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+/*!
+
+@page moving_guide Moving from GLFW 2 to 3
+
+@tableofcontents
+
+This is a transition guide for moving from GLFW 2 to 3. It describes what has
+changed or been removed, but does _not_ include
+[new features](@ref news) unless they are required when moving an existing code
+base onto the new API. For example, the new multi-monitor functions are
+required to create full screen windows with GLFW 3.
+
+
+@section moving_removed Changed and removed features
+
+@subsection moving_renamed_files Renamed library and header file
+
+The GLFW 3 header is named @ref glfw3.h and moved to the `GLFW` directory, to
+avoid collisions with the headers of other major versions. Similarly, the GLFW
+3 library is named `glfw3,` except when it's installed as a shared library on
+Unix-like systems, where it uses the
+[soname](https://en.wikipedia.org/wiki/soname) `libglfw.so.3`.
+
+@par Old syntax
+@code
+#include <GL/glfw.h>
+@endcode
+
+@par New syntax
+@code
+#include <GLFW/glfw3.h>
+@endcode
+
+
+@subsection moving_threads Removal of threading functions
+
+The threading functions have been removed, including the per-thread sleep
+function. They were fairly primitive, under-used, poorly integrated and took
+time away from the focus of GLFW (i.e. context, input and window). There are
+better threading libraries available and native threading support is available
+in both [C++11](https://en.cppreference.com/w/cpp/thread) and
+[C11](https://en.cppreference.com/w/c/thread), both of which are gaining
+traction.
+
+If you wish to use the C++11 or C11 facilities but your compiler doesn't yet
+support them, see the
+[TinyThread++](https://gitorious.org/tinythread/tinythreadpp) and
+[TinyCThread](https://github.com/tinycthread/tinycthread) projects created by
+the original author of GLFW. These libraries implement a usable subset of the
+threading APIs in C++11 and C11, and in fact some GLFW 3 test programs use
+TinyCThread.
+
+However, GLFW 3 has better support for _use from multiple threads_ than GLFW
+2 had. Contexts can be made current on any thread, although only a single
+thread at a time, and the documentation explicitly states which functions may be
+used from any thread and which must only be used from the main thread.
+
+@par Removed functions
+`glfwSleep`, `glfwCreateThread`, `glfwDestroyThread`, `glfwWaitThread`,
+`glfwGetThreadID`, `glfwCreateMutex`, `glfwDestroyMutex`, `glfwLockMutex`,
+`glfwUnlockMutex`, `glfwCreateCond`, `glfwDestroyCond`, `glfwWaitCond`,
+`glfwSignalCond`, `glfwBroadcastCond` and `glfwGetNumberOfProcessors`.
+
+@par Removed types
+`GLFWthreadfun`
+
+
+@subsection moving_image Removal of image and texture loading
+
+The image and texture loading functions have been removed. They only supported
+the Targa image format, making them mostly useful for beginner level examples.
+To become of sufficiently high quality to warrant keeping them in GLFW 3, they
+would need not only to support other formats, but also modern extensions to
+OpenGL texturing. This would either add a number of external
+dependencies (libjpeg, libpng, etc.), or force GLFW to ship with inline versions
+of these libraries.
+
+As there already are libraries doing this, it is unnecessary both to duplicate
+the work and to tie the duplicate to GLFW. The resulting library would also be
+platform-independent, as both OpenGL and stdio are available wherever GLFW is.
+
+@par Removed functions
+`glfwReadImage`, `glfwReadMemoryImage`, `glfwFreeImage`, `glfwLoadTexture2D`,
+`glfwLoadMemoryTexture2D` and `glfwLoadTextureImage2D`.
+
+
+@subsection moving_stdcall Removal of GLFWCALL macro
+
+The `GLFWCALL` macro, which made callback functions use
+[__stdcall](https://msdn.microsoft.com/en-us/library/zxk0tw93.aspx) on Windows,
+has been removed. GLFW is written in C, not Pascal. Removing this macro means
+there's one less thing for application programmers to remember, i.e. the
+requirement to mark all callback functions with `GLFWCALL`. It also simplifies
+the creation of DLLs and DLL link libraries, as there's no need to explicitly
+disable `@n` entry point suffixes.
