Commit 8d6f2654 authored by Camilla Berglund's avatar Camilla Berglund
Browse files

Update default name from OS X to macOS

Note that earlier releases are still referred to by their proper names;
OS X <version> or Mac OS X <version>.
parent bc8b0480
......@@ -36,7 +36,7 @@ does not need the headers for any context creation API (WGL, GLX, EGL, NSGL) or
rendering API (OpenGL, OpenGL ES, Vulkan) to enable support for them.
GLFW supports compilation on Windows with Visual C++ 2010 and later, MinGW and
MinGW-w64, on OS X with Clang and on Linux and other Unix-like systems with GCC
MinGW-w64, on macOS with Clang and on Linux and other Unix-like systems with GCC
and Clang. It will likely compile in other environments as well, but this is
not regularly tested.
......
......@@ -204,7 +204,7 @@ ALIASES = "thread_safety=@par Thread safety\n" \
"x11=__X11:__" \
"wayland=__Wayland:__" \
"win32=__Windows:__" \
"osx=__OS X:__"
"macos=__macOS:__"
# This tag can be used to specify a number of word-keyword mappings (TCL only).
# A mapping has the form "name=value". For example adding
......
......@@ -65,7 +65,7 @@ The following macros control which OpenGL or OpenGL ES API header is included.
Only one of these may be defined at a time.
`GLFW_INCLUDE_GLCOREARB` makes the GLFW header include the modern
`GL/glcorearb.h` header (`OpenGL/gl3.h` on OS X) instead of the regular OpenGL
`GL/glcorearb.h` header (`OpenGL/gl3.h` on macOS) instead of the regular OpenGL
header.
`GLFW_INCLUDE_ES1` makes the GLFW header include the OpenGL ES 1.x `GLES/gl.h`
......@@ -84,7 +84,7 @@ header instead of the regular OpenGL header.
header. This is useful in combination with an extension loading library.
If none of the above inclusion macros are defined, the standard OpenGL `GL/gl.h`
header (`OpenGL/gl.h` on OS X) is included.
header (`OpenGL/gl.h` on macOS) is included.
The following macros control the inclusion of additional API headers. Any
number of these may be defined simultaneously, and/or together with one of the
......@@ -119,7 +119,7 @@ a shared library / dynamic library / DLL then it takes care of these links.
However, if you are using GLFW as a static library then your executable will
need to link against these libraries.
On Windows and OS X, the list of system libraries is static and can be
On Windows and macOS, the list of system libraries is static and can be
hard-coded into your build environment. See the section for your development
environment below. On Linux and other Unix-like operating systems, the list
varies but can be retrieved in various ways as described below.
......@@ -289,7 +289,7 @@ env PKG_CONFIG_PATH=path/to/glfw/src cc `pkg-config --cflags glfw3` -o myprog my
@endcode
The dependencies do not include OpenGL or GLU, as GLFW loads any OpenGL, OpenGL
ES or Vulkan libraries it needs at runtime and does not use GLU. On OS X, GLU
ES or Vulkan libraries it needs at runtime and does not use GLU. On macOS, GLU
is built into the OpenGL framework, so if you need GLU you don't need to do
anything extra. If you need GLU and are using Linux or BSD, you should add the
`glu` pkg-config package.
......@@ -309,7 +309,7 @@ cc `pkg-config --cflags glfw3 glu` -o myprog myprog.c `pkg-config --static --lib
@endcode
@subsection build_link_xcode With Xcode on OS X
@subsection build_link_xcode With Xcode on macOS
If you are using the dynamic library version of GLFW, simply add it to the
project dependencies.
......@@ -319,10 +319,10 @@ OpenGL, IOKit and CoreVideo frameworks to the project as dependencies. They can
all be found in `/System/Library/Frameworks`.
@subsection build_link_osx With command-line on OS X
@subsection build_link_osx With command-line on macOS
It is recommended that you use [pkg-config](@ref build_link_pkgconfig) when
building from the command line on OS X. That way you will get any new
building from the command line on macOS. That way you will get any new
dependencies added automatically. If you still wish to build manually, you need
to add the required frameworks and libraries to your command-line yourself using
the `-l` and `-framework` switches.
......@@ -342,6 +342,6 @@ against it from the command-line.
The OpenGL framework contains both the OpenGL and GLU APIs, so there is nothing
special to do when using GLU. Also note that even though your machine may have
`libGL`-style OpenGL libraries, they are for use with the X Window System and
will _not_ work with the OS X native version of GLFW.
will _not_ work with the macOS native version of GLFW.
