Merge branch 'glfw:master' into master

This commit is contained in:
Richard Knight 2021-07-24 11:46:01 +01:00 committed by GitHub
commit e17b50e584
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
13 changed files with 373 additions and 318 deletions

View File

@ -1,10 +1,10 @@
image: image:
- Visual Studio 2015 - Visual Studio 2015
- Visual Studio 2019
branches: branches:
only: only:
- ci - ci
- master - master
- latest
- 3.3-stable - 3.3-stable
skip_tags: true skip_tags: true
environment: environment:
@ -21,26 +21,13 @@ environment:
- GENERATOR: Visual Studio 10 2010 - GENERATOR: Visual Studio 10 2010
BUILD_SHARED_LIBS: OFF BUILD_SHARED_LIBS: OFF
CFLAGS: /WX CFLAGS: /WX
- GENERATOR: Visual Studio 16 2019
BUILD_SHARED_LIBS: ON
CFLAGS: /WX
- GENERATOR: Visual Studio 16 2019
BUILD_SHARED_LIBS: OFF
CFLAGS: /WX
matrix: matrix:
fast_finish: true fast_finish: true
exclude:
- image: Visual Studio 2015
GENERATOR: Visual Studio 16 2019
- image: Visual Studio 2019
GENERATOR: Visual Studio 10 2010
- image: Visual Studio 2019
GENERATOR: MinGW Makefiles
for: for:
- -
matrix: matrix:
except: only:
- GENERATOR: Visual Studio 10 2010 - GENERATOR: MinGW Makefiles
build_script: build_script:
- set PATH=%PATH:C:\Program Files\Git\usr\bin=C:\MinGW\bin% - set PATH=%PATH:C:\Program Files\Git\usr\bin=C:\MinGW\bin%
- cmake -S . -B build -G "%GENERATOR%" -DBUILD_SHARED_LIBS=%BUILD_SHARED_LIBS% - cmake -S . -B build -G "%GENERATOR%" -DBUILD_SHARED_LIBS=%BUILD_SHARED_LIBS%

116
.github/workflows/build.yml vendored Normal file
View File

@ -0,0 +1,116 @@
name: Build
on:
pull_request:
push:
branches: [ ci, master, latest, 3.3-stable ]
permissions:
statuses: write
contents: read
jobs:
build-linux-x11-clang:
name: X11 (Linux, Clang)
runs-on: ubuntu-latest
env:
CC: clang
CFLAGS: -Werror
steps:
- uses: actions/checkout@v2
- name: Install dependencies
run: |
sudo apt update
sudo apt install libxrandr-dev libxinerama-dev libxcursor-dev libxi-dev libxext-dev
- name: Configure static library
run: cmake -S . -B build-static
- name: Build static library
run: cmake --build build-static --parallel
- name: Configure shared library
run: cmake -S . -B build-shared -D BUILD_SHARED_LIBS=ON
- name: Build shared library
run: cmake --build build-shared --parallel
build-linux-wayland-clang:
name: Wayland (Linux, Clang)
runs-on: ubuntu-latest
env:
CC: clang
CFLAGS: -Werror
steps:
- uses: actions/checkout@v2
- name: Install dependencies
run: |
sudo apt update
sudo apt install wayland-protocols libwayland-dev libxkbcommon-dev
- name: Configure static library
run: cmake -S . -B build-static -D GLFW_USE_WAYLAND=ON
- name: Build static library
run: cmake --build build-static --parallel
- name: Configure shared library
run: cmake -S . -B build-shared -D GLFW_USE_WAYLAND=ON -D BUILD_SHARED_LIBS=ON
- name: Build shared library
run: cmake --build build-shared --parallel
build-linux-null-clang:
name: Null (Linux, Clang)
runs-on: ubuntu-latest
env:
CC: clang
CFLAGS: -Werror
steps:
- uses: actions/checkout@v2
- name: Install dependencies
run: |
sudo apt update
sudo apt install libosmesa6-dev
- name: Configure static library
run: cmake -S . -B build-static -D GLFW_USE_OSMESA=ON
- name: Build static library
run: cmake --build build-static --parallel
- name: Configure shared library
run: cmake -S . -B build-shared -D GLFW_USE_OSMESA=ON -D BUILD_SHARED_LIBS=ON
- name: Build shared library
run: cmake --build build-shared --parallel
build-macos-cocoa-clang:
name: Cocoa (macOS, Clang)
runs-on: macos-latest
env:
CFLAGS: -Werror
MACOSX_DEPLOYMENT_TARGET: 10.8
steps:
- uses: actions/checkout@v2
- name: Configure static library
run: cmake -S . -B build-static
- name: Build static library
run: cmake --build build-static --parallel
- name: Configure shared library
run: cmake -S . -B build-shared -D BUILD_SHARED_LIBS=ON
- name: Build shared library
run: cmake --build build-shared --parallel
build-windows-win32-vs2019:
name: Win32 (Windows, VS2019)
runs-on: windows-latest
env:
CFLAGS: /WX
steps:
- uses: actions/checkout@v2
- name: Configure static library
run: cmake -S . -B build-static -G "Visual Studio 16 2019"
- name: Build static library
run: cmake --build build-static --parallel
- name: Configure shared library
run: cmake -S . -B build-shared -G "Visual Studio 16 2019" -D BUILD_SHARED_LIBS=ON
- name: Build shared library
run: cmake --build build-shared --parallel

