glfw/README.md
Camilla Löwy 7b60753aeb Cocoa: Fix segfault querying joystick elements
It is reportedly possible for IOHIDDeviceCopyMatchingElements to return
NULL on macOS 13 if the application lacks input monitoring permissions.

This commit only prevents the segfault.  More work will be needed to
correctly handle this situation, including Game Controller support.

Related to #2320
Closes #2321

(cherry picked from commit 2c1d31009f)
2023-12-12 18:48:53 +01:00

7.4 KiB

GLFW

Build status Build status Coverity Scan

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

  • Bugfix: glfwGetKeyScancode returned 0 on error when initialized instead of -1
  • Bugfix: Failure to make a newly created context current could cause segfault (#2327)
  • [Win32] Fix pkg-config for dynamic library on Windows (#2386, #2420)
  • [Win32] Bugfix: glfwWaitEventsTimeout did not return for some sent messages (#2408)
  • [Win32] Bugfix: XInput could reportedly provide invalid DPad bit masks (#2291)
  • [Cocoa] Bugfix: Compilation failed on OS X 10.8 due to unconditional use of 10.9+ symbols (#2161)
  • [Cocoa] Bugfix: Full screen windows were resizable by the user (#2377,#2405)
  • [Cocoa] Bugfix: Full screen windows were miniaturized when clicked on macOS 10.15 (#2377,#2405)
  • [Cocoa] Bugfix: Querying joystick elements could reportedly segfault on macOS 13 Ventura (#2320)
  • [Wayland] Added improved fallback window decorations via libdecor (#1639,#1693)
  • [Wayland] Bugfix: Connecting a mouse after glfwInit would segfault (#1450)
  • [Wayland] Disabled alpha channel for opaque windows on systems lacking EGL_EXT_present_opaque (#1895)
  • [Wayland] Bugfix: Buffer would overrun when storing received drag offer (#2225)
  • [Wayland] Bugfix: Joysticks connected after glfwInit were not detected (#2198)
  • [Wayland] Bugfix: Fallback decorations emitted GLFW_CURSOR_UNAVAILABLE errors
  • [Linux] Bugfix: Joysticks without buttons were ignored (#2042,#2043)
  • [Linux] Bugfix: A small amount of memory could leak if initialization failed (#2229)
  • [EGL] Added loading of glvnd libOpenGL.so.0 where available for OpenGL
  • [EGL] Bugfix: EGL_EXT_present_opaque caused issues on X11 with Nvidia blob (#2365)
  • [EGL] Bugfix: Setting GLFW_CONTEXT_DEBUG caused creation to fail (#2348)
  • [GLX] Added loading of glvnd libGLX.so.0 where available

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.