*/
......@@ -160,7 +160,7 @@ extensions to provide support for sRGB framebuffers. Where both of these
extension are unavailable, the `GLFW_SRGB_CAPABLE` hint will have no effect.
@section compat_osx OpenGL 3.2 and later on OS X
@section compat_osx OpenGL 3.2 and later on macOS
Support for OpenGL 3.2 and above was introduced with OS X 10.7 and even then
only forward-compatible, core profile contexts are supported. Support for
......@@ -217,7 +217,7 @@ surfaces on Mir. If any of these extensions are not available, @ref
glfwGetRequiredInstanceExtensions will return an empty list and window surface
creation will fail.
GLFW does not support any extensions for window surface creation on OS X,
GLFW does not support any extensions for window surface creation on macOS,
meaning@ref glfwGetRequiredInstanceExtensions will return an empty list and
window surface creation will fail.
......
......@@ -14,7 +14,8 @@ GLFW uses [CMake](http://www.cmake.org/) to generate project files or makefiles
for a particular development environment. If you are on a Unix-like system such
as Linux or FreeBSD or have a package system like Fink, MacPorts, Cygwin or
Homebrew, you can simply install its CMake package. If not, you can download
installers for Windows and OS X from the [CMake website](http://www.cmake.org/).
installers for Windows and macOS from the
[CMake website](http://www.cmake.org/).
@note CMake only generates project files or makefiles. It does not compile the
actual GLFW library. To compile GLFW, first generate these files for your
......@@ -76,11 +77,11 @@ the CMake wiki.
Once you have this set up, move on to @ref compile_generate.
@subsubsection compile_deps_xcode Dependencies for Xcode on OS X
@subsubsection compile_deps_xcode Dependencies for Xcode on macOS
Xcode comes with all necessary tools except for CMake. The required headers
and libraries are included in the core OS X frameworks. Xcode can be downloaded
from the Mac App Store or from the ADC Member Center.
and libraries are included in the core macOS frameworks. Xcode can be
downloaded from the Mac App Store or from the ADC Member Center.
Once you have Xcode installed, move on to @ref compile_generate.
......@@ -201,7 +202,7 @@ the library.
statically into the application.
@subsubsection compile_options_osx OS X specific CMake options
@subsubsection compile_options_osx macOS specific CMake options
`GLFW_USE_CHDIR` determines whether `glfwInit` changes the current
directory of bundled applications to the `Contents/Resources` directory.
......
......@@ -84,7 +84,7 @@ objects are recommended for rendering with such contexts.
You should still [process events](@ref events) as long as you have at least one
window, even if none of them are visible.
__OS X:__ The first time a window is created the menu bar is populated with
@macos The first time a window is created the menu bar is populated with
common commands like Hide, Quit and About. This is not desirable for example
when writing a command-line only application. The menu bar setup can be
disabled with a [compile-time option](@ref compile_options_osx).
......
......@@ -293,11 +293,12 @@ through CMake options.
@subsection news_30_hidpi High-DPI support
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,
@ref glfwGetFramebufferSize and @ref glfwSetFramebufferSizeCallback have been
added. These work with pixels, while the rest of the GLFW API works with screen
coordinates. This is important as OpenGL uses pixels, not screen coordinates.
GLFW now supports high-DPI monitors on both Windows and macOS, giving windows
full resolution framebuffers where other UI elements are scaled up. To achieve
this, @ref glfwGetFramebufferSize and @ref glfwSetFramebufferSizeCallback have
been added. These work with pixels, while the rest of the GLFW API works with
screen coordinates. This is important as OpenGL uses pixels, not screen
coordinates.
@subsection news_30_error Error callback
......
......@@ -340,7 +340,7 @@ The program above can be found in the
[source package](http://www.glfw.org/download.html) as `examples/simple.c`
and is compiled along with all other examples when you build GLFW. If you
built GLFW from the source package then already have this as `simple.exe` on
Windows, `simple` on Linux or `simple.app` on OS X.
Windows, `simple` on Linux or `simple.app` on macOS.
This tutorial used only a few of the many functions GLFW provides. There are
guides for each of the areas covered by GLFW. Each guide will introduce all the
......
......@@ -258,7 +258,7 @@ create the context. Possible values are `GLFW_NATIVE_CONTEXT_API` and
requested, this hint is ignored.
@par
__OS X:__ The EGL API is not available on this platform and requests to use it
@macos The EGL API is not available on this platform and requests to use it
will fail.
@par
......
