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Camilla Berglund 2013-06-13 12:24:07 +02:00
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/*! /*!
@page news New features @page news New features
@tableofcontents @tableofcontents
@section news_30 New features in version 3.0 @section news_30 New features in version 3.0
@subsection news_30_cmake CMake build system @subsection news_30_cmake CMake build system
GLFW now uses the CMake build system instead of the various makefiles and 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 project files used by earlier versions. CMake is available for all platforms
supported by GLFW, is present in most package systems and can generate supported by GLFW, is present in most package systems and can generate
makefiles and/or project files for most popular development environments. makefiles and/or project files for most popular development environments.
For more information on how to use CMake, see the For more information on how to use CMake, see the
[CMake manual](http://cmake.org/cmake/help/documentation.html). [CMake manual](http://cmake.org/cmake/help/documentation.html).
@subsection new_30_multiwnd Multi-window support @subsection new_30_multiwnd Multi-window support
GLFW now supports the creation of multiple windows, each with their own OpenGL 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 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 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 received the event. The @ref glfwMakeContextCurrent function has been added to
select which context is current on a given thread. select which context is current on a given thread.
@subsection news_30_multimon Multi-monitor support @subsection news_30_multimon Multi-monitor support
GLFW now explicitly supports multiple monitors. They can be enumerated with GLFW now explicitly supports multiple monitors. They can be enumerated with
@ref glfwGetMonitors, queried with @ref glfwGetVideoModes, @ref @ref glfwGetMonitors, queried with @ref glfwGetVideoModes, @ref
glfwGetMonitorPos, @ref glfwGetMonitorName and @ref glfwGetMonitorPhysicalSize, glfwGetMonitorPos, @ref glfwGetMonitorName and @ref glfwGetMonitorPhysicalSize,
and specified at window creation to make the newly created window full screen on and specified at window creation to make the newly created window full screen on
that specific monitor. that specific monitor.
@subsection news_30_unicode Unicode support @subsection news_30_unicode Unicode support
All string arguments to GLFW functions and all strings returned by GLFW now use 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 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 text, monitor and joystick names as well as the extension function arguments (as
ASCII is a subset of UTF-8). ASCII is a subset of UTF-8).
@subsection news_30_clipboard Clipboard text I/O @subsection news_30_clipboard Clipboard text I/O
GLFW now supports reading and writing plain text to and from the system GLFW now supports reading and writing plain text to and from the system
clipboard, with the @ref glfwGetClipboardString and @ref glfwSetClipboardString clipboard, with the @ref glfwGetClipboardString and @ref glfwSetClipboardString
functions. functions.
@subsection news_30_gamma Gamma ramp support @subsection news_30_gamma Gamma ramp support
GLFW now supports setting and reading back the gamma ramp of monitors, with the GLFW now supports setting and reading back the gamma ramp of monitors, with the
@ref glfwGetGammaRamp and @ref glfwSetGammaRamp functions. There is also @ref @ref glfwGetGammaRamp and @ref glfwSetGammaRamp functions. There is also @ref
glfwSetGamma, which generates a ramp from a gamma value and then sets it. glfwSetGamma, which generates a ramp from a gamma value and then sets it.
@subsection news_30_gles OpenGL ES support @subsection news_30_gles OpenGL ES support
GLFW now supports the creation of OpenGL ES contexts, by setting the 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 `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 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 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 drivers support creation of OpenGL ES context using the GLX and WGL APIs, while
AMD provides an EGL implementation instead. AMD provides an EGL implementation instead.
@subsection news_30_egl (Experimental) EGL support @subsection news_30_egl (Experimental) EGL support
GLFW now has an experimental EGL context creation back end that can be selected GLFW now has an experimental EGL context creation back end that can be selected
through CMake options. through CMake options.
@subsection news_30_hidpi High-DPI support @subsection news_30_hidpi High-DPI support
GLFW now supports high-DPI monitors on both Windows and OS X, giving windows full 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, resolution framebuffers where other UI elements are scaled up. To achieve this,
@ref glfwGetFramebufferSize and @ref glfwSetFramebufferSizeCallback have been @ref glfwGetFramebufferSize and @ref glfwSetFramebufferSizeCallback have been
added. These work with pixels, while the rest of the GLFW API work with screen added. These work with pixels, while the rest of the GLFW API work with screen
coordinates. coordinates.