View File

@ -1,114 +0,0 @@
language: c
compiler: clang
branches:
only:
- ci
- master
- 3.3-stable
matrix:
include:
- os: linux
dist: xenial
name: "X11 shared library"
addons:
apt:
packages:
- libxrandr-dev
- libxinerama-dev
- libxcursor-dev
- libxi-dev
- libxext-dev
env:
- BUILD_SHARED_LIBS=ON
- CFLAGS=-Werror
- os: linux
dist: xenial
name: "X11 static library"
addons:
apt:
packages:
- libxrandr-dev
- libxinerama-dev
- libxcursor-dev
- libxi-dev
- libxext-dev
env:
- BUILD_SHARED_LIBS=OFF
- CFLAGS=-Werror
- os: linux
dist: focal
name: "Wayland shared library"
addons:
apt:
packages:
- wayland-protocols
- libwayland-dev
- libxkbcommon-dev
- libegl1-mesa-dev
env:
- USE_WAYLAND=ON
- BUILD_SHARED_LIBS=ON
- CFLAGS=-Werror
- os: linux
dist: focal
name: "Wayland static library"
addons:
apt:
packages:
- wayland-protocols
- libwayland-dev
- libxkbcommon-dev
- libegl1-mesa-dev
env:
- USE_WAYLAND=ON
- BUILD_SHARED_LIBS=OFF
- CFLAGS=-Werror
- os: linux
dist: bionic
name: "Null shared library"
addons:
apt:
packages:
- libosmesa6-dev
env:
- BUILD_SHARED_LIBS=ON
- USE_OSMESA=ON
- CFLAGS=-Werror
- os: linux
dist: bionic
name: "Null static library"
addons:
apt:
packages:
- libosmesa6-dev
env:
- BUILD_SHARED_LIBS=OFF
- USE_OSMESA=ON
- CFLAGS=-Werror
- os: osx
name: "Cocoa shared library"
env:
- BUILD_SHARED_LIBS=ON
- CFLAGS=-Werror
- MACOSX_DEPLOYMENT_TARGET=10.8
- os: osx
name: "Cocoa static library"
env:
- BUILD_SHARED_LIBS=OFF
- CFLAGS=-Werror
- MACOSX_DEPLOYMENT_TARGET=10.8
script:
- if grep -Inr '\s$' src include docs tests examples CMake *.md .gitattributes .gitignore; then
echo Trailing whitespace found, aborting;
exit 1;
fi
- mkdir build
- cd build
- cmake -DCMAKE_VERBOSE_MAKEFILE=ON -DBUILD_SHARED_LIBS=${BUILD_SHARED_LIBS} -DGLFW_USE_WAYLAND=${USE_WAYLAND} -DGLFW_USE_OSMESA=${USE_OSMESA} ..
- cmake --build .
notifications:
email:
recipients:
- ci@glfw.org
on_success: never
on_failure: always

View File

@ -13,5 +13,5 @@ if (EPOLLSHIM_INCLUDE_DIRS AND EPOLLSHIM_LIBRARIES)
endif (EPOLLSHIM_INCLUDE_DIRS AND EPOLLSHIM_LIBRARIES) endif (EPOLLSHIM_INCLUDE_DIRS AND EPOLLSHIM_LIBRARIES)
include(FindPackageHandleStandardArgs) include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(EPOLLSHIM DEFAULT_MSG EPOLLSHIM_LIBRARIES EPOLLSHIM_INCLUDE_DIRS) find_package_handle_standard_args(EpollShim DEFAULT_MSG EPOLLSHIM_LIBRARIES EPOLLSHIM_INCLUDE_DIRS)
mark_as_advanced(EPOLLSHIM_INCLUDE_DIRS EPOLLSHIM_LIBRARIES) mark_as_advanced(EPOLLSHIM_INCLUDE_DIRS EPOLLSHIM_LIBRARIES)

