| commit | 128e5b4a73fe7a309c52200a8885944ae82b59d8 | [log] [tgz] |
|---|---|---|
| author | Camilla Berglund <elmindreda@elmindreda.org> | Tue Jun 04 18:53:18 2013 +0200 |
| committer | Camilla Berglund <elmindreda@elmindreda.org> | Wed Jun 05 15:39:19 2013 +0200 |
| tree | 6c8b4657da633963c9a36577655b9c9cdc39d463 | |
| parent | 11b7d17ea01416339918b8b3e0a2b5027461860e [diff] |
Removed deprecated key aliases.
GLFW is a free, Open Source, portable 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 3.0 brings a new API with many new features such as multiple windows and contexts, multi-monitor support, EGL and OpenGL ES support, clipboard text support, an error description callback, gamma ramp control, layout-independent keyboard input and UTF-8 for all strings.
GLFW is now hosted on GitHub.
If you are new to GLFW, you may find the introductory tutorial for GLFW 3 useful. If you have used GLFW 2 in the past, there is a transition guide for moving to the GLFW 3 API.
To compile GLFW and the accompanying example programs, you will need the CMake build system.
To compile GLFW for X11 and GLX, you need to have the X and OpenGL header packages installed. For example, on Ubuntu and other distributions based on Debian GNU/Linux, you need to install the xorg-dev and libglu1-mesa-dev packages. Note that using header files from Mesa will not tie your binary to the Mesa implementation of OpenGL.
There are a number of CMake build options for GLFW, although not all are available on all supported platforms. Some of these are de facto standards among CMake users and so have no GLFW_ prefix.
BUILD_SHARED_LIBS determines whether GLFW is built as a static library or as a DLL / shared library / dynamic library.
LIB_SUFFIX affects where the GLFW shared /dynamic library is installed. If it is empty, it is installed to $PREFIX/lib. If it is set to 64, it is installed to $PREFIX/lib64.
GLFW_BUILD_EXAMPLES determines whether the GLFW examples are built along with the library.
GLFW_BUILD_TESTS determines whether the GLFW test programs are built along with the library.
GLFW_USE_CHDIR determines whether glfwInit changes the current directory of bundled applications to the Contents/Resources directory.
GLFW_USE_MENUBAR determines whether the first call to glfwCreateWindow sets up a minimal menu bar.
GLFW_BUILD_UNIVERSAL determines whether to build Universal Binaries.
USE_MSVC_RUNTIME_LIBRARY_DLL determines whether to use the DLL version of the Visual C++ runtime library.
GLFW_USE_EGL determines whether to use EGL instead of the platform-specific context creation API. Note that EGL is not yet provided on all supported platforms.
GLFW_CLIENT_LIBRARY determines which client API library to use. If set to opengl the OpenGL library is used, if set to glesv1 for the OpenGL ES 1.x library is used, or if set to glesv2 the OpenGL ES 2.0 library is used. The selected library and its header files must be present on the system for this to work.
A rudimentary installation target is provided for all supported platforms via CMake.
There are two aspects to using GLFW:
The first point is covered in the WIP reference manual.
In the files of your program where you use OpenGL or GLFW, you should include the GLFW 3 header file, i.e.:
#include <GLFW/glfw3.h>
This defines all the constants, types and function prototypes of the GLFW API. It also includes the chosen client API header files (by default OpenGL), and defines all the constants and types necessary for those headers to work on that platform.
For example, under Windows you are normally required to include windows.h before including GL/gl.h. This would make your source file tied to Windows and pollute your code's namespace with the whole Win32 API.
Instead, the GLFW header takes care of this for you, not by including windows.h, but rather by itself duplicating only the necessary parts of it. It does this only where needed, so if windows.h is included, the GLFW header does not try to redefine those symbols.
In other words:
windows.h or other platform-specific headers unless you plan on using those APIs directlyIf you are using an OpenGL extension loading library such as GLEW, the GLEW header should also be included before the GLFW one. The GLEW header defines macros that disable any OpenGL header that the GLFW header includes and GLEW will work as expected.
These macros may be defined before the inclusion of the GLFW header.
GLFW_INCLUDE_GLCOREARB makes the header include the modern GL/glcorearb.h header (OpenGL/gl3.h on Mac OS X) instead of the regular OpenGL header.
GLFW_INCLUDE_ES1 makes the header include the OpenGL ES 1.x GLES/gl.h header instead of the regular OpenGL header.
GLFW_INCLUDE_ES2 makes the header include the OpenGL ES 2.0 GLES2/gl2.h header instead of the regular OpenGL header.