@subsection news_30_error Error callback @subsection news_30_error Error callback
GLFW now has an error callback, which can provide your application with much GLFW now has an error callback, which can provide your application with much
more detailed diagnostics than was previously possible. The callback is passed more detailed diagnostics than was previously possible. The callback is passed
an error code and a description string. an error code and a description string.
@subsection news_30_wndptr Per-window user pointer @subsection news_30_wndptr Per-window user pointer
Each window now has a user-defined pointer, retrieved with @ref Each window now has a user-defined pointer, retrieved with @ref
glfwGetWindowUserPointer and set with @ref glfwSetWindowUserPointer, to make it glfwGetWindowUserPointer and set with @ref glfwSetWindowUserPointer, to make it
easier to integrate GLFW into C++ code. easier to integrate GLFW into C++ code.
@subsection news_30_iconifyfun Window iconification callback @subsection news_30_iconifyfun Window iconification callback
Each window now has a callback for iconification and restoration events, Each window now has a callback for iconification and restoration events,
which is set with @ref glfwSetWindowIconifyCallback. which is set with @ref glfwSetWindowIconifyCallback.
@subsection news_30_wndposfun Window position callback @subsection news_30_wndposfun Window position callback
Each window now has a callback for position events, which is set with @ref Each window now has a callback for position events, which is set with @ref
glfwSetWindowPosCallback. glfwSetWindowPosCallback.
@subsection news_30_wndpos Window position query @subsection news_30_wndpos Window position query
The position of a window can now be retrieved using @ref glfwGetWindowPos. The position of a window can now be retrieved using @ref glfwGetWindowPos.
@subsection news_30_focusfun Window focus callback @subsection news_30_focusfun Window focus callback
Each windows now has a callback for focus events, which is set with @ref Each windows now has a callback for focus events, which is set with @ref
glfwSetWindowFocusCallback. glfwSetWindowFocusCallback.
@subsection news_30_enterleave Cursor enter/leave callback @subsection news_30_enterleave Cursor enter/leave callback
Each window now has a callback for when the mouse cursor enters or leaves its Each window now has a callback for when the mouse cursor enters or leaves its
client area, which is set with @ref glfwSetCursorEnterCallback. client area, which is set with @ref glfwSetCursorEnterCallback.
@subsection news_30_wndtitle Initial window title @subsection news_30_wndtitle Initial window title
The title of a window is now specified at creation time, as one of the arguments The title of a window is now specified at creation time, as one of the arguments
to @ref glfwCreateWindow. to @ref glfwCreateWindow.
@subsection news_30_hidden Hidden windows @subsection news_30_hidden Hidden windows
Windows can now be hidden with @ref glfwHideWindow, shown using @ref Windows can now be hidden with @ref glfwHideWindow, shown using @ref
glfwShowWindow and created initially hidden with the `GLFW_VISIBLE` window hint. 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 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. well as moving a window to a specific position before showing it.
@subsection news_30_undecorated Undecorated windows @subsection news_30_undecorated Undecorated windows
Windowed mode windows can now be created without decorations, i.e. things like Windowed mode windows can now be created without decorations, i.e. things like
a frame, a title bar, with the `GLFW_DECORATED` window hint. This allows for a frame, a title bar, with the `GLFW_DECORATED` window hint. This allows for
the creation of things like splash screens. the creation of things like splash screens.
@subsection news_30_keymods Modifier key bit masks @subsection news_30_keymods Modifier key bit masks
[Modifier key bit mask](@ref mods) parameters have been added to the [Modifier key bit mask](@ref mods) parameters have been added to the
[mouse button](@ref GLFWmousebuttonfun) and [key](@ref GLFWkeyfun) callbacks. [mouse button](@ref GLFWmousebuttonfun) and [key](@ref GLFWkeyfun) callbacks.
@subsection news_30_scancode Platform-specific scancodes @subsection news_30_scancode Platform-specific scancodes
A scancode parameter has been added to the [key callback](@ref GLFWkeyfun). Keys 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 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 parameter set to `GLFW_KEY_UNKNOWN`. These scancodes will vary between machines
and are intended to be used for key bindings. and are intended to be used for key bindings.
@subsection news_30_jsname Joystick names @subsection news_30_jsname Joystick names
The name of a joystick can now be retrieved using @ref glfwGetJoystickName. The name of a joystick can now be retrieved using @ref glfwGetJoystickName.
@subsection news_30_doxygen Doxygen documentation @subsection news_30_doxygen Doxygen documentation
You are reading it. You are reading it.
*/ */