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- /*!
-
- @page news New features
-
- @section news_32 New features in 3.2
-
-
- @subsection news_32_vulkan Support for Vulkan
-
- GLFW now supports basic integration with Vulkan with @ref glfwVulkanSupported,
- @ref glfwGetRequiredInstanceExtensions, @ref glfwGetInstanceProcAddress, @ref
- glfwGetPhysicalDevicePresentationSupport and @ref glfwCreateWindowSurface.
- Vulkan header inclusion can be selected with
- [GLFW_INCLUDE_VULKAN](@ref build_macros).
-
-
- @subsection news_32_setwindowmonitor Window mode switching
-
- GLFW now supports switching between windowed and full screen modes and updating
- the monitor and desired resolution and refresh rate of full screen windows with
- @ref glfwSetWindowMonitor.
-
-
- @subsection news_32_maximize Window maxmimization support
-
- GLFW now supports window maximization with @ref glfwMaximizeWindow and the
- [GLFW_MAXIMIZED](@ref window_attribs_wnd) window hint and attribute.
-
-
- @subsection news_32_focus Window input focus control
-
- GLFW now supports giving windows input focus with @ref glfwFocusWindow.
-
-
- @subsection news_32_sizelimits Window size limit support
-
- GLFW now supports setting both absolute and relative window size limits with
- @ref glfwSetWindowSizeLimits and @ref glfwSetWindowAspectRatio.
-
-
- @subsection news_32_keyname Localized key names
-
- GLFW now supports querying the localized name of printable keys with @ref
- glfwGetKeyName, either by key token or by scancode.
-
-
- @subsection news_32_waittimeout Wait for events with timeout
-
- GLFW now supports waiting for events for a set amount of time with @ref
- glfwWaitEventsTimeout.
-
-
- @subsection news_32_icon Window icon support
-
- GLFW now supports setting the icon of windows with @ref glfwSetWindowIcon.
-
-
- @subsection news_32_timer Raw timer access
-
- GLFW now supports raw timer values with @ref glfwGetTimerValue and @ref
- glfwGetTimerFrequency.
-
-
- @subsection news_32_joystick Joystick connection callback
-
- GLFW now supports notifying when a joystick has been connected or disconnected
- with @ref glfwSetJoystickCallback.
-
-
- @subsection news_32_noapi Context-less windows
-
- GLFW now supports creating windows without a OpenGL or OpenGL ES context with
- [GLFW_NO_API](@ref window_hints_ctx).
-
-
- @subsection news_32_contextapi Run-time context creation API selection
-
- GLFW now supports selecting the context creation API at run-time with the
- [GLFW_CONTEXT_CREATION_API](@ref window_hints_ctx) window hint value.
-
-
- @subsection news_32_noerror Error-free context creation
-
- GLFW now supports creating OpenGL and OpenGL ES contexts that do not emit errors
- with the [GLFW_CONTEXT_NO_ERROR](@ref window_hints_ctx) window hint, provided
- the machine supports the `GL_KHR_no_error` extension.
-
-
- @subsection news_32_cmake CMake config-file package support
-
- GLFW now supports being used as a
- [config-file package](@ref build_link_cmake_package) from other projects for
- easy linking with the library and its dependencies.
-
-
- @section news_31 New features in 3.1
-
- These are the release highlights. For a full list of changes see the
- [version history](http://www.glfw.org/changelog.html).
-
-
- @subsection news_31_cursor Custom mouse cursor images
-
- GLFW now supports creating and setting both custom cursor images and standard
- cursor shapes. They are created with @ref glfwCreateCursor or @ref
- glfwCreateStandardCursor, set with @ref glfwSetCursor and destroyed with @ref
- glfwDestroyCursor.
-
- @see @ref cursor_object
-
-
- @subsection news_31_drop Path drop event
-
- GLFW now provides a callback for receiving the paths of files and directories
- dropped onto GLFW windows. The callback is set with @ref glfwSetDropCallback.
-
- @see @ref path_drop
-
-
- @subsection news_31_emptyevent Main thread wake-up
-
- GLFW now provides the @ref glfwPostEmptyEvent function for posting an empty
- event from another thread to the main thread event queue, causing @ref
- glfwWaitEvents to return.
-
- @see @ref events
-
-
- @subsection news_31_framesize Window frame size query
-
- GLFW now supports querying the size, on each side, of the frame around the
- client area of a window, with @ref glfwGetWindowFrameSize.