+
+@par Old syntax
+@code
+void GLFWCALL callback_function(...);
+@endcode
+
+@par New syntax
+@code
+void callback_function(...);
+@endcode
+
+
+@subsection moving_window_handles Window handle parameters
+
+Because GLFW 3 supports multiple windows, window handle parameters have been
+added to all window-related GLFW functions and callbacks. The handle of
+a newly created window is returned by @ref glfwCreateWindow (formerly
+`glfwOpenWindow`). Window handles are pointers to the
+[opaque](https://en.wikipedia.org/wiki/Opaque_data_type) type @ref GLFWwindow.
+
+@par Old syntax
+@code
+glfwSetWindowTitle("New Window Title");
+@endcode
+
+@par New syntax
+@code
+glfwSetWindowTitle(window, "New Window Title");
+@endcode
+
+
+@subsection moving_monitor Explicit monitor selection
+
+GLFW 3 provides support for multiple monitors. To request a full screen mode window,
+instead of passing `GLFW_FULLSCREEN` you specify which monitor you wish the
+window to use. The @ref glfwGetPrimaryMonitor function returns the monitor that
+GLFW 2 would have selected, but there are many other
+[monitor functions](@ref monitor_guide). Monitor handles are pointers to the
+[opaque](https://en.wikipedia.org/wiki/Opaque_data_type) type @ref GLFWmonitor.
+
+@par Old basic full screen
+@code
+glfwOpenWindow(640, 480, 8, 8, 8, 0, 24, 0, GLFW_FULLSCREEN);
+@endcode
+
+@par New basic full screen
+@code
+window = glfwCreateWindow(640, 480, "My Window", glfwGetPrimaryMonitor(), NULL);
+@endcode
+
+@note The framebuffer bit depth parameters of `glfwOpenWindow` have been turned
+into [window hints](@ref window_hints), but as they have been given
+[sane defaults](@ref window_hints_values) you rarely need to set these hints.
+
+
+@subsection moving_autopoll Removal of automatic event polling
+
+GLFW 3 does not automatically poll for events in @ref glfwSwapBuffers, meaning
+you need to call @ref glfwPollEvents or @ref glfwWaitEvents yourself. Unlike
+buffer swap, which acts on a single window, the event processing functions act
+on all windows at once.
+
+@par Old basic main loop
+@code
+while (...)
+{
+ // Process input
+ // Render output
+ glfwSwapBuffers();
+}
+@endcode
+
+@par New basic main loop
+@code
+while (...)
+{
+ // Process input
+ // Render output
+ glfwSwapBuffers(window);
+ glfwPollEvents();
+}
+@endcode
+
+
+@subsection moving_context Explicit context management
+
+Each GLFW 3 window has its own OpenGL context and only you, the application
+programmer, can know which context should be current on which thread at any
+given time. Therefore, GLFW 3 leaves that decision to you.
+
+This means that you need to call @ref glfwMakeContextCurrent after creating
+a window before you can call any OpenGL functions.
+
+
+@subsection moving_hidpi Separation of window and framebuffer sizes
+
+Window positions and sizes now use screen coordinates, which may not be the same
+as pixels on machines with high-DPI monitors. This is important as OpenGL uses
+pixels, not screen coordinates. For example, the rectangle specified with
+`glViewport` needs to use pixels. Therefore, framebuffer size functions have
+been added. You can retrieve the size of the framebuffer of a window with @ref
+glfwGetFramebufferSize function. A framebuffer size callback has also been
+added, which can be set with @ref glfwSetFramebufferSizeCallback.
+
+@par Old basic viewport setup
+@code
+glfwGetWindowSize(&width, &height);
+glViewport(0, 0, width, height);
+@endcode
+
+@par New basic viewport setup
+@code
+glfwGetFramebufferSize(window, &width, &height);
+glViewport(0, 0, width, height);
+@endcode
+
+
+@subsection moving_window_close Window closing changes
+
+The `GLFW_OPENED` window parameter has been removed. As long as the window has
+not been destroyed, whether through @ref glfwDestroyWindow or @ref
+glfwTerminate, the window is "open".
+
+A user attempting to close a window is now just an event like any other. Unlike
+GLFW 2, windows and contexts created with GLFW 3 will never be destroyed unless
+you choose them to be. Each window now has a close flag that is set to
+`GLFW_TRUE` when the user attempts to close that window. By default, nothing else
+happens and the window stays visible. It is then up to you to either destroy
+the window, take some other action or ignore the request.
+
+You can query the close flag at any time with @ref glfwWindowShouldClose and set
+it at any time with @ref glfwSetWindowShouldClose.
