# GLFW ## Introduction GLFW is a free, Open Source, portable library for OpenGL and OpenGL ES application development. It provides a simple, platform-independent API for creating windows and contexts, reading input, handling events, etc. Version 3.0.1 adds fixes for a number of bugs that together affect all supported platforms. As this is a patch release, there are no API changes. If you are new to GLFW, you may find the [introductory tutorial](http://www.glfw.org/docs/3.0/quick.html) for GLFW 3 useful. If you have used GLFW 2 in the past, there is a [transition guide](http://www.glfw.org/docs/3.0/moving.html) for moving to the GLFW 3 API. ## Compiling GLFW To compile GLFW and the accompanying example programs, you will need the [CMake](http://www.cmake.org/) build system. ### Dependencies #### X11 dependencies To compile GLFW for X11 and GLX, you need to have the X and OpenGL header packages installed. For example, on Ubuntu and other distributions based on Debian GNU/Linux, you need to install the `xorg-dev` and `libglu1-mesa-dev` packages. Note that using header files from Mesa *will not* tie your binary to the Mesa implementation of OpenGL. ### CMake options There are a number of CMake build options for GLFW, although not all are available on all supported platforms. Some of these are de facto standards among CMake users and so have no `GLFW_` prefix. #### Shared options `BUILD_SHARED_LIBS` determines whether GLFW is built as a static library or as a DLL / shared library / dynamic library. `LIB_SUFFIX` affects where the GLFW shared /dynamic library is installed. If it is empty, it is installed to `$PREFIX/lib`. If it is set to `64`, it is installed to `$PREFIX/lib64`. `GLFW_BUILD_EXAMPLES` determines whether the GLFW examples are built along with the library. `GLFW_BUILD_TESTS` determines whether the GLFW test programs are built along with the library. #### Mac OS X specific options `GLFW_USE_CHDIR` determines whether `glfwInit` changes the current directory of bundled applications to the `Contents/Resources` directory. `GLFW_USE_MENUBAR` determines whether the first call to `glfwCreateWindow` sets up a minimal menu bar. `GLFW_BUILD_UNIVERSAL` determines whether to build Universal Binaries. #### Windows specific options `USE_MSVC_RUNTIME_LIBRARY_DLL` determines whether to use the DLL version of the Visual C++ runtime library. #### EGL specific options `GLFW_USE_EGL` determines whether to use EGL instead of the platform-specific context creation API. Note that EGL is not yet provided on all supported platforms. `GLFW_CLIENT_LIBRARY` determines which client API library to use. If set to `opengl` the OpenGL library is used, if set to `glesv1` for the OpenGL ES 1.x library is used, or if set to `glesv2` the OpenGL ES 2.0 library is used. The selected library and its header files must be present on the system for this to work. ## Installing GLFW A rudimentary installation target is provided for all supported platforms via CMake. ## Using GLFW See the [GLFW 3.0 documentation](http://www.glfw.org/docs/3.0/). ## Changelog - Bugfix: The wrong name was used for the CMake variable for the Xxf86vm library - [Cocoa] Bugfix: `glfwGetFramebufferSize` return the size in screen coordinates - [Cocoa] Bugfix: Messages not supported on Mac OS X 10.6 were used without tests for precence - [Win32] Bugfix: Context creation was attempted even if no valid pixel formats had been found - [X11] Bugfix: Duplicate window position and window and framebuffer size events were reported ## Contact The official website for GLFW is [glfw.org](http://www.glfw.org/). There 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 [support forum](https://sourceforge.net/p/glfw/discussion/247562/), and the IRC channel `#glfw` on [Freenode](http://freenode.net/). If you have a bug to report, a patch to submit or a feature you'd like to request, please file it in one of the [issue trackers](https://sourceforge.net/p/glfw/_list/tickets) on SF.net. Finally, if you're interested in helping out with the development of GLFW or porting it to your favorite platform, we have a [developer's mailing list](https://lists.stacken.kth.se/mailman/listinfo/glfw-dev), or you could join us on `#glfw`. ## Acknowledgements GLFW exists because people around the world donated their time and lent their skills. - Bobyshev Alexander - artblanc - Matt Arsenault - Keith Bauer - John Bartholomew - Niklas Behrens - Niklas Bergström - blanco - Lambert Clara - Noel Cower - Jarrod Davis - Olivier Delannoy - Paul R. Deppe - Jonathan Dummer - Ralph Eastwood - Gerald Franz - GeO4d - Marcus Geelnard - Stefan Gustavson - Sylvain Hellegouarch - heromyth - Paul Holden - Toni Jovanoski - Osman Keskin - Cameron King - Peter Knut - Robin Leffmann - Glenn Lewis - Shane Liesegang - Дмитри Малышев - Martins Mozeiko - Tristam MacDonald - Hans Mackowiak - Kyle McDonald - David Medlock - Jonathan Mercier - Marcel Metz - Kenneth Miller - Jeff Molofee - Jon Morton - Julian Møller - Ozzy at Orkysquad - Peoro - Braden Pellett - Arturo J. Pérez - Jorge Rodriguez - Ed Ropple - Riku Salminen - Sebastian Schuberth - Matt Sealey - SephiRok - Steve Sexton - Dmitri Shuralyov - Daniel Skorupski - Bradley Smith - Julian Squires - Johannes Stein - Nathan Sweet - TTK-Bandit - Sergey Tikhomirov - Samuli Tuomola - Jari Vetoniemi - Simon Voordouw - Torsten Walluhn - Jay Weisskopf - Frank Wille - yuriks - Santi Zupancic - Lasse Öörni - All the unmentioned and anonymous contributors in the GLFW community, for bug reports, patches, feedback, testing and encouragement