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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, 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 10.7 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 (experimental) Wayland backend also depends on the extra-cmake-modules
package, which is used to generated Wayland protocol headers.
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 LunarG Vulkan SDK to be installed, or it will not be included in the build. On macOS you need to provide the path to the SDK manually as it has no standard installation location.
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.
glfwGetError function for querying the last error code and its
description (#970)glfwUpdateGamepadMappings function for importing gamepad mappings in
SDL_GameControllerDB format (#900)glfwJoystickIsGamepad function for querying whether a joystick has
a gamepad mapping (#900)glfwGetJoystickGUID function for querying the SDL compatible GUID of
a joystick (#900)glfwGetGamepadName function for querying the name provided by the
gamepad mapping (#900)glfwGetGamepadState function, GLFW_GAMEPAD_* and GLFWgamepadstate
for retrieving gamepad input state (#900)glfwGetWindowContentScale, glfwGetMonitorContentScale and
glfwSetWindowContentScaleCallback for DPI-aware rendering
(#235,#439,#677,#845,#898)glfwRequestWindowAttention function for requesting attention from the
user (#732,#988)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)glfwGetJoystickHats function for querying joystick hats
(#889,#906,#934)glfwInitHint for setting initialization hintsglfwWindowHintString for setting string type window hints (#893,#1139)glfwGetWindowOpacity and glfwSetWindowOpacity for controlling whole
window transparency (#1089)glfwSetMonitorUserPointer and glfwGetMonitorUserPointer for
per-monitor user pointersglfwSetJoystickUserPointer and glfwGetJoystickUserPointer for
per-joystick user pointersglfwGetX11SelectionString and glfwSetX11SelectionString
functions for accessing X11 primary selection (#894,#1056)GLAPIENTRY to public headerGLFW_TRANSPARENT_FRAMEBUFFER window hint and attribute for controlling
per-pixel framebuffer transparency (#197,#663,#715,#723,#1078)GLFW_HOVERED window attribute for polling cursor hover state (#1166)GLFW_CENTER_CURSOR window hint for controlling cursor centering
(#749,#842)GLFW_FOCUS_ON_SHOW window hint and attribute to control input focus
on calling show window (#1189)GLFW_JOYSTICK_HAT_BUTTONS init hint (#889)GLFW_LOCK_KEY_MODS input mode and GLFW_MOD_*_LOCK mod bits (#946)GLFW_COCOA_RETINA_FRAMEBUFFER window hintGLFW_COCOA_FRAME_NAME window hint (#195)GLFW_COCOA_GRAPHICS_SWITCHING window hint (#377,#935)GLFW_COCOA_CHDIR_RESOURCES init hintGLFW_COCOA_MENUBAR init hintGLFW_X11_CLASS_NAME and GLFW_X11_INSTANCE_NAME window
hints (#893,#1139)GLFW_INCLUDE_ES32 for including the OpenGL ES 3.2 headerGLFW_OSMESA_CONTEXT_API for creating OpenGL contexts with
OSMesa (#281)GenerateMappings.cmake script for updating gamepad mappingsglfwCreateWindowSurface emit an error when the window has a context
(#1194,#1205)GLFW_USE_RETINA compile-time optionGLFW_USE_CHDIR compile-time optionGLFW_USE_MENUBAR 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 enabledWM_INPUT for disabled cursor mode motion input (#125)FindVulkan.cmake was VS specific (#928)glfwVulkanSupported emitted an error on systems with
a loader but no ICD (#916)glfw3native.h would undefine a foreign APIENTRY (#1062)glfwCreateWindow activated window even with GLFW_FOCUSED
hint set to false (#1179,#1180)XI_RawMotion for disable cursor mode motion input (#125)_GLFW_HAS_XF86VM compile-time option with dynamic loadingglfwGetVideoMode would segfault on Cygwin/XCOMPOUND_TEXTSYN_DROPPED in pre-2.6.39 kernel
headers (#1196)glfwInit would fail if inotify creation failed (#833)strdup was used without any required feature macro (#1055)MainMenu.nib when availableCGDisplayIOServicePort function
(#165,#192,#508,#511)CGDisplayModeCopyPixelEncoding
function on macOS 10.12+glfwSetWindowMonitor would set
incorrect position and size (#748)WGL_EXT_colorspace for OpenGL ES contextsWGL_ARB_create_context_no_errorGLX_ARB_create_context_no_errorEGL_KHR_get_all_proc_addresses (#871)EGL_KHR_context_flush_controlEGL_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.