499 lines
20 KiB
Markdown
499 lines
20 KiB
Markdown
# GLFW 3.0
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## Introduction
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GLFW is a free, Open Source, portable library for OpenGL and OpenGL ES
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application development. It provides a simple, platform-independent API for
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creating windows and contexts, reading input, handling events, etc.
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Version 3.0 brings a new API with many new features such as multiple windows
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and contexts, multi-monitor support, EGL and OpenGL ES support, clipboard text
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support, an error description callback, gamma ramp control, layout-independent
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keyboard input and UTF-8 for all strings.
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Certain features like the threading and image loading functions from GLFW 2.x
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have been [removed](http://wiki.glfw.org/wiki/Rationale_for_removing).
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## Compiling GLFW
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To compile GLFW and the accompanying example programs, you will need the
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[CMake](http://www.cmake.org/) build system.
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### CMake options
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There are a number of CMake build options for GLFW, although not all are
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available on all supported platforms. Some of these are de facto standards
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among CMake users and so have no `GLFW_` prefix.
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#### Shared options
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`BUILD_SHARED_LIBS` determines whether GLFW is built as a static
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library or as a DLL / shared library / dynamic library.
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`LIB_SUFFIX` affects where the GLFW shared /dynamic library is
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installed. If it is empty, it is installed to `$PREFIX/lib`. If it is set to
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`64`, it is installed to `$PREFIX/lib64`.
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`GLFW_BUILD_EXAMPLES` determines whether the GLFW examples are built
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along with the library.
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`GLFW_BUILD_TESTS` determines whether the GLFW test programs are
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built along with the library.
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#### Mac OS X specific options
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`GLFW_USE_CHDIR` determines whether `glfwInit` changes the current
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directory of bundled applications to the `Contents/Resources` directory.
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`GLFW_USE_MENUBAR` determines whether the first call to
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`glfwCreateWindow` sets up a minimal menu bar.
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`GLFW_BUILD_UNIVERSAL` determines whether to build Universal Binaries.
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#### Windows specific options
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`USE_MSVC_RUNTIME_LIBRARY_DLL` determines whether to use the DLL version of the
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Visual C++ runtime library.
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#### EGL specific options
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`GLFW_USE_EGL` determines whether to use EGL instead of the platform-specific
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context creation API. Note that EGL is not yet provided on all supported
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platforms.
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`GLFW_CLIENT_LIBRARY` determines which client API library to use. If set to
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`opengl` the OpenGL library is used, if set to `glesv1` for the OpenGL ES 1.x
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library is used, or if set to `glesv2` the OpenGL ES 2.0 library is used. The
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selected library and its header files must be present on the system for this to
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work.
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## Installing GLFW
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A rudimentary installation target is provided for all supported platforms via
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CMake.
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## Using GLFW
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There are two aspects to using GLFW:
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* Using the GLFW API
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* Compiling and linking programs using the GLFW library
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The first point is covered in the WIP
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[reference manual](http://www.glfw.org/TEMP/3.0/).
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### Include the GLFW header file
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In the files of your program where you use OpenGL or GLFW, you should include
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the GLFW 3 header file, i.e.:
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#include <GL/glfw3.h>
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This defines all the constants, types and function prototypes of the GLFW API.
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It also includes the chosen client API header files (by default OpenGL), and
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defines all the constants and types necessary for those headers to work on that
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platform.
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For example, under Windows you are normally required to include `windows.h`
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before including `GL/gl.h`. This would make your source file tied to Windows
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and pollute your code's namespace with the whole Win32 API.
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Instead, the GLFW header takes care of this for you, not by including
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`windows.h`, but rather by itself duplicating only the necessary parts of it.
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It does this only where needed, so if `windows.h` *is* included, the GLFW header
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does not try to redefine those symbols.
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In other words:
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* Do *not* include the OpenGL headers yourself, as GLFW does this for you
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* Do *not* include `windows.h` or other platform-specific headers unless you
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plan on using those APIs directly
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* If you *do* need to include such headers, do it *before* including
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the GLFW and it will detect this
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If you are using an OpenGL extension loading library such as
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[GLEW](http://glew.sourceforge.net/), the GLEW header should also be included
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*before* the GLFW one. The GLEW header defines macros that disable any OpenGL
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header that the GLFW header includes and GLEW will work as expected.