-
- @see [Window size](@ref window_size)
-
-
- @subsection news_31_autoiconify Simultaneous multi-monitor rendering
-
- GLFW now supports disabling auto-iconification of full screen windows with
- the [GLFW_AUTO_ICONIFY](@ref window_hints_wnd) window hint. This is intended
- for people building multi-monitor installations, where you need windows to stay
- in full screen despite losing input focus.
-
-
- @subsection news_31_floating Floating windows
-
- GLFW now supports floating windows, also called topmost or always on top, for
- easier debugging with the [GLFW_FLOATING](@ref window_hints_wnd) window hint.
-
-
- @subsection news_31_focused Initially unfocused windows
-
- GLFW now supports preventing a windowed mode window from gaining input focus on
- creation, with the [GLFW_FOCUSED](@ref window_hints_wnd) window hint.
-
-
- @subsection news_31_direct Direct access for window attributes and cursor position
-
- GLFW now queries the window input focus, visibility and iconification attributes
- and the cursor position directly instead of returning cached data.
-
-
- @subsection news_31_charmods Character with modifiers callback
-
- GLFW now provides a callback for character events with modifier key bits. The
- callback is set with @ref glfwSetCharModsCallback. Unlike the regular character
- callback, this will report character events that will not result in a character
- being input, for example if the Control key is held down.
-
- @see @ref input_char
-
-
- @subsection news_31_single Single buffered framebuffers
-
- GLFW now supports the creation of single buffered windows, with the
- [GLFW_DOUBLEBUFFER](@ref window_hints_fb) window hint.
-
-
- @subsection news_31_glext Macro for including extension header
-
- GLFW now includes the extension header appropriate for the chosen OpenGL or
- OpenGL ES header when [GLFW_INCLUDE_GLEXT](@ref build_macros) is defined. GLFW
- does not provide these headers. They must be provided by your development
- environment or your OpenGL or OpenGL ES SDK.
-
-
- @subsection news_31_release Context release behaviors
-
- GLFW now supports controlling whether the pipeline is flushed when a context is
- made non-current, with the
- [GLFW_CONTEXT_RELEASE_BEHAVIOR](@ref window_hints_ctx) window hint, provided the
- machine supports the `GL_KHR_context_flush_control` extension.
-
-
- @subsection news_31_wayland (Experimental) Wayland support
-
- GLFW now has an _experimental_ Wayland display protocol backend that can be
- selected on Linux with a CMake option.
-
-
- @subsection news_31_mir (Experimental) Mir support
-
- GLFW now has an _experimental_ Mir display server backend that can be selected
- on Linux with a CMake option.
-
-
- @section news_30 New features in 3.0
-
- These are the release highlights. For a full list of changes see the
- [version history](http://www.glfw.org/changelog.html).
-
-
- @subsection news_30_cmake CMake build system
-
- GLFW now uses the CMake build system instead of the various makefiles and
- project files used by earlier versions. CMake is available for all platforms
- supported by GLFW, is present in most package systems and can generate
- makefiles and/or project files for most popular development environments.
-
- For more information on how to use CMake, see the
- [CMake manual](http://cmake.org/cmake/help/documentation.html).
-
-
- @subsection news_30_multiwnd Multi-window support
-
- GLFW now supports the creation of multiple windows, each with their own OpenGL
- or OpenGL ES context, and all window functions now take a window handle. Event
- callbacks are now per-window and are provided with the handle of the window that
- received the event. The @ref glfwMakeContextCurrent function has been added to
- select which context is current on a given thread.
-
-
- @subsection news_30_multimon Multi-monitor support
-
- GLFW now explicitly supports multiple monitors. They can be enumerated with
- @ref glfwGetMonitors, queried with @ref glfwGetVideoModes, @ref
- glfwGetMonitorPos, @ref glfwGetMonitorName and @ref glfwGetMonitorPhysicalSize,
- and specified at window creation to make the newly created window full screen on
- that specific monitor.
-
-
- @subsection news_30_unicode Unicode support
-
- All string arguments to GLFW functions and all strings returned by GLFW now use
- the UTF-8 encoding. This includes the window title, error string, clipboard
- text, monitor and joystick names as well as the extension function arguments (as
- ASCII is a subset of UTF-8).
-
-
- @subsection news_30_clipboard Clipboard text I/O
-
- GLFW now supports reading and writing plain text to and from the system
- clipboard, with the @ref glfwGetClipboardString and @ref glfwSetClipboardString
- functions.