+
+@par Old basic main loop
+@code
+while (glfwGetWindowParam(GLFW_OPENED))
+{
+ ...
+}
+@endcode
+
+@par New basic main loop
+@code
+while (!glfwWindowShouldClose(window))
+{
+ ...
+}
+@endcode
+
+The close callback no longer returns a value. Instead, it is called after the
+close flag has been set so it can override its value, if it chooses to, before
+event processing completes. You may however not call @ref glfwDestroyWindow
+from the close callback (or any other window related callback).
+
+@par Old syntax
+@code
+int GLFWCALL window_close_callback(void);
+@endcode
+
+@par New syntax
+@code
+void window_close_callback(GLFWwindow* window);
+@endcode
+
+@note GLFW never clears the close flag to `GLFW_FALSE`, meaning you can use it
+for other reasons to close the window as well, for example the user choosing
+Quit from an in-game menu.
+
+
+@subsection moving_hints Persistent window hints
+
+The `glfwOpenWindowHint` function has been renamed to @ref glfwWindowHint.
+
+Window hints are no longer reset to their default values on window creation, but
+instead retain their values until modified by @ref glfwWindowHint or @ref
+glfwDefaultWindowHints, or until the library is terminated and re-initialized.
+
+
+@subsection moving_video_modes Video mode enumeration
+
+Video mode enumeration is now per-monitor. The @ref glfwGetVideoModes function
+now returns all available modes for a specific monitor instead of requiring you
+to guess how large an array you need. The `glfwGetDesktopMode` function, which
+had poorly defined behavior, has been replaced by @ref glfwGetVideoMode, which
+returns the current mode of a monitor.
+
+
+@subsection moving_char_up Removal of character actions
+
+The action parameter of the [character callback](@ref GLFWcharfun) has been
+removed. This was an artefact of the origin of GLFW, i.e. being developed in
+English by a Swede. However, many keyboard layouts require more than one key to
+produce characters with diacritical marks. Even the Swedish keyboard layout
+requires this for uncommon cases like ΓΌ.
+
+@par Old syntax
+@code
+void GLFWCALL character_callback(int character, int action);
+@endcode
+
+@par New syntax
+@code
+void character_callback(GLFWwindow* window, int character);
+@endcode
+
+
+@subsection moving_cursorpos Cursor position changes
+
+The `glfwGetMousePos` function has been renamed to @ref glfwGetCursorPos,
+`glfwSetMousePos` to @ref glfwSetCursorPos and `glfwSetMousePosCallback` to @ref
+glfwSetCursorPosCallback.
+
+The cursor position is now `double` instead of `int`, both for the direct
+functions and for the callback. Some platforms can provide sub-pixel cursor
+movement and this data is now passed on to the application where available. On
+platforms where this is not provided, the decimal part is zero.
+
+GLFW 3 only allows you to position the cursor within a window using @ref
+glfwSetCursorPos (formerly `glfwSetMousePos`) when that window is active.
+Unless the window is active, the function fails silently.
+
+
+@subsection moving_wheel Wheel position replaced by scroll offsets
+
+The `glfwGetMouseWheel` function has been removed. Scrolling is the input of
+offsets and has no absolute position. The mouse wheel callback has been
+replaced by a [scroll callback](@ref GLFWscrollfun) that receives
+two-dimensional floating point scroll offsets. This allows you to receive
+precise scroll data from for example modern touchpads.
+
+@par Old syntax
+@code
+void GLFWCALL mouse_wheel_callback(int position);
+@endcode
+
+@par New syntax
+@code
+void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
+@endcode
+
+@par Removed functions
+`glfwGetMouseWheel`
+
+
+@subsection moving_repeat Key repeat action
+
+The `GLFW_KEY_REPEAT` enable has been removed and key repeat is always enabled
+for both keys and characters. A new key action, `GLFW_REPEAT`, has been added
+to allow the [key callback](@ref GLFWkeyfun) to distinguish an initial key press
+from a repeat. Note that @ref glfwGetKey still returns only `GLFW_PRESS` or
+`GLFW_RELEASE`.
+
+
+@subsection moving_keys Physical key input
+
+GLFW 3 key tokens map to physical keys, unlike in GLFW 2 where they mapped to
+the values generated by the current keyboard layout. The tokens are named
+according to the values they would have using the standard US layout, but this
+is only a convenience, as most programmers are assumed to know that layout.