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#### GLFW header option macros
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These macros may be defined before the inclusion of the GLFW header.
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`GLFW_INCLUDE_GLCOREARB` makes the header include the modern `GL/glcorearb.h`
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header (`OpenGL/gl3.h` on Mac OS X) instead of the regular OpenGL header.
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`GLFW_INCLUDE_ES1` makes the header include the OpenGL ES 1.x `GLES/gl.h` header
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instead of the regular OpenGL header.
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`GLFW_INCLUDE_ES2` makes the header include the OpenGL ES 2.0 `GLES2/gl2.h`
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header instead of the regular OpenGL header.
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`GLFW_INCLUDE_ES3` makes the header include the OpenGL ES 3.0 `GLES3/gl3.h`
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header instead of the regular OpenGL header.
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`GLFW_INCLUDE_NONE` makes the header not include any client API header.
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`GLFW_INCLUDE_GLU` makes the header include the GLU header. This only makes
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sense if you are using OpenGL.
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`GLFW_DLL` is necessary when using the GLFW DLL on Windows.
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### Link with the right libraries
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#### Using GLFW from CMake
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The `GLFW_LIBRARIES` cache variable contains all link-time dependencies of GLFW
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as it is currently configured, so to link against GLFW simply do:
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target_link_libraries(myapp glfw ${GLFW_LIBRARIES})
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Note that this does not include GLU, as GLFW does not use it. If your
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application needs GLU, you can add it to the list of dependencies with the
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`OPENGL_glu_LIBRARY` cache variable.
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#### Windows static library
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The static version of the GLFW library is named `glfw3`. When using this
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version, it is also necessary to link with some libraries that GLFW uses.
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When linking a program under Windows that uses the static version of GLFW, you
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must link with `opengl32`. If you are using GLU, you must also link with
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`glu32`.
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#### Windows DLL
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The link library for the GLFW DLL is named `glfw3dll`. When compiling a program
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that uses the DLL version of GLFW, you need to define the `GLFW_DLL` macro
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*before* any inclusion of the GLFW header. This can be done either with
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a compiler switch or by defining it in your source code.
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A program using the GLFW DLL does not need to link against any of its
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dependencies, but you still have to link against `opengl32` if your program uses
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OpenGL and `glu32` if it uses GLU.
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#### Unix library
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GLFW supports [pkg-config](http://www.freedesktop.org/wiki/Software/pkg-config/),
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and `glfw3.pc` file is generated when the library is built and installed along
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with it. You can use it without installation using the `PKG_CONFIG_PATH`
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environment variable. See the documentation for pkg-config for more details.
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A typical compile and link command-line when using the static may look like this:
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cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --static --libs glfw3`
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If you are using the shared library, simply omit the `--static` flag.
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If you are using GLU, you should also add `-lGLU` to your link flags.
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#### Mac OS X static library
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GLFW on Mac OS X uses the Cocoa, OpenGL and IOKit frameworks.
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If you are using Xcode, you can simply add the GLFW library and these frameworks
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as dependencies.
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If you are building from the
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command-line, it is recommended that you use pkg-config
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GLFW supports [pkg-config](http://www.freedesktop.org/wiki/Software/pkg-config/),
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and `glfw3.pc` file is generated when the library is built and installed along
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with it. You can use it without installation using the `PKG_CONFIG_PATH`
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environment variable. See the documentation for pkg-config for more details.
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You can find pkg-config in most package systems such as
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[Fink](http://www.finkproject.org/) and [MacPorts](http://www.macports.org/), so
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if you have one of them installed, simply install pkg-config. Once you have
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pkg-config available, the command-line for compiling and linking your
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program is:
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cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --static --libs glfw3`
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If you do not wish to use pkg-config, you need to add the required frameworks
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and libraries to your command-line using the `-l` and `-framework` switches,
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i.e.:
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cc -o myprog myprog.c -lglfw -framework Cocoa -framework OpenGL -framework IOKit
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Note that you do not add the `.framework` extension to a framework when adding
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it from the command-line.
