commit | c5694b3013ff6c5038f58eba5ef9f62ec43112be | [log] [tgz] |
---|---|---|
author | Camilla Löwy <elmindreda@glfw.org> | Tue Jan 31 00:17:08 2017 +0100 |
committer | Camilla Löwy <elmindreda@glfw.org> | Tue Jan 31 00:21:53 2017 +0100 |
tree | 7a1cf7c5a28db93e5b4f4765b04d5bab7e5b69bf | |
parent | 466347a33584fee376183289416e8dc1f4f17dd7 [diff] |
Linux: Fix joystick disconnection detection Joystick disconnection was not dectected by the event processing functions and required calling a joystick function. Fixes #932.
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) 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 also pre-compiled Windows binaries available for all compilers supported on that platform.
See the compilation guide for more information about how to compile GLFW.
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 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 set the path to the MoltenVK SDK manually as it has no standard location.
The documentation is generated with Doxygen. If CMake does not find Doxygen, the documentation will not be generated when you build.
Bugs are reported to our issue tracker. Please check the contribution guide for information on what to include when reporting a bug.
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)GLAPIENTRY
to public headerGLFW_COCOA_RETINA_FRAMEBUFFER
window hintGLFW_COCOA_FRAME_AUTOSAVE
window hint (#195)GLFW_INCLUDE_ES32
for including the OpenGL ES 3.2 headerGLFW_USE_RETINA
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 enabledFindVulkan.cmake
was VS specific (#928)_GLFW_HAS_XF86VM
compile-time option with dynamic loadingglfwGetVideoMode
would segfault on Cygwin/XCGDisplayIOServicePort
function (#165,#192,#508,#511)CGDisplayModeCopyPixelEncoding
function on macOS 10.12+EGL_KHR_get_all_proc_addresses
(#871)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.