View File

@ -1,6 +1,6 @@
# GLFW # GLFW
[![Build status](https://travis-ci.org/glfw/glfw.svg?branch=master)](https://travis-ci.org/glfw/glfw) [![Build status](https://github.com/glfw/glfw/actions/workflows/build.yml/badge.svg)](https://github.com/glfw/glfw/actions)
[![Build status](https://ci.appveyor.com/api/projects/status/0kf0ct9831i5l6sp/branch/master?svg=true)](https://ci.appveyor.com/project/elmindreda/glfw) [![Build status](https://ci.appveyor.com/api/projects/status/0kf0ct9831i5l6sp/branch/master?svg=true)](https://ci.appveyor.com/project/elmindreda/glfw)
[![Coverity Scan](https://scan.coverity.com/projects/4884/badge.svg)](https://scan.coverity.com/projects/glfw-glfw) [![Coverity Scan](https://scan.coverity.com/projects/4884/badge.svg)](https://scan.coverity.com/projects/glfw-glfw)
@ -14,18 +14,18 @@ GLFW natively supports Windows, macOS and Linux and other Unix-like systems. On
Linux both X11 and Wayland are supported. Linux both X11 and Wayland are supported.
GLFW is licensed under the [zlib/libpng GLFW is licensed under the [zlib/libpng
license](http://www.glfw.org/license.html). license](https://www.glfw.org/license.html).
You can [download](http://www.glfw.org/download.html) the latest stable release You can [download](https://www.glfw.org/download.html) the latest stable release
as source or Windows binaries, or fetch the `latest` branch from GitHub. Each as source or Windows binaries, or fetch the `latest` branch from GitHub. Each
release starting with 3.0 also has a corresponding [annotated release starting with 3.0 also has a corresponding [annotated
tag](https://github.com/glfw/glfw/releases) with source and binary archives. tag](https://github.com/glfw/glfw/releases) with source and binary archives.
The [documentation](http://www.glfw.org/docs/latest/) is available online and is The [documentation](https://www.glfw.org/docs/latest/) is available online and is
included in all source and binary archives. See the [release included in all source and binary archives. See the [release
notes](https://www.glfw.org/docs/latest/news.html) for new features, caveats and notes](https://www.glfw.org/docs/latest/news.html) for new features, caveats and
deprecations in the latest release. For more details see the [version deprecations in the latest release. For more details see the [version
history](http://www.glfw.org/changelog.html). history](https://www.glfw.org/changelog.html).
The `master` branch is the stable integration branch and _should_ always compile 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 and run on all supported platforms, although details of newly added features may
@ -34,9 +34,9 @@ fixes live in [other branches](https://github.com/glfw/glfw/branches/all) until
they are stable enough to merge. they are stable enough to merge.
If you are new to GLFW, you may find the If you are new to GLFW, you may find the
[tutorial](http://www.glfw.org/docs/latest/quick.html) for GLFW 3 useful. If [tutorial](https://www.glfw.org/docs/latest/quick.html) for GLFW 3 useful. If
you have used GLFW 2 in the past, there is a [transition you have used GLFW 2 in the past, there is a [transition
guide](http://www.glfw.org/docs/latest/moving.html) for moving to the GLFW guide](https://www.glfw.org/docs/latest/moving.html) for moving to the GLFW
3 API. 3 API.
@ -52,16 +52,16 @@ 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 and Clang. It will likely compile in other environments as well, but this is
not regularly tested. not regularly tested.
There are [pre-compiled Windows binaries](http://www.glfw.org/download.html) There are [pre-compiled Windows binaries](https://www.glfw.org/download.html)
available for all supported compilers. available for all supported compilers.
See the [compilation guide](http://www.glfw.org/docs/latest/compile.html) for See the [compilation guide](https://www.glfw.org/docs/latest/compile.html) for
more information about how to compile GLFW yourself. more information about how to compile GLFW yourself.
## Using GLFW ## Using GLFW
See the [documentation](http://www.glfw.org/docs/latest/) for tutorials, guides See the [documentation](https://www.glfw.org/docs/latest/) for tutorials, guides
and the API reference. and the API reference.
@ -79,7 +79,7 @@ Unix-like systems running the X Window System are supported even without
a desktop environment or modern extensions, although some features require a desktop environment or modern extensions, although some features require
a running window or clipboard manager. The OSMesa backend requires Mesa 6.3. a running window or clipboard manager. The OSMesa backend requires Mesa 6.3.
See the [compatibility guide](http://www.glfw.org/docs/latest/compat.html) See the [compatibility guide](https://www.glfw.org/docs/latest/compat.html)
in the documentation for more information. in the documentation for more information.
@ -102,7 +102,7 @@ located in the `deps/` directory.
- [Nuklear](https://github.com/Immediate-Mode-UI/Nuklear) for test and example UI - [Nuklear](https://github.com/Immediate-Mode-UI/Nuklear) for test and example UI
- [stb\_image\_write](https://github.com/nothings/stb) for writing images to disk - [stb\_image\_write](https://github.com/nothings/stb) for writing images to disk
The documentation is generated with [Doxygen](http://doxygen.org/) if CMake can The documentation is generated with [Doxygen](https://doxygen.org/) if CMake can
find that tool. find that tool.
@ -141,6 +141,8 @@ information on what to include when reporting a bug.
- Bugfix: Some extension loader headers did not prevent default OpenGL header - Bugfix: Some extension loader headers did not prevent default OpenGL header
inclusion (#1695) inclusion (#1695)
- Bugfix: Buffers were swapped at creation on single-buffered windows (#1873) - Bugfix: Buffers were swapped at creation on single-buffered windows (#1873)
- Bugfix: Gamepad mapping updates could spam `GLFW_INVALID_VALUE` due to
incompatible controllers sharing hardware ID (#1763)
- [Win32] Added the `GLFW_WIN32_KEYBOARD_MENU` window hint for enabling access - [Win32] Added the `GLFW_WIN32_KEYBOARD_MENU` window hint for enabling access
to the window menu to the window menu
- [Win32] Added a version info resource to the GLFW DLL - [Win32] Added a version info resource to the GLFW DLL
@ -194,6 +196,8 @@ information on what to include when reporting a bug.
regained focus (#1648,#1802) regained focus (#1648,#1802)
- [Cocoa] Bugfix: Monitor name query could segfault on macOS 11 (#1809,#1833) - [Cocoa] Bugfix: Monitor name query could segfault on macOS 11 (#1809,#1833)
- [Cocoa] Bugfix: The install name of the installed dylib was relative (#1504) - [Cocoa] Bugfix: The install name of the installed dylib was relative (#1504)
- [Cocoa] Bugfix: The MoltenVK layer contents scale was updated only after
related events were emitted
- [X11] Bugfix: The CMake files did not check for the XInput headers (#1480) - [X11] Bugfix: The CMake files did not check for the XInput headers (#1480)
- [X11] Bugfix: Key names were not updated when the keyboard layout changed - [X11] Bugfix: Key names were not updated when the keyboard layout changed
(#1462,#1528) (#1462,#1528)
@ -240,16 +244,17 @@ information on what to include when reporting a bug.
(#442) (#442)
- [EGL] Added ANGLE backend selection via `EGL_ANGLE_platform_angle` extension - [EGL] Added ANGLE backend selection via `EGL_ANGLE_platform_angle` extension
(#1380) (#1380)
- [EGL] Bugfix: The `GLFW_DOUBLEBUFFER` context attribute was ignored (#1843)
## Contact ## Contact
On [glfw.org](http://www.glfw.org/) you can find the latest version of GLFW, as On [glfw.org](https://www.glfw.org/) you can find the latest version of GLFW, as
well as news, documentation and other information about the project. well as news, documentation and other information about the project.
If you have questions related to the use of GLFW, we have a If you have questions related to the use of GLFW, we have a
[forum](https://discourse.glfw.org/), and the `#glfw` IRC channel on [forum](https://discourse.glfw.org/), and the `#glfw` IRC channel on
[Freenode](http://freenode.net/). [Libera.Chat](https://libera.chat/).
If you have a bug to report, a patch to submit or a feature you'd like to If you have a bug to report, a patch to submit or a feature you'd like to
request, please file it in the request, please file it in the
@ -366,6 +371,7 @@ skills.
- Adam Marcus - Adam Marcus
- Célestin Marot - Célestin Marot
- Kyle McDonald - Kyle McDonald
- David V. McKay
- David Medlock - David Medlock
- Bryce Mehring - Bryce Mehring
- Jonathan Mercier - Jonathan Mercier