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The OpenGL framework contains both the OpenGL and GLU APIs, so there is no need
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to add additional libraries or frameworks when using GLU. Also note that even
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though your machine may have `libGL`-style OpenGL libraries, they are for use
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with the X Window System and will *not* work with the Mac OS X native version of
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GLFW.
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## Changes for version 3.0
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* Added `GLFWmonitor` and updated monitor-related functions to take a monitor
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handle
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* Added `glfwGetMonitors` and `glfwGetPrimaryMonitor` for enumerating available
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monitors
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* Added `glfwGetMonitorPos`, `glfwGetMonitorPhysicalSize` and
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`glfwGetMonitorName` for retrieving monitor properties
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* Added `glfwSetMonitorCallback` and `GLFWmonitorfun` for notification of
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changes in the set of available monitors
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* Added `GLFWwindow` and updated window-related functions and callbacks to take
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a window handle
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* Added `glfwSetWindowShouldClose` and `glfwWindowShouldClose` for setting and
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retrieving the window close flag
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* Added `glfwGetWindowPos` for retrieving the position of a window
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* Added `glfwDefaultWindowHints` for resetting all window hints to their
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default values
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* Added `glfwMakeContextCurrent` for making the context of the specified window
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current
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* Added `glfwSetErrorCallback`, `GLFWerrorfun` and error type tokens for
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receiving error notifications
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* Added `glfwSetWindowUserPointer` and `glfwGetWindowUserPointer` for
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per-window user pointers
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* Added `glfwGetVersionString` for determining which code paths were enabled at
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compile time
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* Added `glfwGetWindowMonitor` for querying the monitor, if any, of the
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specified window
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* Added `glfwSetWindowPosCallback` and `GLFWwindowposfun` for receiving window
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position events
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* Added `glfwSetWindowFocusCallback` and `GLFWwindowfocusfun` for receiving
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window focus events
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* Added `glfwSetWindowIconifyCallback` and `GLFWwindowiconifyfun` for receiving
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window iconification events
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* Added `glfwGetClipboardString` and `glfwSetClipboardString` for interacting
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with the system clipboard
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* Added `glfwGetJoystickName` for retrieving the name of a joystick
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* Added `glfwGetCurrentContext` for retrieving the window whose OpenGL context
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is current
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* Added `GLFW_SRGB_CAPABLE` for requesting sRGB capable framebuffers
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* Added `GLFW_CLIENT_API` and its values `GLFW_OPENGL_API` and
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`GLFW_OPENGL_ES_API` for selecting client API
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* Added `GLFW_CONTEXT_ROBUSTNESS` and values `GLFW_NO_ROBUSTNESS`,
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`GLFW_NO_RESET_NOTIFICATION` and `GLFW_LOSE_CONTEXT_ON_RESET` for
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`GL_ARB_robustness` support
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* Added `GLFW_OPENGL_REVISION` to make up for removal of `glfwGetGLVersion`
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* Added `GLFW_INCLUDE_GLCOREARB` macro for including `GL/glcorearb.h` instead of
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`GL/gl.h`
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* Added `GLFW_INCLUDE_ES1` macro for telling the GLFW header to use `GLES/gl.h`
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instead of `GL/gl.h`
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* Added `GLFW_INCLUDE_ES2` macro for telling the GLFW header to use
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`GLES2/gl2.h` instead of `GL/gl.h`
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* Added `GLFW_INCLUDE_NONE` macro for telling the GLFW header to not include
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any client API header
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* Added `GLFW_VISIBLE` window hint and parameter for controlling and polling
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window visibility
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* Added `GLFW_REPEAT` key action for repeated keys
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* Added `windows` simple multi-window test program
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* Added `sharing` simple OpenGL object sharing test program
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* Added `modes` video mode enumeration and setting test program
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* Added `threads` simple multi-threaded rendering test program
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* Added `glfw3native.h` header and platform-specific functions for explicit
