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- /*!
-
- @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](https://en.wikipedia.org/wiki/soname) `libglfw.so.3`.
-
- @par Old syntax
- @code
- #include <GL/glfw.h>
- @endcode
-
- @par New syntax
- @code
- #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](http://en.cppreference.com/w/cpp/thread) and
- [C11](http://en.cppreference.com/w/c/thread), 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://github.com/tinycthread/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](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 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
- void GLFWCALL callback_function(...);
- @endcode
-
- @par New syntax
- @code
- 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](https://en.wikipedia.org/wiki/Opaque_data_type) type @ref GLFWwindow.
-
- @par Old syntax
- @code
- glfwSetWindowTitle("New Window Title");
- @endcode
-
- @par New syntax
- @code
- 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](https://en.wikipedia.org/wiki/Opaque_data_type) type @ref GLFWmonitor.
-
- @par Old basic full screen
- @code
- glfwOpenWindow(640, 480, 8, 8, 8, 0, 24, 0, GLFW_FULLSCREEN);
- @endcode
-
- @par New basic full screen
- @code
- 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
- while (...)
- {
- // Process input
- // Render output
- glfwSwapBuffers();
- }
- @endcode
-
- @par New basic main loop
- @code
- 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
- glfwGetWindowSize(&width, &height);
- glViewport(0, 0, width, height);
- @endcode
-
- @par New basic viewport setup
- @code
- 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 simply 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
- while (glfwGetWindowParam(GLFW_OPENED))
- {
- ...
- }
- @endcode
-
- @par New basic main loop
- @code
- 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 override its value, if it chooses to, 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
- int GLFWCALL window_close_callback(void);
- @endcode
-
- @par New syntax
- @code
- 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
- void GLFWCALL character_callback(int character, int action);
- @endcode
-
- @par New syntax
- @code
- 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
- void GLFWCALL mouse_wheel_callback(int position);
- @endcode
-
- @par New syntax
- @code
- 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 using 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 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 105 key keyboard, so instead of
- having to remember whether to check for `'a'` or `'A'`, you now check for
- `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](http://msdn.microsoft.com/en-us/library/5z097dxa.aspx).
- 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](https://en.wikipedia.org/wiki/Khronos_Group). __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 `GLFW_INCLUDE_GLU` before the inclusion of the GLFW header.
-
- @par Old syntax
- @code
- #include <GL/glfw.h>
- @endcode
-
- @par New syntax
- @code
- #define GLFW_INCLUDE_GLU
- #include <GLFW/glfw3.h>
- @endcode
-
-
- @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` | |
-
- */
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