commit | 1d9406b0b27160534fdd92574fd1d8788850cd18 | [log] [tgz] |
---|---|---|
author | Camilla Löwy <elmindreda@glfw.org> | Wed Jan 17 18:22:49 2018 +0100 |
committer | Camilla Löwy <elmindreda@glfw.org> | Wed Jan 17 18:22:49 2018 +0100 |
tree | 846c1b0eb8dd7b55466b0d6e4c7e05afa406057a | |
parent | 4e96e90f64c6ba18c0ae51949bcd67dfc112e76e [diff] |
Win32: Fixup
GLFW is an Open Source, multi-platform library for OpenGL, OpenGL ES and Vulkan application development. It provides a simple, platform-independent API for creating windows, contexts and surfaces, reading input, handling events, etc.
GLFW natively supports Windows, macOS and Linux and other Unix-like systems. Experimental implementations for the Wayland protocol and the Mir display server are available but not yet officially supported.
GLFW is licensed under the zlib/libpng license.
The latest stable release is version 3.2.1.
See the downloads page for details and files, or fetch the latest
branch, which always points to the latest stable release. Each release starting with 3.0 also has a corresponding annotated tag with source and binary archives. The version history lists all user-visible changes for every release.
This is a development branch for version 3.3, which is not yet described. Pre-release documentation is available here.
The master
branch is the stable integration branch and should always compile and run on all supported platforms, although details of newly added features may change until they have been included in a release. New features and many bug fixes live in other branches until they are stable enough to merge.
If you are new to GLFW, you may find the 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.
GLFW itself requires only the headers and libraries for your window system. It does not need the headers for any context creation API (WGL, GLX, EGL, NSGL, OSMesa) 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 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.
There are pre-compiled Windows binaries available for all supported compilers.
See the compilation guide for more information about how to compile GLFW yourself.
See the documentation for tutorials, guides and the API reference.
See the contribution guide for more information.
GLFW supports Windows XP and later and macOS 10.7 and later. Linux and other Unix-like systems running the X Window System are supported even without a desktop environment or modern extensions, although some features require a running window or clipboard manager. The OSMesa backend requires Mesa 6.3.
See the compatibility guide in the documentation for more information.
GLFW itself depends only on the headers and libraries for your window system.
The (experimental) Wayland backend also depends on the extra-cmake-modules
package, which is used to generated Wayland protocol headers.
The examples and test programs depend on a number of tiny libraries. These are located in the deps/
directory.
The Vulkan example additionally requires the Vulkan SDK to be installed, or it will not be included in the build. On macOS you need to provide the path to the MoltenVK SDK manually as it has no standard installation location.
The documentation is generated with Doxygen if CMake can find that tool.
Bugs are reported to our issue tracker. Please check the contribution guide for information on what to include when reporting a bug.
