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Documentation work.
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/*!
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@page news New features
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@tableofcontents
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@section news_30 New features in version 3.0
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@subsection news_30_cmake CMake build system
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GLFW now uses the CMake build system instead of the various makefiles and
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project files used by earlier versions. CMake is available for all platforms
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supported by GLFW, is present in most package systems and can generate
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makefiles and/or project files for most popular development environments.
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For more information on how to use CMake, see the
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[CMake manual](http://cmake.org/cmake/help/documentation.html).
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@subsection new_30_multiwnd Multi-window support
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GLFW now supports the creation of multiple windows, each with their own OpenGL
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or OpenGL ES context, and all window functions now take a window handle. Event
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callbacks are now per-window and are provided with the handle of the window that
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received the event. The @ref glfwMakeContextCurrent function has been added to
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select which context is current on a given thread.
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@subsection news_30_multimon Multi-monitor support
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GLFW now explicitly supports multiple monitors. They can be enumerated with
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@ref glfwGetMonitors, queried with @ref glfwGetVideoModes, @ref
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glfwGetMonitorPos, @ref glfwGetMonitorName and @ref glfwGetMonitorPhysicalSize,
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and specified at window creation to make the newly created window fullscren on
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that specific monitor.
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@subsection news_30_unicode Unicode support
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All string arguments to GLFW functions and all strings returned by GLFW use the
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UTF-8 encoding. This includes the window title, error string, clipboard text,
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monitor and joystick names as well as the extension function arguments (as ASCII
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is a subset of UTF-8).
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@subsection news_30_clipboard Clipboard text I/O
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GLFW now supports reading and writing plain text to and from the system
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clipboard, with the @ref glfwGetClipboardString and @ref glfwSetClipboardString
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functions.
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@subsection news_30_gamma Gamma ramp support
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GLFW now supports setting and reading back the gamma ramp of monitors, with the
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@ref glfwGetGammaRamp and @ref glfwSetGammaRamp functions. There is also @ref
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glfwSetGamma, which generates a ramp from a gamma value and then sets it.
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@subsection news_30_gles OpenGL ES and EGL support
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GLFW now supports the creation of OpenGL ES contexts, by setting the
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`GLFW_CLIENT_API` window hint to `GLFW_OPENGL_ES_API`, where creation of such
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contexts are supported. Note that GLFW *does not implement* OpenGL ES, so your
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driver must provide support in a way usable by GLFW. Modern nVidia and Intel
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drivers support creation of OpenGL ES context using the GLX and WGL APIs, while
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AMD currently only provides an EGL implementation.
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GLFW now has an (experimental) EGL context creation backend, which can be
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selected through CMake options.
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@subsection news_30_error Error callback
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GLFW now has an error callback, which can provide your application with much
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more detailed diagnostics than was previously possible. The callback is passed
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an error code and a description string.
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@subsection news_30_wndptr Per-window user pointer
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Each window object has a user-defined pointer, retrieved with @ref
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glfwGetWindowUserPointer and set with @ref glfwSetWindowUserPointer, to make it
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easier to integrate GLFW into C++ code.
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@subsection news_30_iconifyfun Window iconification callback
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Each window object has a callback for iconification and restoration events, which is
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set with @ref glfwSetWindowIconifyCallback.
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@subsection news_30_wndposfun Window position callback
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Each window object has a callback for position events, which is set with @ref
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glfwSetWindowPosCallback.
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@subsection news_30_wndpos Window position query
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The position of a window can now be retrieved using @ref glfwGetWindowPos.
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@subsection news_30_focusfun Window focus callback
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Windows now have a callback for focus events, which is set with @ref
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glfwSetWindowFocusCallback.
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@subsection news_30_wndtitle Initial window title
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The title of a window is now specified at creation time, as one of the arguments
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to @ref glfwCreateWindow.
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@subsection news_30_hidden Hidden windows
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Windows can now be hidden with @ref glfwHideWindow, shown using @ref
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glfwShowWindow and created initially hidden with the `GLFW_VISIBLE` window hint.
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This allows for offscreen rendering in a way compatible with most drivers, as
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well as moving a window to a specific position before showing it.
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*/
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