL` | `GLFW_KEY_LEFT_CONTROL` | |
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| `GLFW_KEY_LSHIFT` | `GLFW_KEY_LEFT_SHIFT` | |
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| `GLFW_KEY_LALT` | `GLFW_KEY_LEFT_ALT` | |
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| `GLFW_KEY_LSUPER` | `GLFW_KEY_LEFT_SUPER` | |
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| `GLFW_KEY_RCTRL` | `GLFW_KEY_RIGHT_CONTROL` | |
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| `GLFW_KEY_RSHIFT` | `GLFW_KEY_RIGHT_SHIFT` | |
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| `GLFW_KEY_RALT` | `GLFW_KEY_RIGHT_ALT` | |
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| `GLFW_KEY_RSUPER` | `GLFW_KEY_RIGHT_SUPER` | |
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*/
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