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/*!
@page news New features
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@section news_33 New features in 3.3
@subsection news_33_maximize Window maximization callback
GLFW now supports window maximization notifications with @ref
glfwSetWindowMaximizeCallback.
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@subsection news_33_keyscancode Platform-specific key scancode query
GLFW now supports querying the platform dependent scancode of any key with
@ref glfwGetKeyScancode.
@subsection news_33_setwindowattrib Support for updating window attributes
GLFW now supports changing the [GLFW_DECORATED](@ref GLFW_DECORATED_attrib),
[GLFW_RESIZABLE](@ref GLFW_RESIZABLE_attrib),
[GLFW_FLOATING](@ref GLFW_FLOATING_attrib) and
[GLFW_AUTO_ICONIFY](@ref GLFW_AUTO_ICONIFY_attrib) attributes for existing
windows with @ref glfwSetWindowAttrib.
@subsection news_33_joyhats Support for joystick hats
GLFW now supports querying the hats of a joystick with @ref glfwGetJoystickHats
and controlling whether hats are also exposed as buttons with the @ref
GLFW_JOYSTICK_HAT_BUTTONS init hint.
@subsection news_33_inithint Support for initialization hints
GLFW now supports setting library initialization hints with @ref glfwInitHint.
Currently the macOS specific @ref
GLFW_COCOA_CHDIR_RESOURCES and @ref GLFW_COCOA_MENUBAR init hints are supported,
replacing the corresponding compile-time options.
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@subsection news_33_centercursor Cursor centering window hint
GLFW now supports controlling whether the cursor is centered over newly created
full screen windows with the [GLFW_CENTER_CURSOR](@ref GLFW_CENTER_CURSOR_hint)
window hint.
@subsection news_33_rawmotion Support for raw mouse motion
GLFW now supports raw mouse motion in disabled cursor mode on platforms where
this is available.
@subsection news_33_moltenvk Support for Vulkan on macOS via MoltenVK
GLFW now supports the `VK_MVK_macos_surface` window surface creation extension
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provided by [MoltenVK](https://moltengl.com/moltenvk/).
@subsection news_33_osmesa OSMesa backend for headless software rendering
GLFW now supports creating offscreen OpenGL contexts using
[OSMesa](https://www.mesa3d.org/osmesa.html) by setting
[GLFW_CONTEXT_CREATION_API](@ref GLFW_CONTEXT_CREATION_API_hint) to
`GLFW_OSMESA_CONTEXT_API`.
There is also a new headless backend that uses OSMesa as its native context
creation API, intended for automated testing. This backend does not provide
input.
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@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
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@ref GLFW_INCLUDE_VULKAN.
@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.
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@subsection news_32_maximize Window maxmimization support
GLFW now supports window maximization with @ref glfwMaximizeWindow and the
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@ref GLFW_MAXIMIZED window hint and attribute.
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@subsection news_32_focus Window input focus control
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GLFW now supports giving windows input focus with @ref glfwFocusWindow.
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@subsection news_32_sizelimits Window size limit support
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GLFW now supports setting both absolute and relative window size limits with
@ref glfwSetWindowSizeLimits and @ref glfwSetWindowAspectRatio.
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@subsection news_32_keyname Localized key names
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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.
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@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
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GLFW now supports creating windows without a OpenGL or OpenGL ES context by
setting the [GLFW_CLIENT_API](@ref GLFW_CLIENT_API_hint) hint to `GLFW_NO_API`.
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@subsection news_32_contextapi Run-time context creation API selection
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GLFW now supports selecting and querying the context creation API at run-time
with the @ref GLFW_CONTEXT_CREATION_API hint and attribute.
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@subsection news_32_noerror Error-free context creation
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GLFW now supports creating and querying OpenGL and OpenGL ES contexts that do
not emit errors with the @ref GLFW_CONTEXT_NO_ERROR hint, provided the machine
supports the `GL_KHR_no_error` extension.
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@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.
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@section news_31 New features in 3.1
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These are the release highlights. For a full list of changes see the
[version history](http://www.glfw.org/changelog.html).
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@subsection news_31_cursor Custom mouse cursor images
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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.
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@see @ref cursor_object
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@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
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@subsection news_31_emptyevent Main thread wake-up
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GLFW now provides the @ref glfwPostEmptyEvent function for posting an empty
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event from another thread to the main thread event queue, causing @ref
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glfwWaitEvents to return.
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@see @ref events
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@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.
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@see [Window size](@ref window_size)
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@subsection news_31_autoiconify Simultaneous multi-monitor rendering
GLFW now supports disabling auto-iconification of full screen windows with
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the [GLFW_AUTO_ICONIFY](@ref GLFW_AUTO_ICONIFY_hint) window hint. This is
intended for people building multi-monitor installations, where you need windows
to stay in full screen despite losing input focus.
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@subsection news_31_floating Floating windows
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GLFW now supports floating windows, also called topmost or always on top, for
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easier debugging with the @ref GLFW_FLOATING window hint and attribute.
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@subsection news_31_focused Initially unfocused windows
GLFW now supports preventing a windowed mode window from gaining input focus on
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creation, with the [GLFW_FOCUSED](@ref GLFW_FOCUSED_hint) window hint.
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@subsection news_31_direct Direct access for window attributes and cursor position
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GLFW now queries the window input focus, visibility and iconification attributes
and the cursor position directly instead of returning cached data.
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@subsection news_31_charmods Character with modifiers callback
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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.
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@see @ref input_char
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@subsection news_31_single Single buffered framebuffers
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GLFW now supports the creation of single buffered windows, with the @ref
GLFW_DOUBLEBUFFER hint.
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@subsection news_31_glext Macro for including extension header
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GLFW now includes the extension header appropriate for the chosen OpenGL or
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OpenGL ES header when @ref GLFW_INCLUDE_GLEXT is defined. GLFW does not provide
these headers. They must be provided by your development environment or your
OpenGL or OpenGL ES SDK.
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@subsection news_31_release Context release behaviors
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GLFW now supports controlling and querying whether the pipeline is flushed when
a context is made non-current, with the @ref GLFW_CONTEXT_RELEASE_BEHAVIOR hint
and attribute, provided the machine supports the `GL_KHR_context_flush_control`
extension.
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@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.
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@section news_30 New features in 3.0
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These are the release highlights. For a full list of changes see the
[version history](http://www.glfw.org/changelog.html).
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@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).
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@subsection news_30_multiwnd Multi-window support
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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
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[GLFW_CLIENT_API](@ref GLFW_CLIENT_API_hint) 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.
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@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 macOS, 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.
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@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
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glfwShowWindow and created initially hidden with the @ref GLFW_VISIBLE window
hint and attribute. 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.
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@subsection news_30_undecorated Undecorated windows
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Windowed mode windows can now be created without decorations, e.g. things like
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a frame, a title bar, with the @ref GLFW_DECORATED window hint and attribute.
This allows for the creation of things like splash screens.
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@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.
*/