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Documentation work.

Camilla Berglund 10 anos atrás
pai
commit
479fa6408a
3 arquivos alterados com 41 adições e 20 exclusões
  1. 4 1
      README.md
  2. 26 6
      docs/news.dox
  3. 11 13
      docs/rift.dox

+ 4 - 1
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

+ 26 - 6
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

+ 11 - 13
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 <GLFW/glfw3.h>
@@ -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();