tag | 1b54c498e5a26550e85d7cc8520d81f1ea837517 | |
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tagger | Camilla Löwy <elmindreda@elmindreda.org> | Fri Jul 22 14:21:35 2022 +0200 |
object | 7482de6071d21db77a7236155da44c172a7f6c9e |
Tag 3.3.8 release
commit | 7482de6071d21db77a7236155da44c172a7f6c9e | [log] [tgz] |
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author | Camilla Löwy <elmindreda@elmindreda.org> | Tue Jun 28 23:19:30 2022 +0200 |
committer | Camilla Löwy <elmindreda@elmindreda.org> | Fri Jul 15 00:11:23 2022 +0200 |
tree | f12c1f4e45f0de86c6e6b65fb3fee6cc03c2b151 | |
parent | 0f341802e1cb164e2fc61ee274d83266e40cff64 [diff] |
Documentation work Fixes #1596 (cherry picked from commit aa80d24d01d150e26d664ff2d5da22e95db6bb82)
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.
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.
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 10.8 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.
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.
Bugs are reported to our issue tracker. Please check the contribution guide for information on what to include when reporting a bug.
GLFW_NATIVE_INCLUDE_NONE
for disabling inclusion of native headers (#1348)glfwMakeContextCurrent
would access TLS slot before initializationglfwSetGammaRamp
could emit GLFW_INVALID_VALUE
before initializationglfwGetJoystickUserPointer
returned NULL
during disconnection (#2092)Alt+PrtSc
would emit GLFW_KEY_UNKNOWN
and a different scancode than PrtSc
(#1993)GLFW_KEY_PAUSE
scancode from glfwGetKeyScancode
did not match event scancode (#1993)GLFW_KEY_UNKNOWN
when using a CJK IME (#2050)GLFW_RESIZABLE
is falseGLFW_MAXIMIZED
was always true when GLFW_RESIZABLE
was falseGLFW_DECORATED
in macOS fullscreen would abort application (#1886)Frameworks
bundle subdirectory (#2113,#2120)glfwSetClipboardString
would fail if set to result of glfwGetClipboardString
glfwCreateWindow
could emit GLFW_PLATFORM_ERROR
glfwSetWindowMonitor
did not update windowed mode sizeglfwRestoreWindow
would make a full screen window windowedglfwRestoreWindow
assumed it was always in windowed modeglfwSetWindowSize
would resize a full screen windowglfwInit
failed it would close stdinGLFW_DECORATED
had no effect on server-side decorationsglfwTerminate
would segfault if any monitor had changed scaleglfwSetWindowAspectRatio
reported an error instead of applying the specified ratioGLFW_MAXIMIZED
window hint had no effectglfwRestoreWindow
had no effect before first showGLFW_DECORATED
was ignored when showing a window with XDG decorationsOn 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.