View File

@ -24,7 +24,7 @@ section](https://discourse.glfw.org/c/support) of the forum, under the [Stack
Overflow tag](https://stackoverflow.com/questions/tagged/glfw) or [Game Overflow tag](https://stackoverflow.com/questions/tagged/glfw) or [Game
Development tag](https://gamedev.stackexchange.com/questions/tagged/glfw) on Development tag](https://gamedev.stackexchange.com/questions/tagged/glfw) on
Stack Exchange or in the IRC channel `#glfw` on Stack Exchange or in the IRC channel `#glfw` on
[Freenode](http://freenode.net/). [Libera.Chat](https://libera.chat/).
Questions about the design or implementation of GLFW or about future plans Questions about the design or implementation of GLFW or about future plans
should be asked in the [dev section](https://discourse.glfw.org/c/dev) of the should be asked in the [dev section](https://discourse.glfw.org/c/dev) of the

View File

@ -1,11 +1,11 @@
# Support resources # Support resources
See the [latest documentation](http://www.glfw.org/docs/latest/) for tutorials, See the [latest documentation](https://www.glfw.org/docs/latest/) for tutorials,
guides and the API reference. guides and the API reference.
If you have questions about using GLFW, we have a If you have questions about using GLFW, we have a
[forum](https://discourse.glfw.org/), and the `#glfw` IRC channel on [forum](https://discourse.glfw.org/), and the `#glfw` IRC channel on
[Freenode](http://freenode.net/). [Libera.Chat](https://libera.chat/).
Bugs are reported to our [issue tracker](https://github.com/glfw/glfw/issues). Bugs are reported to our [issue tracker](https://github.com/glfw/glfw/issues).
Please check the [contribution Please check the [contribution