......@@ -116,7 +116,7 @@ extern "C" {
#endif /* CALLBACK */
/* Include because most Windows GLU headers need wchar_t and
* the OS X OpenGL header blocks the definition of ptrdiff_t by glext.h.
* the macOS OpenGL header blocks the definition of ptrdiff_t by glext.h.
* Include it unconditionally to avoid surprising side-effects.
*/
#include <stddef.h>
......@@ -561,7 +561,7 @@ extern "C" {
* @par
* Some pre-installed Windows graphics drivers do not support OpenGL. AMD only
* supports OpenGL ES via EGL, while Nvidia and Intel only support it via
* a WGL or GLX extension. OS X does not provide OpenGL ES at all. The Mesa
* a WGL or GLX extension. macOS does not provide OpenGL ES at all. The Mesa
* EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary
* driver. Older graphics drivers do not support Vulkan.
*/
......@@ -1247,7 +1247,7 @@ typedef struct GLFWimage
*
* @errors Possible errors include @ref GLFW_PLATFORM_ERROR.
*
* @remark @osx This function will change the current directory of the
* @remark @macos This function will change the current directory of the
* application to the `Contents/Resources` subdirectory of the application's
* bundle, if present. This can be disabled with a
* [compile-time option](@ref compile_options_osx).
......@@ -1821,19 +1821,19 @@ GLFWAPI void glfwWindowHint(int hint, int value);
* @remark @win32 The context to share resources with must not be current on
* any other thread.
*
* @remark @osx The GLFW window has no icon, as it is not a document
* @remark @macos The GLFW window has no icon, as it is not a document
* window, but the dock icon will be the same as the application bundle's icon.
* For more information on bundles, see the
* [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)
* in the Mac Developer Library.
*
* @remark @osx The first time a window is created the menu bar is populated
* @remark @macos The first time a window is created the menu bar is populated
* with common commands like Hide, Quit and About. The About entry opens
* a minimal about dialog with information from the application's bundle. The
* menu bar can be disabled with a
* [compile-time option](@ref compile_options_osx).
*
* @remark @osx On OS X 10.10 and later the window frame will not be rendered
* @remark @macos On OS X 10.10 and later the window frame will not be rendered
* at full resolution on Retina displays unless the `NSHighResolutionCapable`
* key is enabled in the application bundle's `Info.plist`. For more
* information, see
......@@ -1959,7 +1959,7 @@ GLFWAPI void glfwSetWindowShouldClose(GLFWwindow* window, int value);
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_PLATFORM_ERROR.
*
* @remark @osx The window title will not be updated until the next time you
* @remark @macos The window title will not be updated until the next time you
* process events.
*
* @thread_safety This function must only be called from the main thread.
......@@ -1996,7 +1996,7 @@ GLFWAPI void glfwSetWindowTitle(GLFWwindow* window, const char* title);
* @pointer_lifetime The specified image data is copied before this function
* returns.
*
* @remark @osx The GLFW window has no icon, as it is not a document
* @remark @macos The GLFW window has no icon, as it is not a document
* window, so this function does nothing. The dock icon will be the same as
* the application bundle's icon. For more information on bundles, see the
* [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)
......@@ -2692,8 +2692,8 @@ GLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* window, GLFWwind
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
*
* @remark @osx Selecting Quit from the application menu will trigger the close
* callback for all windows.
* @remark @macos Selecting Quit from the application menu will trigger the
* close callback for all windows.
*
* @thread_safety This function must only be called from the main thread.
*
......@@ -3458,7 +3458,7 @@ GLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* window, GLFWkeyfun cbfun);
*
* The character callback behaves as system text input normally does and will
* not be called if modifier keys are held down that would prevent normal text
* input on that platform, for example a Super (Command) key on OS X or Alt key
* input on that platform, for example a Super (Command) key on macOS or Alt key
* on Windows. There is a
* [character with modifiers callback](@ref glfwSetCharModsCallback) that
* receives these events.
......
//========================================================================
// GLFW 3.3 OS X - www.glfw.org
// GLFW 3.3 macOS - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2009-2016 Camilla Berglund <elmindreda@glfw.org>
//
......
//========================================================================
// GLFW 3.3 OS X - www.glfw.org
// GLFW 3.3 macOS - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2016 Camilla Berglund <elmindreda@glfw.org>
......
//========================================================================
// GLFW 3.3 OS X - www.glfw.org
// GLFW 3.3 macOS - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2009-2016 Camilla Berglund <elmindreda@glfw.org>
//
......