GLFW_INCLUDE_ES3 makes the header include the OpenGL ES 3.0 GLES3/gl3.h header instead of the regular OpenGL header.
GLFW_INCLUDE_NONE makes the header not include any client API header.
GLFW_INCLUDE_GLU makes the header include the GLU header. This only makes sense if you are using OpenGL.
GLFW_DLL is necessary when using the GLFW DLL on Windows.
The GLFW_LIBRARIES cache variable contains all link-time dependencies of GLFW as it is currently configured, so to link against GLFW simply do:
target_link_libraries(myapp glfw ${GLFW_LIBRARIES})
Note that this does not include GLU, as GLFW does not use it. If your application needs GLU, you can add it to the list of dependencies with the OPENGL_glu_LIBRARY cache variable.
The static version of the GLFW library is named glfw3. When using this version, it is also necessary to link with some libraries that GLFW uses.
When linking a program under Windows that uses the static version of GLFW, you must link with opengl32. If you are using GLU, you must also link with glu32.
The link library for the GLFW DLL is named glfw3dll. When compiling a program that uses the DLL version of GLFW, you need to define the GLFW_DLL macro before any inclusion of the GLFW header. This can be done either with a compiler switch or by defining it in your source code.
A program using the GLFW DLL does not need to link against any of its dependencies, but you still have to link against opengl32 if your program uses OpenGL and glu32 if it uses GLU.
GLFW supports pkg-config, and glfw3.pc file is generated when the library is built and installed along with it. You can use it without installation using the PKG_CONFIG_PATH environment variable. See the documentation for pkg-config for more details.
A typical compile and link command-line when using the static may look like this:
cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --static --libs glfw3`
If you are using the shared library, simply omit the --static flag.
If you are using GLU, you should also add -lGLU to your link flags.
GLFW on Mac OS X uses the Cocoa, OpenGL and IOKit frameworks.
If you are using Xcode, you can simply add the GLFW library and these frameworks as dependencies.
If you are building from the command-line, it is recommended that you use pkg-config
GLFW supports pkg-config, and glfw3.pc file is generated when the library is built and installed along with it. You can use it without installation using the PKG_CONFIG_PATH environment variable. See the documentation for pkg-config for more details.
You can find pkg-config in most package systems such as Fink and MacPorts, so if you have one of them installed, simply install pkg-config. Once you have pkg-config available, the command-line for compiling and linking your program is:
cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --static --libs glfw3`
If you do not wish to use pkg-config, you need to add the required frameworks and libraries to your command-line using the -l and -framework switches, i.e.:
cc -o myprog myprog.c -lglfw -framework Cocoa -framework OpenGL -framework IOKit
Note that you do not add the .framework extension to a framework when adding it from the command-line.
The OpenGL framework contains both the OpenGL and GLU APIs, so there is no need to add additional libraries or frameworks 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 Mac OS X native version of GLFW.
GLFWmonitor and updated monitor-related functions to take a monitor handleglfwGetMonitors and glfwGetPrimaryMonitor for enumerating available monitorsglfwGetMonitorPos, glfwGetMonitorPhysicalSize and glfwGetMonitorName for retrieving monitor propertiesglfwSetMonitorCallback and GLFWmonitorfun for notification of changes in the set of available monitorsGLFWwindow and updated window-related functions and callbacks to take a window handleglfwSetWindowShouldClose and glfwWindowShouldClose for setting and retrieving the window close flagglfwGetWindowPos for retrieving the position of a windowglfwDefaultWindowHints for resetting all window hints to their default valuesglfwMakeContextCurrent for making the context of the specified window currentglfwSetErrorCallback, GLFWerrorfun and error type tokens for receiving error notificationsglfwSetWindowUserPointer and glfwGetWindowUserPointer for per-window user pointersglfwGetVersionString for determining which code paths were enabled at compile timeglfwGetWindowMonitor for querying the monitor, if any, of the specified windowglfwGetFramebufferSize and glfwSetFramebufferSizeCallback for receiving the current size, in pixels, of the