View File

@ -10,164 +10,156 @@ build applications that use GLFW, see @ref build_guide.
@section compile_cmake Using CMake @section compile_cmake Using CMake
@note GLFW behaves like most other libraries that use CMake so this guide mostly
describes the basic configure/generate/compile sequence. If you are already
familiar with this from other projects, you may want to focus on the @ref
compile_deps and @ref compile_options sections for GLFW-specific information.
GLFW uses [CMake](https://cmake.org/) to generate project files or makefiles GLFW uses [CMake](https://cmake.org/) to generate project files or makefiles
for a particular development environment. If you are on a Unix-like system such for your chosen development environment. To compile GLFW, first generate these
as Linux or FreeBSD or have a package system like Fink, MacPorts, Cygwin or files with CMake and then use them to compile the GLFW library.
Homebrew, you can install its CMake package. If not, you can download
installers for Windows and macOS from the
[CMake website](https://cmake.org/).
@note CMake only generates project files or makefiles. It does not compile the If you are on Windows and macOS you can
actual GLFW library. To compile GLFW, first generate these files for your [download CMake](https://cmake.org/download/) from their site.
chosen development environment and then use them to compile the actual GLFW
library. If you are on a Unix-like system such as Linux, FreeBSD or Cygwin or have
a package system like Fink, MacPorts or Homebrew, you can install its CMake
package.
CMake is a complex tool and this guide will only show a few of the possible ways
to set up and compile GLFW. The CMake project has their own much more detailed
[CMake user guide](https://cmake.org/cmake/help/latest/guide/user-interaction/)
that includes everything in this guide not specific to GLFW. It may be a useful
companion to this one.
@subsection compile_deps Dependencies @subsection compile_deps Installing dependencies
Once you have installed CMake, make sure that all other dependencies are The C/C++ development environments in Visual Studio, Xcode and MinGW come with
available. On some platforms, GLFW needs a few additional packages to be all necessary dependencies for compiling GLFW, but on Unix-like systems like
installed. See the section for your chosen platform and development environment Linux and FreeBSD you will need a few extra packages.
below.
@subsubsection compile_deps_msvc Dependencies for Visual C++ on Windows @subsubsection compile_deps_x11 Dependencies for X11 on Unix-like systems
The Windows SDK bundled with Visual C++ already contains all the necessary To compile GLFW for X11, you need to have the X11 development packages
headers, link libraries and tools except for CMake. Move on to @ref installed. They are not needed to build or run programs that use GLFW.
compile_generate.
On Debian and derivates like Ubuntu the `xorg-dev` meta-package pulls in the
@subsubsection compile_deps_mingw Dependencies for MinGW or MinGW-w64 on Windows development packages for all of X11.
Both the MinGW and the MinGW-w64 packages already contain all the necessary
headers, link libraries and tools except for CMake. Move on to @ref
compile_generate.
@subsubsection compile_deps_mingw_cross Dependencies for MinGW or MinGW-w64 cross-compilation
Both Cygwin and many Linux distributions have MinGW or MinGW-w64 packages. For
example, Cygwin has the `mingw64-i686-gcc` and `mingw64-x86_64-gcc` packages
for 32- and 64-bit version of MinGW-w64, while Debian GNU/Linux and derivatives
like Ubuntu have the `mingw-w64` package for both.
GLFW has CMake toolchain files in the `CMake/` directory that set up
cross-compilation of Windows binaries. To use these files you add an option
when running `cmake` to generate the project files or makefiles:
@code{.sh} @code{.sh}
cmake -DCMAKE_TOOLCHAIN_FILE=<toolchain-file> . sudo apt install xorg-dev
@endcode @endcode
The exact toolchain file to use depends on the prefix used by the MinGW or On FreeBSD the X11 headers are installed along the end-user X11 packages, so if
MinGW-w64 binaries on your system. You can usually see this in the /usr you have an X server running you should have the headers as well. If not,
directory. For example, both the Debian/Ubuntu and Cygwin MinGW-w64 packages install the `xorgproto` package.
have `/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct
invocation would be:
@code{.sh} @code{.sh}
cmake -DCMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake . pkg install xorgproto
@endcode @endcode
For more details see the article On Cygwin the `xorgproto` package in the Devel section of the GUI installer will
[CMake Cross Compiling](https://gitlab.kitware.com/cmake/community/wikis/doc/cmake/CrossCompiling) on install the headers and other development related files for all of X11.
the CMake wiki.
Once you have this set up, move on to @ref compile_generate. Once you have the required depdendencies, move on to @ref compile_generate.
@subsubsection compile_deps_xcode Dependencies for Xcode on macOS @subsubsection compile_deps_wayland Dependencies for Wayland on Unix-like systems
Xcode comes with all necessary tools except for CMake. The required headers To compile GLFW for Wayland, you need to have the Wayland and xkbcommon
and libraries are included in the core macOS frameworks. Xcode can be development packages installed. They are not needed to build or run programs
downloaded from the Mac App Store or from the ADC Member Center. that use GLFW.
Once you have Xcode installed, move on to @ref compile_generate. On Debian and derivates like Ubuntu you will need the `libwayland-dev`,
`libxkbcommon-dev` and `wayland-protocols` packages.
@code{.sh}
sudo apt install libwayland-dev libxkbcommon-dev wayland-protocols
@endcode
@subsubsection compile_deps_x11 Dependencies for Linux and X11 On FreeBSD you will need the `wayland`, `libxkbcommon` and `wayland-protocols`
packages.
To compile GLFW for X11, you need to have the X11 packages installed, as well as @code{.sh}
the basic development tools like GCC and make. For example, on Ubuntu and other pkg install wayland libxkbcommon wayland-protocols
distributions based on Debian GNU/Linux, you need to install the `xorg-dev` @endcode
package, which pulls in all X.org header packages.
Once you have installed the necessary packages, move on to @ref Once you have the required depdendencies, move on to @ref compile_generate.
compile_generate.
@subsubsection compile_deps_wayland Dependencies for Linux and Wayland
To compile GLFW for Wayland, you need to have the Wayland packages installed,
as well as the basic development tools like GCC and make. For example, on
Ubuntu and other distributions based on Debian GNU/Linux, you need to install
the `libwayland-dev` package, which contains all Wayland headers and pulls in
wayland-scanner, as well as the `wayland-protocols` package.
Once you have installed the necessary packages, move on to @ref
compile_generate.
@subsection compile_deps_osmesa Dependencies for Linux and OSMesa
To compile GLFW for OSMesa, you need to install the OSMesa library and header
packages. For example, on Ubuntu and other distributions based on Debian
GNU/Linux, you need to install the `libosmesa6-dev` package. The OSMesa library
is required at runtime for context creation and is loaded on demand.
Once you have installed the necessary packages, move on to @ref
compile_generate.
@subsection compile_generate Generating build files with CMake @subsection compile_generate Generating build files with CMake
Once you have all necessary dependencies it is time to generate the project Once you have all necessary dependencies it is time to generate the project
files or makefiles for your development environment. CMake needs to know two files or makefiles for your development environment. CMake needs two paths for
paths for this: the path to the _root_ directory of the GLFW source tree (i.e. this:
_not_ the `src` subdirectory) and the target path for the generated files and
compiled binaries. If these are the same, it is called an in-tree build,
otherwise it is called an out-of-tree build.
One of several advantages of out-of-tree builds is that you can generate files - the path to the root directory of the GLFW source tree (not its `src`
and compile for different development environments using a single source tree. subdirectory)
- the path to the directory where the generated build files and compiled
binaries will be placed
@note This section is about generating the project files or makefiles necessary If these are the same, it is called an in-tree build, otherwise it is called an
to compile the GLFW library, not about compiling the actual library. out-of-tree build.
Out-of-tree builds are recommended as they avoid cluttering up the source tree.
They also allow you to have several build directories for different
configurations all using the same source tree.
A common pattern when building a single configuration is to have a build
directory named `build` in the root of the source tree.
@subsubsection compile_generate_cli Generating files with the CMake command-line tool @subsubsection compile_generate_gui Generating files with the CMake GUI
To make an in-tree build, enter the _root_ directory of the GLFW source tree Start the CMake GUI and set the paths to the source and build directories
(i.e. _not_ the `src` subdirectory) and run CMake. The current directory is described above. Then press _Configure_ and _Generate_.
used as target path, while the path provided as an argument is used to find the
source tree.
@code{.sh} If you wish change any CMake variables in the list, press _Configure_ and then
cd <glfw-root-dir> _Generate_ to have the new values take effect. The variable list will be
cmake . populated after the first configure step.
@endcode
To make an out-of-tree build, make a directory outside of the source tree, enter By default GLFW will use X11 on Linux and other Unix-like systems other
it and run CMake with the (relative or absolute) path to the root of the source than macOS. To use Wayland instead, set the `GLFW_USE_WAYLAND` option in the
tree as an argument. GLFW section of the variable list, then apply the new value as described above.
@code{.sh}
mkdir glfw-build
cd glfw-build
cmake <glfw-root-dir>
@endcode
Once you have generated the project files or makefiles for your chosen Once you have generated the project files or makefiles for your chosen
development environment, move on to @ref compile_compile. development environment, move on to @ref compile_compile.