//========================================================================
// GLFW 3.3 OS X - www.glfw.org
// GLFW 3.3 macOS - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2009-2016 Camilla Berglund <elmindreda@glfw.org>
//
......
//========================================================================
// GLFW 3.3 OS X - www.glfw.org
// GLFW 3.3 macOS - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2009-2016 Camilla Berglund <elmindreda@glfw.org>
//
......@@ -162,7 +162,7 @@ static void releaseMonitor(_GLFWwindow* window)
_glfwRestoreVideoModeNS(window->monitor);
}
// Translates OS X key modifiers into GLFW ones
// Translates macOS key modifiers into GLFW ones
//
static int translateFlags(NSUInteger flags)
{
......@@ -180,7 +180,7 @@ static int translateFlags(NSUInteger flags)
return mods;
}
// Translates a OS X keycode to a GLFW keycode
// Translates a macOS keycode to a GLFW keycode
//
static int translateKey(unsigned int key)
{
......
//========================================================================
// GLFW 3.3 OS X - www.glfw.org
// GLFW 3.3 macOS - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2009-2016 Camilla Berglund <elmindreda@glfw.org>
//
......
//========================================================================
// GLFW 3.3 OS X - www.glfw.org
// GLFW 3.3 macOS - www.glfw.org
//------------------------------------------------------------------------
// Copyright (c) 2009-2016 Camilla Berglund <elmindreda@glfw.org>
//
......@@ -124,14 +124,14 @@ GLFWbool _glfwCreateContextNSGL(_GLFWwindow* window,
if (ctxconfig->client == GLFW_OPENGL_ES_API)
{
_glfwInputError(GLFW_API_UNAVAILABLE,
"NSGL: OpenGL ES is not available on OS X");
"NSGL: OpenGL ES is not available on macOS");
return GLFW_FALSE;
}
if (ctxconfig->major == 3 && ctxconfig->minor < 2)
{
_glfwInputError(GLFW_VERSION_UNAVAILABLE,
"NSGL: The targeted version of OS X does not support OpenGL 3.0 or 3.1");
"NSGL: The targeted version of macOS does not support OpenGL 3.0 or 3.1");
return GLFW_FALSE;
}
......@@ -140,23 +140,23 @@ GLFWbool _glfwCreateContextNSGL(_GLFWwindow* window,
if (!ctxconfig->forward)
{
_glfwInputError(GLFW_VERSION_UNAVAILABLE,
"NSGL: The targeted version of OS X only supports forward-compatible contexts for OpenGL 3.2 and above");
"NSGL: The targeted version of macOS only supports forward-compatible contexts for OpenGL 3.2 and above");
return GLFW_FALSE;
}
if (ctxconfig->profile != GLFW_OPENGL_CORE_PROFILE)
{
_glfwInputError(GLFW_VERSION_UNAVAILABLE,
"NSGL: The targeted version of OS X only supports core profile contexts for OpenGL 3.2 and above");
"NSGL: The targeted version of macOS only supports core profile contexts for OpenGL 3.2 and above");
return GLFW_FALSE;
}
}
// Context robustness modes (GL_KHR_robustness) are not yet supported on
// OS X but are not a hard constraint, so ignore and continue
// macOS but are not a hard constraint, so ignore and continue
// Context release behaviors (GL_KHR_context_flush_control) are not yet
// supported on OS X but are not a hard constraint, so ignore and continue
// supported on macOS but are not a hard constraint, so ignore and continue
#define ADD_ATTR(x) { attributes[attributeCount++] = x; }
#define ADD_ATTR2(x, y) { ADD_ATTR(x); ADD_ATTR(y); }
......@@ -206,7 +206,7 @@ GLFWbool _glfwCreateContextNSGL(_GLFWwindow* window,
fbconfig->greenBits +
fbconfig->blueBits;
// OS X needs non-zero color size, so set reasonable values
// macOS needs non-zero color size, so set reasonable values
if (colorBits == 0)
colorBits = 24;
else if (colorBits < 15)
......
......@@ -668,7 +668,7 @@ static LRESULT CALLBACK windowProc(HWND hWnd, UINT uMsg,
case WM_MOUSEHWHEEL:
{
// This message is only sent on Windows Vista and later
// NOTE: The X-axis is inverted for consistency with OS X and X11.
// NOTE: The X-axis is inverted for consistency with macOS and X11
_glfwInputScroll(window, -((SHORT) HIWORD(wParam) / (double) WHEEL_DELTA), 0.0);
return 0;
}
......
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