framebufferglfwSetWindowPosCallback and GLFWwindowposfun for receiving window position eventsglfwSetWindowFocusCallback and GLFWwindowfocusfun for receiving window focus eventsglfwSetWindowIconifyCallback and GLFWwindowiconifyfun for receiving window iconification eventsglfwGetClipboardString and glfwSetClipboardString for interacting with the system clipboardglfwGetJoystickName for retrieving the name of a joystickglfwGetCurrentContext for retrieving the window whose OpenGL context is currentGLFW_SRGB_CAPABLE for requesting sRGB capable framebuffersGLFW_CLIENT_API and its values GLFW_OPENGL_API and GLFW_OPENGL_ES_API for selecting client APIGLFW_CONTEXT_ROBUSTNESS and values GLFW_NO_ROBUSTNESS, GLFW_NO_RESET_NOTIFICATION and GLFW_LOSE_CONTEXT_ON_RESET for GL_ARB_robustness supportGLFW_OPENGL_REVISION to make up for removal of glfwGetGLVersionGLFW_INCLUDE_GLCOREARB macro for including GL/glcorearb.h instead of GL/gl.hGLFW_INCLUDE_ES1 macro for telling the GLFW header to use GLES/gl.h instead of GL/gl.hGLFW_INCLUDE_ES2 macro for telling the GLFW header to use GLES2/gl2.h instead of GL/gl.hGLFW_INCLUDE_NONE macro for telling the GLFW header to not include any client API headerGLFW_VISIBLE window hint and parameter for controlling and polling window visibilityGLFW_REPEAT key action for repeated keysrefreshRate member to GLFWvidmode structwindows simple multi-window test programsharing simple OpenGL object sharing test programmodes video mode enumeration and setting test programthreads simple multi-threaded rendering test programglfw3native.h header and platform-specific functions for explicit access to native display, window and context handlesglfwSetGamma, glfwSetGammaRamp and glfwGetGammaRamp functions and GLFWgammaramp type for monitor gamma ramp controlglfwSwapBuffersglfwOpenWindow to window hintsglfwCreateWindow and glfwSetWindowTitle to use UTF-8 encoded stringsglfwGetProcAddress to return a (generic) function pointerglfwGetVideoModes to return a dynamic, unlimited number of video modes for the specified monitorGL to GLFWglfw.h to glfw3.h to avoid conflicts with 2.x seriesglfwOpenWindowHint to glfwWindowHintglfwGetWindowParam to glfwGetWindowAttribGLFW_ACTIVE to GLFW_FOCUSEDGLFW_FSAA_SAMPLES to GLFW_SAMPLESGLFW_WINDOW_NO_RESIZE to GLFW_RESIZABLEGLFW_BUILD_DLL to _GLFW_BUILD_DLLversion test to glfwinfoGLFW_NO_GLU to GLFW_INCLUDE_GLU and made it disabled by defaultglfwGetJoystickPos to glfwGetJoystickAxes to match glfwGetJoystickButtonsglfwOpenWindow and glfwCloseWindow with glfwCreateWindow and glfwDestroyWindowglfwGetDesktopMode width glfwGetVideoModeglfwEnable and glfwDisable with glfwGetInputMode and glfwSetInputModejoystick test with graphical versionGLFW_KEY_REPEAT input optionGLFW_AUTO_POLL_EVENTS window enableglfwTerminate with atexitglfwSleep functionglfwGetNumberOfProcessors functionglfwGetGLVersion functionGLFW_OPENED window parameterGLFW_WINDOW and GLFW_FULLSCREENGLFWCALL and GLFWAPIENTRY macros for stdcall calling conventionGLFW_ACCELERATED window parameterglfwGetWindowParamglfwinfo test was set to 1.1GL_ARB_multisampleNSDate time source with mach_absolute_timeNSOpenGLPFAFullScreen pixel format attribute caused creation to fail on some machinesglfwCreateWindow did not properly enforce the forward-compatible and context profile hintsglfwGetProcAddress crashglfwInit changed the current directory for unbundled executablesGLFW_WINDOW_NO_RESIZE window parameter was always zeroGLX_EXT_swap_control and GLX_MESA_swap_control extensions as alternatives to GLX_SGI_swap_controlCLOCK_MONOTONIC time source as the preferred method_NET_WM_NAME and _NET_WM_ICON_NAME EWMH window propertiesglXCreateContextAttribsARB with an unavailable OpenGL version caused the application to terminate with a BadMatch Xlib errorglfwSetWindowSize on a non-resizable windowWGL_ARB_pixel_format code pathWM_CLOSEGLFW_WINDOW_NO_RESIZE window parameter was always zeroThe official website for GLFW is glfw.org. There you can find the latest version of GLFW, as well as news, documentation and other information about the project.
If you have questions related to the use of GLFW, we have a support forum, and the IRC channel #glfw on Freenode.
If you have a bug to report, a patch to submit or a feature you'd like to request, please file it in one of the issue trackers on SF.net.
Finally, if you're interested in helping out with the development of GLFW or porting it to your favorite platform, we have a developer's mailing list, or you could join us on #glfw.
GLFW exists because people around the world donated their time and lent their skills.