+This means that (for example) `GLFW_KEY_LEFT_BRACKET` is always a single key and
+is the same key in the same place regardless of what keyboard layouts the users
+of your program has.
+
+The key input facility was never meant for text input, although using it that
+way worked slightly better in GLFW 2. If you were using it to input text, you
+should be using the character callback instead, on both GLFW 2 and 3. This will
+give you the characters being input, as opposed to the keys being pressed.
+
+GLFW 3 has key tokens for all keys on a standard 105 key keyboard, so instead of
+having to remember whether to check for `a` or `A`, you now check for
+@ref GLFW_KEY_A.
+
+
+@subsection moving_joystick Joystick function changes
+
+The `glfwGetJoystickPos` function has been renamed to @ref glfwGetJoystickAxes.
+
+The `glfwGetJoystickParam` function and the `GLFW_PRESENT`, `GLFW_AXES` and
+`GLFW_BUTTONS` tokens have been replaced by the @ref glfwJoystickPresent
+function as well as axis and button counts returned by the @ref
+glfwGetJoystickAxes and @ref glfwGetJoystickButtons functions.
+
+
+@subsection moving_mbcs Win32 MBCS support
+
+The Win32 port of GLFW 3 will not compile in
+[MBCS mode](https://msdn.microsoft.com/en-us/library/5z097dxa.aspx).
+However, because the use of the Unicode version of the Win32 API doesn't affect
+the process as a whole, but only those windows created using it, it's perfectly
+possible to call MBCS functions from other parts of the same application.
+Therefore, even if an application using GLFW has MBCS mode code, there's no need
+for GLFW itself to support it.
+
+
+@subsection moving_windows Support for versions of Windows older than XP
+
+All explicit support for version of Windows older than XP has been removed.
+There is no code that actively prevents GLFW 3 from running on these earlier
+versions, but it uses Win32 functions that those versions lack.
+
+Windows XP was released in 2001, and by now (January 2015) it has not only
+replaced almost all earlier versions of Windows, but is itself rapidly being
+replaced by Windows 7 and 8. The MSDN library doesn't even provide
+documentation for version older than Windows 2000, making it difficult to
+maintain compatibility with these versions even if it was deemed worth the
+effort.
+
+The Win32 API has also not stood still, and GLFW 3 uses many functions only
+present on Windows XP or later. Even supporting an OS as new as XP (new
+from the perspective of GLFW 2, which still supports Windows 95) requires
+runtime checking for a number of functions that are present only on modern
+version of Windows.
+
+
+@subsection moving_syskeys Capture of system-wide hotkeys
+
+The ability to disable and capture system-wide hotkeys like Alt+Tab has been
+removed. Modern applications, whether they're games, scientific visualisations
+or something else, are nowadays expected to be good desktop citizens and allow
+these hotkeys to function even when running in full screen mode.
+
+
+@subsection moving_terminate Automatic termination
+
+GLFW 3 does not register @ref glfwTerminate with `atexit` at initialization,
+because `exit` calls registered functions from the calling thread and while it
+is permitted to call `exit` from any thread, @ref glfwTerminate must only be
+called from the main thread.
+
+To release all resources allocated by GLFW, you should call @ref glfwTerminate
+yourself, from the main thread, before the program terminates. Note that this
+destroys all windows not already destroyed with @ref glfwDestroyWindow,
+invalidating any window handles you may still have.
+
+
+@subsection moving_glu GLU header inclusion
+
+GLFW 3 does not by default include the GLU header and GLU itself has been
+deprecated by [Khronos](https://en.wikipedia.org/wiki/Khronos_Group). __New
+projects should not use GLU__, but if you need it for legacy code that
+has been moved to GLFW 3, you can request that the GLFW header includes it by
+defining @ref GLFW_INCLUDE_GLU before the inclusion of the GLFW header.
+
+@par Old syntax
+@code
+#include <GL/glfw.h>
+@endcode
+
+@par New syntax
+@code
+#define GLFW_INCLUDE_GLU
+#include <GLFW/glfw3.h>
+@endcode
+
+There are many libraries that offer replacements for the functionality offered
+by GLU. For the matrix helper functions, see math libraries like
+[GLM](https://github.com/g-truc/glm) (for C++),
+[linmath.h](https://github.com/datenwolf/linmath.h) (for C) and others. For the
+tessellation functions, see for example
+[libtess2](https://github.com/memononen/libtess2).