@subsubsection compile_generate_gui Generating files with the CMake GUI @subsubsection compile_generate_cli Generating files with the CMake command-line tool
If you are using the GUI version, choose the root of the GLFW source tree as To make a build directory, pass the source and build directories to the `cmake`
source location and the same directory or another, empty directory as the command. These can be relative or absolute paths. The build directory is
destination for binaries. Choose _Configure_, change any options you wish to, created if it doesn't already exist.
_Configure_ again to let the changes take effect and then _Generate_.
@code{.sh}
cmake -S path/to/glfw -B path/to/build
@endcode
It is common to name the build directory `build` and place it in the root of the
source tree when only planning to build a single configuration.
@code{.sh}
cd path/to/glfw
cmake -S . -B build
@endcode
Without other flags these will generate Visual Studio project files on Windows
and makefiles on other platforms. You can choose other targets using the `-G`
flag.
@code{.sh}
cmake -S path/to/glfw -B path/to/build -G Xcode
@endcode
By default GLFW will use X11 on Linux and other Unix-like systems other
than macOS. To use Wayland instead, set the `GLFW_USE_WAYLAND` CMake option.
@code{.sh}
cmake -S path/to/glfw -B path/to/build -D GLFW_USE_WAYLAND=1
@endcode
Once you have generated the project files or makefiles for your chosen Once you have generated the project files or makefiles for your chosen
development environment, move on to @ref compile_compile. development environment, move on to @ref compile_compile.
@ -177,13 +169,39 @@ development environment, move on to @ref compile_compile.
You should now have all required dependencies and the project files or makefiles You should now have all required dependencies and the project files or makefiles
necessary to compile GLFW. Go ahead and compile the actual GLFW library with necessary to compile GLFW. Go ahead and compile the actual GLFW library with
these files, as you would with any other project. these files as you would with any other project.
Once the GLFW library is compiled, you are ready to build your applications, With Visual Studio open `GLFW.sln` and use the Build menu. With Xcode open
`GLFW.xcodeproj` and use the Project menu.
With Linux, macOS and other forms of Unix, run `make`.
@code{.sh}
cd path/to/build
make
@endcode
With MinGW, it is `mingw32-make`.
@code{.sh}
cd path/to/build
mingw32-make
@endcode
Any CMake build directory can also be built with the `cmake` command and the
`--build` flag.
@code{.sh}
cmake --build path/to/build
@endcode
This will run the platform specific build tool the directory was generated for.
Once the GLFW library is compiled you are ready to build your application,
linking it to the GLFW library. See @ref build_guide for more information. linking it to the GLFW library. See @ref build_guide for more information.
@subsection compile_options CMake options @section compile_options CMake options
The CMake files for GLFW provide a number of options, although not all are The CMake files for GLFW provide a number of options, although not all are
available on all supported platforms. Some of these are de facto standards available on all supported platforms. Some of these are de facto standards
@ -199,59 +217,103 @@ Finally, if you don't want to use any GUI, you can set options from the `cmake`
command-line with the `-D` flag. command-line with the `-D` flag.
@code{.sh} @code{.sh}
cmake -DBUILD_SHARED_LIBS=ON . cmake -S path/to/glfw -B path/to/build -D BUILD_SHARED_LIBS=ON
@endcode @endcode
@subsubsection compile_options_shared Shared CMake options @subsection compile_options_shared Shared CMake options
@anchor BUILD_SHARED_LIBS @anchor BUILD_SHARED_LIBS
__BUILD_SHARED_LIBS__ determines whether GLFW is built as a static __BUILD_SHARED_LIBS__ determines whether GLFW is built as a static
library or as a DLL / shared library / dynamic library. library or as a DLL / shared library / dynamic library. This is disabled by
default, producing a static GLFW library.
@anchor GLFW_BUILD_EXAMPLES @anchor GLFW_BUILD_EXAMPLES
__GLFW_BUILD_EXAMPLES__ determines whether the GLFW examples are built __GLFW_BUILD_EXAMPLES__ determines whether the GLFW examples are built
along with the library. This is enabled by default unless GLFW is being built along with the library. This is enabled by default unless GLFW is being built
as a sub-project. as a sub-project of a larger CMake project.
@anchor GLFW_BUILD_TESTS @anchor GLFW_BUILD_TESTS
__GLFW_BUILD_TESTS__ determines whether the GLFW test programs are __GLFW_BUILD_TESTS__ determines whether the GLFW test programs are
built along with the library. This is enabled by default unless GLFW is being built along with the library. This is enabled by default unless GLFW is being
built as a sub-project. built as a sub-project of a larger CMake project.
@anchor GLFW_BUILD_DOCS @anchor GLFW_BUILD_DOCS
__GLFW_BUILD_DOCS__ determines whether the GLFW documentation is built along __GLFW_BUILD_DOCS__ determines whether the GLFW documentation is built along
with the library. with the library. This is enabled by default if
[Doxygen](https://www.doxygen.nl/) is found by CMake during configuration.
@anchor GLFW_VULKAN_STATIC @anchor GLFW_VULKAN_STATIC
__GLFW_VULKAN_STATIC__ determines whether to use the Vulkan loader linked __GLFW_VULKAN_STATIC__ determines whether to use the Vulkan loader linked
directly with the application. directly with the application. This is disabled by default.
@subsubsection compile_options_win32 Windows specific CMake options @subsection compile_options_win32 Windows specific CMake options
@anchor USE_MSVC_RUNTIME_LIBRARY_DLL @anchor USE_MSVC_RUNTIME_LIBRARY_DLL
__USE_MSVC_RUNTIME_LIBRARY_DLL__ determines whether to use the DLL version or the __USE_MSVC_RUNTIME_LIBRARY_DLL__ determines whether to use the DLL version or the
static library version of the Visual C++ runtime library. If set to `ON`, the static library version of the Visual C++ runtime library. When enabled, the
DLL version of the Visual C++ library is used. DLL version of the Visual C++ library is used. This is enabled by default.
@note On CMake 3.15 and later you can set the On CMake 3.15 and later you can set the standard CMake
[CMAKE_MSVC_RUNTIME_LIBRARY](https://cmake.org/cmake/help/latest/variable/CMAKE_MSVC_RUNTIME_LIBRARY.html) [CMAKE_MSVC_RUNTIME_LIBRARY](https://cmake.org/cmake/help/latest/variable/CMAKE_MSVC_RUNTIME_LIBRARY.html)
variable instead of this option. variable instead of this GLFW-specific option.
@anchor GLFW_USE_HYBRID_HPG @anchor GLFW_USE_HYBRID_HPG
__GLFW_USE_HYBRID_HPG__ determines whether to export the `NvOptimusEnablement` and __GLFW_USE_HYBRID_HPG__ determines whether to export the `NvOptimusEnablement` and
`AmdPowerXpressRequestHighPerformance` symbols, which force the use of the `AmdPowerXpressRequestHighPerformance` symbols, which force the use of the
high-performance GPU on Nvidia Optimus and AMD PowerXpress systems. These symbols high-performance GPU on Nvidia Optimus and AMD PowerXpress systems. These symbols
need to be exported by the EXE to be detected by the driver, so the override need to be exported by the EXE to be detected by the driver, so the override
will not work if GLFW is built as a DLL. will not work if GLFW is built as a DLL. This is disabled by default, letting
the operating system and driver decide.
@subsection compile_options_wayland Wayland specific CMake options
@anchor GLFW_USE_WAYLAND
__GLFW_USE_WAYLAND__ determines whether to compile the library for Wayland.
This option is only available on Linux and other Unix-like systems other than
macOS. This is disabled by default.
@section compile_mingw_cross Cross-compilation with CMake and MinGW
Both Cygwin and many Linux distributions have MinGW or MinGW-w64 packages. For
example, Cygwin has the `mingw64-i686-gcc` and `mingw64-x86_64-gcc` packages
for 32- and 64-bit version of MinGW-w64, while Debian GNU/Linux and derivatives
like Ubuntu have the `mingw-w64` package for both.
GLFW has CMake toolchain files in the `CMake` subdirectory that set up
cross-compilation of Windows binaries. To use these files you set the
`CMAKE_TOOLCHAIN_FILE` CMake variable with the `-D` flag add an option when
configuring and generating the build files.
@code{.sh}
cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=path/to/file
@endcode
The exact toolchain file to use depends on the prefix used by the MinGW or
MinGW-w64 binaries on your system. You can usually see this in the /usr
directory. For example, both the Ubuntu and Cygwin MinGW-w64 packages have
`/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct invocation
would be:
@code{.sh}
cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake
@endcode
The path to the toolchain file is relative to the path to the GLFW source tree
passed to the `-S` flag, not to the current directory.
For more details see the
[CMake toolchain guide](https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html).
@section compile_manual Compiling GLFW manually @section compile_manual Compiling GLFW manually
If you wish to compile GLFW without its CMake build environment then you will If you wish to compile GLFW without its CMake build environment then you will
have to do at least some of the platform detection yourself. GLFW needs have to do at least some of the platform detection yourself. GLFW needs
a configuration macro to be defined in order to know what window system it's a configuration macro to be defined in order to know what window system it is
being compiled for and also has optional, platform-specific ones for various being compiled for and also has optional, platform-specific ones for various
features. features.
@ -283,11 +345,6 @@ of @b _GLFW_VULKAN_LIBRARY, @b _GLFW_EGL_LIBRARY, @b _GLFW_GLX_LIBRARY, @b
_GLFW_OSMESA_LIBRARY, @b _GLFW_OPENGL_LIBRARY, @b _GLFW_GLESV1_LIBRARY and @b _GLFW_OSMESA_LIBRARY, @b _GLFW_OPENGL_LIBRARY, @b _GLFW_GLESV1_LIBRARY and @b
_GLFW_GLESV2_LIBRARY. Otherwise, GLFW will use the built-in default names. _GLFW_GLESV2_LIBRARY. Otherwise, GLFW will use the built-in default names.
For the EGL context creation API, the following options are available:
- @b _GLFW_USE_EGLPLATFORM_H to use an existing `EGL/eglplatform.h` header file
for native handle types (fallback)
@note None of the @ref build_macros may be defined during the compilation of @note None of the @ref build_macros may be defined during the compilation of
GLFW. If you define any of these in your build files, make sure they are not GLFW. If you define any of these in your build files, make sure they are not
applied to the GLFW sources. applied to the GLFW sources.

