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README.md
GLFW
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.
- getopt_port for examples with command-line options
- TinyCThread for threaded examples
- glad2 for loading OpenGL and Vulkan functions
- linmath.h for linear algebra in examples
- Nuklear for test and example UI
- stb_image_write for writing images to disk
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 emitGLFW_INVALID_VALUE
before initialization - Bugfix:
glfwGetJoystickUserPointer
returnedNULL
during disconnection (#2092) - [Win32] Bugfix:
Alt+PrtSc
would emitGLFW_KEY_UNKNOWN
and a different scancode thanPrtSc
(#1993) - [Win32] Bugfix:
GLFW_KEY_PAUSE
scancode fromglfwGetKeyScancode
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 whenGLFW_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 ofglfwGetClipboardString
- [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 emitGLFW_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.