/*! @page moving Moving from GLFW 2 to 3 This is a guide for people moving from GLFW 2 to 3. It describes API @em changes, but does @em not include entirely new features unless they are required when moving an existing code base onto the new API. One example of this is the new multi-monitor support, which you are now required to use to create fullscreen windows. @section moving_names Library and header names The GLFW 3 header is named @ref glfw3.h, to avoid collisions with the GLFW 2 @c glfw.h header, in case they are both installed. Similarly, the GLFW 3 library is named @c glfw3, except when it's installed as a shared library on Unix-like systems, where it uses the soname @c libglfw.so.3 . @section moving_threads Removal of threading functions The threading functions have been removed. However, GLFW 3 has better support for use from multiple threads than GLFW 2 had. Contexts can be made current on and used from secondary threads, and the documentation explicitly states which functions may and may not be used from secondary threads. @section moving_image Removal of image and texture loading The image and texture loading support has been removed. @section moving_window_handles Window handles Because GLFW 3 supports multiple windows, window handle parameters have been added to all window-related functions and callbacks. Window handles are of the @c GLFWwindow* type, i.e. a pointer to an opaque struct. @section moving_monitor Multi-monitor support GLFW 3 provides support for multiple monitors, adding the @c 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 something similar to the earlier behaviour. @section 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. You can query whether the user has requested that the window be closed using the @c GLFW_CLOSE_REQUESTED window parameter, or by setting a close callback. The return value of the close callback becomes the new value of the window parameter. @section 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 current, leaving that decision to you. This means that you need to call @ref glfwMakeContextCurrent after creating a window but before calling any OpenGL functions. @section 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) @c 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. GLFW 3 has key tokens for all keys, so instead of trying to remember whether to check for @c 'a' or @c 'A', you now check for @c GLFW_KEY_A. 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. @section moving_video_modes Video mode enumeration Video mode enumeration is now per-monitor. The @c glfwGetDesktopMode function has been replaced by @ref glfwGetVideoMode, which returns the current mode of a monitor. The @ref glfwGetVideoMode function now returns all available modes for a monitor instead of requiring you to guess how large an array you need. @section 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 @c GLFW_INCLUDE_GLU before including the GLFW 3 header. @section 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 Symbol name changes @subsection moving_renamed_functions Renamed functions
GLFW 2 | GLFW 3 | Notes |
@c glfwOpenWindow | @ref glfwCreateWindow | All channel bit depths are now hints The defaults are 24-bit color and depth buffers Accepts initial window title, optional monitor to go fullscreen on and optional context to share objects with |
@c glfwCloseWindow | @ref glfwDestroyWindow | |
@c glfwOpenWindowHint | @ref glfwWindowHint | Now also accepts @c GLFW_RED_BITS, @c GLFW_GREEN_BITS, @c GLFW_BLUE_BITS, @c GLFW_ALPHA_BITS, @c GLFW_DEPTH_BITS and @c GLFW_STENCIL_BITS |
@c glfwEnable | @ref glfwSetInputMode | |
@c glfwDisable | @ref glfwSetInputMode | |
@c glfwGetMousePos | @ref glfwGetCursorPos | |
@c glfwSetMousePos | @ref glfwSetCursorPos | |
@c glfwSetMousePosCallback | @ref glfwSetCursorPosCallback | |
@c glfwSetMouseWheelCallback | @ref glfwSetScrollCallback | Accepts two-dimensional scroll offsets as doubles |
@c glfwGetJoystickPos | @ref glfwGetJoystickAxes | |
@c glfwGetGLVersion | @ref glfwGetWindowParam | Use @c GLFW_OPENGL_VERSION_MAJOR, @c GLFW_OPENGL_VERSION_MINOR and @c GLFW_OPENGL_REVISION |
@c glfwGetDesktopMode | @ref glfwGetVideoMode | Returns the current mode of a monitor |
GLFW 2 | GLFW 3 | Notes |
@c GLFW_OPENGL_VERSION_MAJOR | @c GLFW_CONTEXT_VERSION_MAJOR | Renamed as it applies to OpenGL ES as well |
@c GLFW_OPENGL_VERSION_MINOR | @c GLFW_CONTEXT_VERSION_MINOR | Renamed as it applies to OpenGL ES as well |
@c GLFW_FSAA_SAMPLES | @c GLFW_SAMPLES | Renamed to match the OpenGL API |
@c GLFW_ACTIVE | @c GLFW_FOCUSED | Renamed to match the window focus callback |
@c GLFW_WINDOW_NO_RESIZE | @c GLFW_RESIZABLE | The default has been inverted |
@c GLFW_MOUSE_CURSOR | @c GLFW_CURSOR_MODE | Used with @c glfwSetInputMode Accepts @c GLFW_CURSOR_NORMAL, @c GLFW_CURSOR_HIDDEN and @c GLFW_CURSOR_CAPTURED |
@c GLFW_KEY_ESC | @c GLFW_KEY_ESCAPE | |
@c GLFW_KEY_DEL | @c GLFW_KEY_DELETE | |
@c GLFW_KEY_PAGEUP | @c GLFW_KEY_PAGE_UP | |
@c GLFW_KEY_PAGEDOWN | @c GLFW_KEY_PAGE_DOWN | |
@c GLFW_KEY_KP_NUM_LOCK | @c GLFW_KEY_NUM_LOCK | |
@c GLFW_KEY_LCTRL | @c GLFW_KEY_LEFT_CONTROL | |
@c GLFW_KEY_LSHIFT | @c GLFW_KEY_LEFT_SHIFT | |
@c GLFW_KEY_LALT | @c GLFW_KEY_LEFT_ALT | |
@c GLFW_KEY_LSUPER | @c GLFW_KEY_LEFT_SUPER | |
@c GLFW_KEY_RCTRL | @c GLFW_KEY_RIGHT_CONTROL | |
@c GLFW_KEY_RSHIFT | @c GLFW_KEY_RIGHT_SHIFT | |
@c GLFW_KEY_RALT | @c GLFW_KEY_RIGHT_ALT | |
@c GLFW_KEY_RSUPER | @c GLFW_KEY_RIGHT_SUPER |