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access to native display, window and context handles
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* Added `glfwSetGamma`, `glfwSetGammaRamp` and `glfwGetGammaRamp` functions and
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`GLFWgammaramp` type for monitor gamma ramp control
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* Added window parameter to `glfwSwapBuffers`
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* Changed buffer bit depth parameters of `glfwOpenWindow` to window hints
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* Changed `glfwOpenWindow` and `glfwSetWindowTitle` to use UTF-8 encoded
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strings
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* Changed `glfwGetProcAddress` to return a (generic) function pointer
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* Changed `glfwGetVideoModes` to return a dynamic, unlimited number of video
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modes for the specified monitor
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* Renamed `glfw.h` to `glfw3.h` to avoid conflicts with 2.x series
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* Renamed `glfwOpenWindowHint` to `glfwWindowHint`
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* Renamed `GLFW_ACTIVE` to `GLFW_FOCUSED`
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* Renamed `GLFW_FSAA_SAMPLES` to `GLFW_SAMPLES`
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* Renamed `GLFW_WINDOW_NO_RESIZE` to `GLFW_RESIZABLE`
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* Renamed `GLFW_BUILD_DLL` to `_GLFW_BUILD_DLL`
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* Renamed `version` test to `glfwinfo`
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* Renamed `GLFW_NO_GLU` to `GLFW_INCLUDE_GLU` and made it disabled by default
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* Renamed `glfwGetJoystickPos` to `glfwGetJoystickAxes` to match
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`glfwGetJoystickButtons`
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* Renamed mouse position functions to cursor position equivalents
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* Replaced `glfwOpenWindow` and `glfwCloseWindow` with `glfwCreateWindow` and
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`glfwDestroyWindow`
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* Replaced `glfwGetDesktopMode` width `glfwGetVideoMode`
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* Replaced ad hoc build system with CMake
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* Replaced layout-dependent key codes with single, platform-independent set
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based on US layout
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* Replaced mouse wheel interface with two-dimensional, floating point scrolling
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interface
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* Replaced `glfwEnable` and `glfwDisable` with `glfwGetInputMode` and
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`glfwSetInputMode`
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* Replaced `joystick` test with graphical version
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* Replaced automatic closing of windows with the window close flag
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* Removed the `GLFW_KEY_REPEAT` input option
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* Removed event auto-polling and the `GLFW_AUTO_POLL_EVENTS` window enable
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* Removed the Win32 port .def files
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* Removed the entire threading API
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* Removed the entire image loading API
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* Removed deprecated Carbon port
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* Removed registering `glfwTerminate` with `atexit`
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* Removed `glfwSleep` function
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* Removed `glfwGetNumberOfProcessors` function
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* Removed `glfwGetGLVersion` function
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* Removed `GLFW_OPENED` window parameter
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* Removed `GLFW_WINDOW` and `GLFW_FULLSCREEN`
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* Removed nonsensical key actions for Unicode character input
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* Removed `GLFWCALL` and `GLFWAPIENTRY` macros for stdcall calling convention
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* Removed `GLFW_ACCELERATED` window parameter
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* Removed default framebuffer attributes from `glfwGetWindowParam`
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* Bugfix: The default OpenGL version in the `glfwinfo` test was set to 1.1
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* Bugfix: The OpenGL profile and forward-compatibility window parameters were
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not saved after context creation
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* Bugfix: The FSAA test did not check for the availability of
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`GL_ARB_multisample`
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* Bugfix: Cursor centering upon leaving captured cursor mode was reported
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before the mode was changed to non-captured
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* [Cocoa] Added support for OpenGL 3.2 core profile in 10.7 Lion and above
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* [Cocoa] Added support for joysticks
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* [Cocoa] Postponed menu creation to first window creation
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* [Cocoa] Replaced `NSDate` time source with `mach_absolute_time`
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* [Cocoa] Replaced all deprecated CoreGraphics calls with non-deprecated
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counterparts
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* [Cocoa] Bugfix: The `NSOpenGLPFAFullScreen` pixel format attribute caused
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creation to fail on some machines
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* [Cocoa] Bugfix: `glfwOpenWindow` did not properly enforce the
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forward-compatible and context profile hints
