BLT-With-Graphics-Template/libraries/glfw-3.3.8/README.md

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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

  • Added GLFW_NATIVE_INCLUDE_NONE for disabling inclusion of native headers (#1348)
  • Bugfix: glfwMakeContextCurrent would access TLS slot before initialization
  • Bugfix: glfwSetGammaRamp could emit GLFW_INVALID_VALUE before initialization
  • Bugfix: glfwGetJoystickUserPointer returned NULL during disconnection (#2092)
  • [Win32] Bugfix: Alt+PrtSc would emit GLFW_KEY_UNKNOWN and a different scancode than PrtSc (#1993)
  • [Win32] Bugfix: GLFW_KEY_PAUSE scancode from glfwGetKeyScancode did not match event scancode (#1993)
  • [Win32] Bugfix: Instance-local operations used executable instance (#469,#1296,#1395)
  • [Win32] Bugfix: The OSMesa library was not unloaded on termination
  • [Win32] Bugfix: Right shift emitted GLFW_KEY_UNKNOWN when using a CJK IME (#2050)
  • [Cocoa] Disabled macOS fullscreen when GLFW_RESIZABLE is false
  • [Cocoa] Bugfix: A connected Apple AirPlay would emit a useless error (#1791)
  • [Cocoa] Bugfix: The EGL and OSMesa libraries were not unloaded on termination
  • [Cocoa] Bugfix: GLFW_MAXIMIZED was always true when GLFW_RESIZABLE was false
  • [Cocoa] Bugfix: Changing GLFW_DECORATED in macOS fullscreen would abort application (#1886)
  • [Cocoa] Bugfix: Setting a monitor from macOS fullscreen would abort application (#2110)
  • [Cocoa] Bugfix: The Vulkan loader was not loaded from the Frameworks bundle subdirectory (#2113,#2120)
  • [X11] Bugfix: The OSMesa libray was not unloaded on termination
  • [X11] Bugfix: A malformed response during selection transfer could cause a segfault
  • [X11] Bugfix: Some calls would reset Xlib to the default error handler (#2108)
  • [Wayland] Added support for file path drop events (#2040)
  • [Wayland] Added support for more human-readable monitor names where available
  • [Wayland] Removed support for the deprecated wl_shell protocol
  • [Wayland] Bugfix: glfwSetClipboardString would fail if set to result of glfwGetClipboardString
  • [Wayland] Bugfix: Data source creation error would cause double free at termination
  • [Wayland] Bugfix: Partial writes of clipboard string would cause beginning to repeat
  • [Wayland] Bugfix: Some errors would cause clipboard string transfer to hang
  • [Wayland] Bugfix: Drag and drop data was misinterpreted as clipboard string
  • [Wayland] Bugfix: MIME type matching was not performed for clipboard string
  • [Wayland] Bugfix: The OSMesa library was not unloaded on termination
  • [Wayland] Bugfix: glfwCreateWindow could emit GLFW_PLATFORM_ERROR
  • [Wayland] Bugfix: Lock key modifier bits were only set when lock keys were pressed
  • [Wayland] Bugfix: A window leaving full screen mode would be iconified (#1995)
  • [Wayland] Bugfix: A window leaving full screen mode ignored its desired size
  • [Wayland] Bugfix: glfwSetWindowMonitor did not update windowed mode size
  • [Wayland] Bugfix: glfwRestoreWindow would make a full screen window windowed
  • [Wayland] Bugfix: A window maximized or restored by the user would enter an inconsistent state
  • [Wayland] Bugfix: Window maximization events were not emitted
  • [Wayland] Bugfix: glfwRestoreWindow assumed it was always in windowed mode
  • [Wayland] Bugfix: glfwSetWindowSize would resize a full screen window
  • [Wayland] Bugfix: A window content scale event would be emitted every time the window resized
  • [Wayland] Bugfix: If glfwInit failed it would close stdin
  • [Wayland] Bugfix: Manual resizing with fallback decorations behaved erratically (#1991,#2115,#2127)
  • [Wayland] Bugfix: Size limits included frame size for fallback decorations
  • [Wayland] Bugfix: Updating GLFW_DECORATED had no effect on server-side decorations
  • [Wayland] Bugfix: A monitor would be reported as connected again if its scale changed
  • [Wayland] Bugfix: glfwTerminate would segfault if any monitor had changed scale
  • [Wayland] Bugfix: Window content scale events were not emitted when monitor scale changed
  • [Wayland] Bugfix: glfwSetWindowAspectRatio reported an error instead of applying the specified ratio
  • [Wayland] Bugfix: GLFW_MAXIMIZED window hint had no effect
  • [Wayland] Bugfix: glfwRestoreWindow had no effect before first show
  • [Wayland] Bugfix: Hiding and then showing a window caused program abort on wlroots compositors (#1268)
  • [Wayland] Bugfix: GLFW_DECORATED was ignored when showing a window with XDG decorations

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.