glfwGetError
function for querying the last error code and its description (#970)glfwUpdateGamepadMappings
function for importing gamepad mappings in SDL_GameControllerDB format (#900)glfwJoystickIsGamepad
function for querying whether a joystick has a gamepad mapping (#900)glfwGetJoystickGUID
function for querying the SDL compatible GUID of a joystick (#900)glfwGetGamepadName
function for querying the name provided by the gamepad mapping (#900)glfwGetGamepadState
function, GLFW_GAMEPAD_*
and GLFWgamepadstate
for retrieving gamepad input state (#900)glfwGetWindowContentScale
, glfwGetMonitorContentScale
and glfwSetWindowContentScaleCallback
for DPI-aware rendering (#235,#439,#677,#845,#898)glfwRequestWindowAttention
function for requesting attention from the user (#732,#988)glfwGetKeyScancode
function that allows retrieving platform dependent scancodes for keys (#830)glfwSetWindowMaximizeCallback
and GLFWwindowmaximizefun
for receiving window maximization events (#778)glfwSetWindowAttrib
function for changing window attributes (#537)glfwGetJoystickHats
function for querying joystick hats (#889,#906,#934)glfwInitHint
for setting initialization hintsglfwWindowHintString
for setting string type window hints (#893,#1139)glfwGetWindowOpacity
and glfwSetWindowOpacity
for controlling whole window transparency (#1089)glfwSetMonitorUserPointer
and glfwGetMonitorUserPointer
for per-monitor user pointersglfwSetJoystickUserPointer
and glfwGetJoystickUserPointer
for per-joystick user pointersglfwGetX11SelectionString
and glfwSetX11SelectionString
functions for accessing X11 primary selection (#894,#1056)GLAPIENTRY
to public headerGLFW_TRANSPARENT_FRAMEBUFFER
window hint and attribute for controlling per-pixel framebuffer transparency (#197,#663,#715,#723,#1078)GLFW_HOVERED
window attribute for polling cursor hover state (#1166)GLFW_CENTER_CURSOR
window hint for controlling cursor centering (#749,#842)GLFW_JOYSTICK_HAT_BUTTONS
init hint (#889)GLFW_LOCK_KEY_MODS
input mode and GLFW_MOD_*_LOCK
mod bits (#946)GLFW_COCOA_RETINA_FRAMEBUFFER
window hintGLFW_COCOA_FRAME_NAME
window hint (#195)GLFW_COCOA_GRAPHICS_SWITCHING
window hint (#377,#935)GLFW_COCOA_CHDIR_RESOURCES
init hintGLFW_COCOA_MENUBAR
init hintGLFW_X11_CLASS_NAME
and GLFW_X11_INSTANCE_NAME
window hints (#893,#1139)GLFW_INCLUDE_ES32
for including the OpenGL ES 3.2 headerGLFW_OSMESA_CONTEXT_API
for creating OpenGL contexts with OSMesa (#281)GenerateMappings.cmake
script for updating gamepad mappingsGLFW_USE_RETINA
compile-time optionGLFW_USE_CHDIR
compile-time optionGLFW_USE_MENUBAR
compile-time optionglfwMaximizeWindow
on a full screen window was not ignoredGLFW_INCLUDE_VULKAN
could not be combined with the corresponding OpenGL and OpenGL ES header macrosglfwGetInstanceProcAddress
returned NULL
for vkGetInstanceProcAddr
when _GLFW_VULKAN_STATIC
was enabledglfwAttachWin32Window
for wrapping an existing HWND
(#25)WM_INPUT
for disabled cursor mode motion input (#125)FindVulkan.cmake
was VS specific (#928)glfwVulkanSupported
emitted an error on systems with a loader but no ICD (#916)glfw3native.h
would undefine a foreign APIENTRY
(#1062)glfwCreateWindow
activated window even with GLFW_FOCUSED
hint set to false (#1179,#1180)XI_RawMotion
for disable cursor mode motion input (#125)_GLFW_HAS_XF86VM
compile-time option with dynamic loadingglfwGetVideoMode
would segfault on Cygwin/XCOMPOUND_TEXT
glfwInit
would fail if inotify creation failed (#833)strdup
was used without any required feature macro (#1055)MainMenu.nib
when availableCGDisplayIOServicePort
function (#165,#192,#508,#511)CGDisplayModeCopyPixelEncoding
function on macOS 10.12+glfwSetWindowMonitor
would set incorrect position and size (#748)WGL_EXT_colorspace
for OpenGL ES contextsWGL_ARB_create_context_no_error
GLX_ARB_create_context_no_error
EGL_KHR_get_all_proc_addresses
(#871)EGL_KHR_context_flush_control
EGL_RGB_BUFFER
was invalidOn glfw.org 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 forum, and the #glfw
IRC channel 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 the issue tracker on GitHub.
Finally, if you're interested in helping out with the development of GLFW or porting it to your favorite platform, join us on the forum, GitHub or IRC.
GLFW exists because people around the world donated their time and lent their skills.