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* [Cocoa] Bugfix: The loop condition for saving video modes used the wrong
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index variable
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* [Cocoa] Bugfix: The OpenGL framework was not retrieved, making
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`glfwGetProcAddress` crash
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* [Cocoa] Bugfix: `glfwInit` changed the current directory for unbundled
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executables
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* [Cocoa] Bugfix: The `GLFW_WINDOW_NO_RESIZE` window parameter was always zero
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* [Cocoa] Bugfix: The cursor position incorrectly rounded during conversion
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* [Cocoa] Bugfix: Cursor positioning led to nonsensical results for fullscreen
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windows
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* [Cocoa] Bugfix: The GLFW window was flagged as restorable
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* [X11] Added support for the `GLX_EXT_swap_control` and
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`GLX_MESA_swap_control` extensions as alternatives to
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`GLX_SGI_swap_control`
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* [X11] Added the POSIX `CLOCK_MONOTONIC` time source as the preferred method
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* [X11] Added dependency on libm, where present
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* [X11] Added support for the `_NET_WM_NAME` and `_NET_WM_ICON_NAME` EWMH
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window properties
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* [X11] Made client-side RandR and Xf86VidMode extensions required
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* [X11] Bugfix: Some window properties required by the ICCCM were not set
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* [X11] Bugfix: Calling `glXCreateContextAttribsARB` with an unavailable OpenGL
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version caused the application to terminate with a `BadMatch`
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Xlib error
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* [X11] Bugfix: A synchronization point necessary for jitter-free locked cursor
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mode was incorrectly removed
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* [X11] Bugfix: The window size hints were not updated when calling
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`glfwSetWindowSize` on a non-resizable window
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* [Win32] Changed port to use Unicode mode only
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* [Win32] Removed explicit support for versions of Windows older than Windows
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XP
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* [Win32] Bugfix: Window activation and iconification did not work as expected
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* [Win32] Bugfix: Software rasterizer pixel formats were not discarded by the
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`WGL_ARB_pixel_format` code path
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* [Win32] Bugfix: The array for WGL context attributes was too small and could
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overflow
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* [Win32] Bugfix: Alt+F4 hot key was not translated into `WM_CLOSE`
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* [Win32] Bugfix: The `GLFW_WINDOW_NO_RESIZE` window parameter was always zero
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* [Win32] Bugfix: A test was missing for whether all available pixel formats
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had been disqualified
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## Contact
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The official website for GLFW is [glfw.org](http://www.glfw.org/). There you
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can find the latest version of GLFW, as well as news, documentation and other
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information about the project.
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If you have questions related to the use of GLFW, we have a
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[support forum](https://sourceforge.net/p/glfw/discussion/247562/), and the IRC
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channel `#glfw` on [Freenode](http://freenode.net/).
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If you have a bug to report, a patch to submit or a feature you'd like to
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request, please file it in one of the
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[issue trackers](https://sourceforge.net/p/glfw/_list/tickets) on SF.net.
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Finally, if you're interested in helping out with the development of GLFW or
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porting it to your favorite platform, we have a
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[developer's mailing list](https://lists.stacken.kth.se/mailman/listinfo/glfw-dev),
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or you could join us on `#glfw`.
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## Acknowledgements
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GLFW exists because people around the world donated their time and lent their
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skills.
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* Bobyshev Alexander
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* artblanc
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* Matt Arsenault
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* Keith Bauer
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* John Bartholomew
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* 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
|
|
* Toni Jovanoski
|
|
* Osman Keskin
|
|
* Cameron King
|
|
* Peter Knut
|
|
* Robin Leffmann
|
|
* Glenn Lewis
|
|
* Shane Liesegang
|
|
* Дмитри Малышев
|
|
* Martins Mozeiko
|
|
* Tristam MacDonald
|
|
* Hans Mackowiak
|
|
* 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
|
|
* TTK-Bandit
|
|
* Sergey Tikhomirov
|
|
* Samuli Tuomola
|
|
* Jari Vetoniemi
|
|
* Simon Voordouw
|
|
* Torsten Walluhn
|
|
* 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
|
|
|