View File

@ -292,12 +292,12 @@ static void generate_heightmap__circle(float* center_x, float* center_y,
{ {
float sign; float sign;
/* random value for element in between [0-1.0] */ /* random value for element in between [0-1.0] */
*center_x = (MAP_SIZE * rand()) / (1.0f * RAND_MAX); *center_x = (MAP_SIZE * rand()) / (float) RAND_MAX;
*center_y = (MAP_SIZE * rand()) / (1.0f * RAND_MAX); *center_y = (MAP_SIZE * rand()) / (float) RAND_MAX;
*size = (MAX_CIRCLE_SIZE * rand()) / (1.0f * RAND_MAX); *size = (MAX_CIRCLE_SIZE * rand()) / (float) RAND_MAX;
sign = (1.0f * rand()) / (1.0f * RAND_MAX); sign = (1.0f * rand()) / (float) RAND_MAX;
sign = (sign < DISPLACEMENT_SIGN_LIMIT) ? -1.0f : 1.0f; sign = (sign < DISPLACEMENT_SIGN_LIMIT) ? -1.0f : 1.0f;
*displacement = (sign * (MAX_DISPLACEMENT * rand())) / (1.0f * RAND_MAX); *displacement = (sign * (MAX_DISPLACEMENT * rand())) / (float) RAND_MAX;
} }
/* Run the specified number of iterations of the generation process for the /* Run the specified number of iterations of the generation process for the