-
-
- @subsection news_30_gamma Gamma ramp support
-
- GLFW now supports setting and reading back the gamma ramp of monitors, with the
- @ref glfwGetGammaRamp and @ref glfwSetGammaRamp functions. There is also @ref
- glfwSetGamma, which generates a ramp from a gamma value and then sets it.
-
-
- @subsection news_30_gles OpenGL ES support
-
- GLFW now supports the creation of OpenGL ES contexts, by setting the
- `GLFW_CLIENT_API` window hint to `GLFW_OPENGL_ES_API`, where creation of such
- contexts are supported. Note that GLFW _does not implement_ OpenGL ES, so your
- driver must provide support in a way usable by GLFW. Modern Nvidia and Intel
- drivers support creation of OpenGL ES context using the GLX and WGL APIs, while
- AMD provides an EGL implementation instead.
-
-
- @subsection news_30_egl (Experimental) EGL support
-
- GLFW now has an experimental EGL context creation back end that can be selected
- through CMake options.
-
-
- @subsection news_30_hidpi High-DPI support
-
- GLFW now supports high-DPI monitors on both Windows and OS X, giving windows full
- resolution framebuffers where other UI elements are scaled up. To achieve this,
- @ref glfwGetFramebufferSize and @ref glfwSetFramebufferSizeCallback have been
- added. These work with pixels, while the rest of the GLFW API works with screen
- coordinates. This is important as OpenGL uses pixels, not screen coordinates.
-
-
- @subsection news_30_error Error callback
-
- GLFW now has an error callback, which can provide your application with much
- more detailed diagnostics than was previously possible. The callback is passed
- an error code and a description string.
-
-
- @subsection news_30_wndptr Per-window user pointer
-
- Each window now has a user-defined pointer, retrieved with @ref
- glfwGetWindowUserPointer and set with @ref glfwSetWindowUserPointer, to make it
- easier to integrate GLFW into C++ code.
-
-
- @subsection news_30_iconifyfun Window iconification callback
-
- Each window now has a callback for iconification and restoration events,
- which is set with @ref glfwSetWindowIconifyCallback.
-
-
- @subsection news_30_wndposfun Window position callback
-
- Each window now has a callback for position events, which is set with @ref
- glfwSetWindowPosCallback.
-
-
- @subsection news_30_wndpos Window position query
-
- The position of a window can now be retrieved using @ref glfwGetWindowPos.
-
-
- @subsection news_30_focusfun Window focus callback
-
- Each windows now has a callback for focus events, which is set with @ref
- glfwSetWindowFocusCallback.
-
-
- @subsection news_30_enterleave Cursor enter/leave callback
-
- Each window now has a callback for when the mouse cursor enters or leaves its
- client area, which is set with @ref glfwSetCursorEnterCallback.
-
-
- @subsection news_30_wndtitle Initial window title
-
- The title of a window is now specified at creation time, as one of the arguments
- to @ref glfwCreateWindow.
-
-
- @subsection news_30_hidden Hidden windows
-
- Windows can now be hidden with @ref glfwHideWindow, shown using @ref
- glfwShowWindow and created initially hidden with the `GLFW_VISIBLE` window hint.
- This allows for off-screen rendering in a way compatible with most drivers, as
- well as moving a window to a specific position before showing it.
-
-
- @subsection news_30_undecorated Undecorated windows
-
- Windowed mode windows can now be created without decorations, e.g. things like
- a frame, a title bar, with the `GLFW_DECORATED` window hint. This allows for
- the creation of things like splash screens.
-
-
- @subsection news_30_keymods Modifier key bit masks
-
- [Modifier key bit mask](@ref mods) parameters have been added to the
- [mouse button](@ref GLFWmousebuttonfun) and [key](@ref GLFWkeyfun) callbacks.
-
-
- @subsection news_30_scancode Platform-specific scancodes
-
- A scancode parameter has been added to the [key callback](@ref GLFWkeyfun). Keys
- that don't have a [key token](@ref keys) still get passed on with the key
- parameter set to `GLFW_KEY_UNKNOWN`. These scancodes will vary between machines
- and are intended to be used for key bindings.
-
-
- @subsection news_30_jsname Joystick names
-
- The name of a joystick can now be retrieved using @ref glfwGetJoystickName.
-
-
- @subsection news_30_doxygen Doxygen documentation
-
- You are reading it.
-
- */
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