+
+
+@section moving_tables Name change tables
+
+
+@subsection moving_renamed_functions Renamed functions
+
+| GLFW 2 | GLFW 3 | Notes |
+| --------------------------- | ----------------------------- | ----- |
+| `glfwOpenWindow` | @ref glfwCreateWindow | All channel bit depths are now hints
+| `glfwCloseWindow` | @ref glfwDestroyWindow | |
+| `glfwOpenWindowHint` | @ref glfwWindowHint | Now accepts all `GLFW_*_BITS` tokens |
+| `glfwEnable` | @ref glfwSetInputMode | |
+| `glfwDisable` | @ref glfwSetInputMode | |
+| `glfwGetMousePos` | @ref glfwGetCursorPos | |
+| `glfwSetMousePos` | @ref glfwSetCursorPos | |
+| `glfwSetMousePosCallback` | @ref glfwSetCursorPosCallback | |
+| `glfwSetMouseWheelCallback` | @ref glfwSetScrollCallback | Accepts two-dimensional scroll offsets as doubles |
+| `glfwGetJoystickPos` | @ref glfwGetJoystickAxes | |
+| `glfwGetWindowParam` | @ref glfwGetWindowAttrib | |
+| `glfwGetGLVersion` | @ref glfwGetWindowAttrib | Use `GLFW_CONTEXT_VERSION_MAJOR`, `GLFW_CONTEXT_VERSION_MINOR` and `GLFW_CONTEXT_REVISION` |
+| `glfwGetDesktopMode` | @ref glfwGetVideoMode | Returns the current mode of a monitor |
+| `glfwGetJoystickParam` | @ref glfwJoystickPresent | The axis and button counts are provided by @ref glfwGetJoystickAxes and @ref glfwGetJoystickButtons |
+
+
+@subsection moving_renamed_types Renamed types
+
+| GLFW 2 | GLFW 3 | Notes |
+| ------------------- | --------------------- | |
+| `GLFWmousewheelfun` | @ref GLFWscrollfun | |
+| `GLFWmouseposfun` | @ref GLFWcursorposfun | |
+
+
+@subsection moving_renamed_tokens Renamed tokens
+
+| GLFW 2 | GLFW 3 | Notes |
+| --------------------------- | ---------------------------- | ----- |
+| `GLFW_OPENGL_VERSION_MAJOR` | `GLFW_CONTEXT_VERSION_MAJOR` | Renamed as it applies to OpenGL ES as well |
+| `GLFW_OPENGL_VERSION_MINOR` | `GLFW_CONTEXT_VERSION_MINOR` | Renamed as it applies to OpenGL ES as well |
+| `GLFW_FSAA_SAMPLES` | `GLFW_SAMPLES` | Renamed to match the OpenGL API |
+| `GLFW_ACTIVE` | `GLFW_FOCUSED` | Renamed to match the window focus callback |
+| `GLFW_WINDOW_NO_RESIZE` | `GLFW_RESIZABLE` | The default has been inverted |
+| `GLFW_MOUSE_CURSOR` | `GLFW_CURSOR` | Used with @ref glfwSetInputMode |
+| `GLFW_KEY_ESC` | `GLFW_KEY_ESCAPE` | |
+| `GLFW_KEY_DEL` | `GLFW_KEY_DELETE` | |
+| `GLFW_KEY_PAGEUP` | `GLFW_KEY_PAGE_UP` | |
+| `GLFW_KEY_PAGEDOWN` | `GLFW_KEY_PAGE_DOWN` | |
+| `GLFW_KEY_KP_NUM_LOCK` | `GLFW_KEY_NUM_LOCK` | |
+| `GLFW_KEY_LCTRL` | `GLFW_KEY_LEFT_CONTROL` | |
+| `GLFW_KEY_LSHIFT` | `GLFW_KEY_LEFT_SHIFT` | |
+| `GLFW_KEY_LALT` | `GLFW_KEY_LEFT_ALT` | |
+| `GLFW_KEY_LSUPER` | `GLFW_KEY_LEFT_SUPER` | |
+| `GLFW_KEY_RCTRL` | `GLFW_KEY_RIGHT_CONTROL` | |
+| `GLFW_KEY_RSHIFT` | `GLFW_KEY_RIGHT_SHIFT` | |
+| `GLFW_KEY_RALT` | `GLFW_KEY_RIGHT_ALT` | |
+| `GLFW_KEY_RSUPER` | `GLFW_KEY_RIGHT_SUPER` | |
+
+*/