Tag 3.3.7 release
Fix button field names in input guide

Fixes #2056

(cherry picked from commit 46950a5e61ae6febb6dd554aea212f9130927b98)
2 files changed
tree: e9036df00deefb4902bd38ba0b31a18aed444726
  1. .github/
  2. CMake/
  3. deps/
  4. docs/
  5. examples/
  6. include/
  7. src/
  8. tests/
  9. .appveyor.yml
  10. .gitattributes
  11. .gitignore
  12. .mailmap
  13. cmake_uninstall.cmake.in
  14. CMakeLists.txt
  15. CONTRIBUTORS.md
  16. LICENSE.md
  17. README.md
README.md

GLFW

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Introduction

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. On Linux both X11 and Wayland are supported.

GLFW is licensed under the zlib/libpng license.

You can download the latest stable release as source or Windows binaries, or fetch the latest branch from GitHub. Each release starting with 3.0 also has a corresponding annotated tag with source and binary archives.

The documentation is available online and is included in all source and binary archives. See the release notes for new features, caveats and deprecations in the latest release. For more details see the version history.

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 exists because of the contributions of many people around the world, whether by reporting bugs, providing community support, adding features, reviewing or testing code, debugging, proofreading docs, suggesting features or fixing bugs.

Compiling GLFW

GLFW itself requires only the headers and libraries for your OS and 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.

Using GLFW

See the documentation for tutorials, guides and the API reference.

Contributing to GLFW

See the contribution guide for more information.

System requirements

GLFW supports Windows XP and later and macOS 10.8 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.

Dependencies

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 generate Wayland protocol headers.

The examples and test programs depend on a number of tiny libraries. These are located in the deps/ directory.

The documentation is generated with Doxygen if CMake can find that tool.

Reporting bugs

Bugs are reported to our issue tracker. Please check the contribution guide for information on what to include when reporting a bug.

Changelog

  • [Win32] Bugfix: A window created maximized and undecorated would cover the whole monitor (#1806)
  • [Win32] Bugfix: The default restored window position was lost when creating a maximized window
  • [Win32] Bugfix: glfwMaximizeWindow would make a hidden window visible
  • [Cocoa] Bugfix: kUTTypeURL was deprecated in macOS 12.0 (#2003)
  • [X11] Bugfix: Dynamic loading on OpenBSD failed due to soname differences
  • [X11] Bugfix: Waiting for events would fail if file descriptor was too large (#2024)
  • [X11] Bugfix: Joystick events could lead to busy-waiting (#1872)
  • [X11] Bugfix: glfwWaitEvents* did not continue for joystick events
  • [X11] Bugfix: glfwPostEmptyEvent could be ignored due to race condition (#379,#1281,#1285,#2033)
  • [X11] Bugfix: Dynamic loading on NetBSD failed due to soname differences
  • [X11] Bugfix: Left shift of int constant relied on undefined behavior (#1951)
  • [Wayland] Added support for key names via xkbcommon
  • [Wayland] Bugfix: Key repeat could lead to a race condition (#1710)
  • [Wayland] Bugfix: Activating a window would emit two input focus events
  • [Wayland] Bugfix: Disable key repeat mechanism when window loses input focus
  • [Wayland] Bugfix: Window hiding and showing did not work (#1492,#1731)
  • [Wayland] Bugfix: A key being repeated was not released when window lost focus
  • [Wayland] Bugfix: Showing a hidden window did not emit a window refresh event
  • [Wayland] Bugfix: Full screen window creation did not ignore GLFW_VISIBLE
  • [Wayland] Bugfix: Some keys were reported as wrong key or GLFW_KEY_UNKNOWN
  • [Wayland] Bugfix: Text input did not repeat along with key repeat
  • [Wayland] Bugfix: glfwPostEmptyEvent sometimes had no effect (#1520,#1521)
  • [GLX] Bugfix: Context creation failed if GLX 1.4 was not exported by GLX library

Contact

On 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 Libera.Chat.

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.