From 479fa6408aed144d94891c293a7a014c3c90f288 Mon Sep 17 00:00:00 2001 From: Camilla Berglund Date: Sat, 17 Jan 2015 23:12:49 +0100 Subject: [PATCH] Documentation work. --- README.md | 5 ++++- docs/news.dox | 32 ++++++++++++++++++++++++++------ docs/rift.dox | 24 +++++++++++------------- 3 files changed, 41 insertions(+), 20 deletions(-) diff --git a/README.md b/README.md index 8066c6cf..dde62627 100644 --- a/README.md +++ b/README.md @@ -6,7 +6,10 @@ GLFW is a free, Open Source, multi-platform library for OpenGL and OpenGL ES application development. It provides a simple, platform-independent API for creating windows and contexts, reading input, handling events, etc. -Version 3.1 is *not yet described*. +Version 3.1 adds support for custom system cursors, file drop events, main +thread wake-up, improved documentation, window frame size retrieval, floating +windows, character input with modifier keys, single buffered windows, build +improvements and fixes for a large number of bugs. If you are new to GLFW, you may find the [introductory tutorial](http://www.glfw.org/docs/latest/quick.html) for GLFW diff --git a/docs/news.dox b/docs/news.dox index d85107a3..64461791 100644 --- a/docs/news.dox +++ b/docs/news.dox @@ -4,6 +4,10 @@ @section news_31 New features in version 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 and standard system cursors. @@ -56,6 +60,13 @@ GLFW now queries the window focus, visibility and iconification attributes and the cursor position directly instead of returning cached data. +@subsection news_31_libovr Better interoperability with Oculus Rift + +GLFW now provides native access functions for the OS level handles corresponding +to monitor objects, as well as a [brief guide](@ref rift). It is also regularly +tested for compatibility with the latest version of LibOVR (0.4.4 on release). + + @subsection news_31_charmods Character with modifiers callback GLFW now provides a callback for character events with modifier key bits. The @@ -78,12 +89,6 @@ GLFW now supports the creation of single buffered windows, with the [GLFW_DOUBLEBUFFER](@ref window_hints_fb) window hint. -@subsection news_31_egl Stable EGL implementation - -The support for EGL is now stable, successfully running on PandaBoards, Mesa, -ANGLE, Wayland, AMD EGL and others. - - @subsection news_31_glext Macro for including extension header GLFW now includes the extension header appropriate for the chosen OpenGL or @@ -92,8 +97,23 @@ does not provide these headers. They must be provided by your development environment or your OpenGL or OpenGL ES SDK. +@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 version 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 diff --git a/docs/rift.dox b/docs/rift.dox index a13ff77c..9e49772d 100644 --- a/docs/rift.dox +++ b/docs/rift.dox @@ -4,25 +4,26 @@ @tableofcontents -This guide requires you to use [native access](@ref native) and assumes -a certain level of proficiency with LibOVR, OS specific APIs and your chosen -development environment. It intends only to fill in the gaps between the +This guide is intended to fill in the gaps between the [Oculus PC SDK documentation](https://developer.oculus.com/documentation/) and -the GLFW API and is not a replacement for the documentation for those APIs. +the rest of the GLFW documentation and is not a replacement for either. It +requires you to use [native access](@ref native) and assumes a certain level of +proficiency with LibOVR, OS specific APIs and your chosen development +environment. -While GLFW has no explicit support for LibOVR, the Oculus PC SDK library, it is -tested with and tries to interoperate well with it. +While GLFW has no explicit support for LibOVR, it is tested with and tries to +interoperate well with it. @note Because of the speed of development of the Oculus SDK, this guide may -become outdated before the next release. If this is a local copy from a GLFW -release archive, check the GLFW website for an up-to-date version. +become outdated before the next release. If this is a local copy of the +documentation, check the GLFW website for an up-to-date version. @section rift_include Including the LibOVR and GLFW header files -Both the LibOVR OpenGL header and the GLFW native header need macros telling +Both the OpenGL LibOVR header and the GLFW native header need macros telling them what OS you are building for. Because LibOVR only supports three major -desktop OSes, this can be solved with the canonical predefined macros. +desktop OSes, this can be solved with canonical predefined macros. @code #if defined(_WIN32) @@ -37,8 +38,6 @@ desktop OSes, this can be solved with the canonical predefined macros. #define GLFW_EXPOSE_NATIVE_X11 #define GLFW_EXPOSE_NATIVE_GLX #define OVR_OS_LINUX -#else - #error "Platform unsupported" #endif #include @@ -164,7 +163,6 @@ also need to be filled for `ovrHmd_ConfigureRendering` to succeed. config.OGL.Header.BackBufferSize.h = height; #if defined(_WIN32) config.OGL.Window = glfwGetWin32Window(window); - config.OGL.DC = GetDC(config.OGL.Window); #elif defined(__APPLE__) #elif defined(__linux__) config.OGL.Disp = glfwGetX11Display();