View File

@ -161,6 +161,14 @@ GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);
* @return The `HWND` of the specified window, or `NULL` if an * @return The `HWND` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred. * [error](@ref error_handling) occurred.
* *
* @remark The `HDC` associated with the window can be queried with the
* [GetDC](https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-getdc)
* function.
* @code
* HDC dc = GetDC(glfwGetWin32Window(window));
* @endcode
* This DC is private and does not need to be released.
*
* @thread_safety This function may be called from any thread. Access is not * @thread_safety This function may be called from any thread. Access is not
* synchronized. * synchronized.
* *
@ -177,6 +185,14 @@ GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
* @return The `HGLRC` of the specified window, or `NULL` if an * @return The `HGLRC` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred. * [error](@ref error_handling) occurred.
* *
* @remark The `HDC` associated with the window can be queried with the
* [GetDC](https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-getdc)
* function.
* @code
* HDC dc = GetDC(glfwGetWin32Window(window));
* @endcode
* This DC is private and does not need to be released.
*
* @thread_safety This function may be called from any thread. Access is not * @thread_safety This function may be called from any thread. Access is not
* synchronized. * synchronized.
* *

View File

@ -243,7 +243,7 @@ static const NSRange kEmptyRange = { NSNotFound, 0 };
- (void)windowDidResize:(NSNotification *)notification - (void)windowDidResize:(NSNotification *)notification
{ {
if (window->context.client != GLFW_NO_API) if (window->context.source == GLFW_NATIVE_CONTEXT_API)
[window->context.nsgl.object update]; [window->context.nsgl.object update];
if (_glfw.ns.disabledCursorWindow == window) if (_glfw.ns.disabledCursorWindow == window)
@ -278,7 +278,7 @@ static const NSRange kEmptyRange = { NSNotFound, 0 };
- (void)windowDidMove:(NSNotification *)notification - (void)windowDidMove:(NSNotification *)notification
{ {
if (window->context.client != GLFW_NO_API) if (window->context.source == GLFW_NATIVE_CONTEXT_API)
[window->context.nsgl.object update]; [window->context.nsgl.object update];
if (_glfw.ns.disabledCursorWindow == window) if (_glfw.ns.disabledCursorWindow == window)
@ -397,7 +397,7 @@ static const NSRange kEmptyRange = { NSNotFound, 0 };
- (void)updateLayer - (void)updateLayer
{ {
if (window->context.client != GLFW_NO_API) if (window->context.source == GLFW_NATIVE_CONTEXT_API)
[window->context.nsgl.object update]; [window->context.nsgl.object update];
_glfwInputWindowDamage(window); _glfwInputWindowDamage(window);
@ -520,6 +520,18 @@ static const NSRange kEmptyRange = { NSNotFound, 0 };
{ {
const NSRect contentRect = [window->ns.view frame]; const NSRect contentRect = [window->ns.view frame];
const NSRect fbRect = [window->ns.view convertRectToBacking:contentRect]; const NSRect fbRect = [window->ns.view convertRectToBacking:contentRect];
const float xscale = fbRect.size.width / contentRect.size.width;
const float yscale = fbRect.size.height / contentRect.size.height;
if (xscale != window->ns.xscale || yscale != window->ns.yscale)
{
if (window->ns.retina && window->ns.layer)
[window->ns.layer setContentsScale:[window->ns.object backingScaleFactor]];
window->ns.xscale = xscale;
window->ns.yscale = yscale;
_glfwInputWindowContentScale(window, xscale, yscale);
}
if (fbRect.size.width != window->ns.fbWidth || if (fbRect.size.width != window->ns.fbWidth ||
fbRect.size.height != window->ns.fbHeight) fbRect.size.height != window->ns.fbHeight)
@ -528,19 +540,6 @@ static const NSRange kEmptyRange = { NSNotFound, 0 };
window->ns.fbHeight = fbRect.size.height; window->ns.fbHeight = fbRect.size.height;
_glfwInputFramebufferSize(window, fbRect.size.width, fbRect.size.height); _glfwInputFramebufferSize(window, fbRect.size.width, fbRect.size.height);
} }
const float xscale = fbRect.size.width / contentRect.size.width;
const float yscale = fbRect.size.height / contentRect.size.height;
if (xscale != window->ns.xscale || yscale != window->ns.yscale)
{
window->ns.xscale = xscale;
window->ns.yscale = yscale;
_glfwInputWindowContentScale(window, xscale, yscale);
if (window->ns.retina && window->ns.layer)
[window->ns.layer setContentsScale:[window->ns.object backingScaleFactor]];
}
} }
- (void)drawRect:(NSRect)rect - (void)drawRect:(NSRect)rect

View File

@ -101,27 +101,15 @@ static _GLFWmapping* findValidMapping(const _GLFWjoystick* js)
for (i = 0; i <= GLFW_GAMEPAD_BUTTON_LAST; i++) for (i = 0; i <= GLFW_GAMEPAD_BUTTON_LAST; i++)
{ {
if (!isValidElementForJoystick(mapping->buttons + i, js)) if (!isValidElementForJoystick(mapping->buttons + i, js))
{
_glfwInputError(GLFW_INVALID_VALUE,
"Invalid button in gamepad mapping %s (%s)",
mapping->guid,
mapping->name);
return NULL; return NULL;
} }
}
for (i = 0; i <= GLFW_GAMEPAD_AXIS_LAST; i++) for (i = 0; i <= GLFW_GAMEPAD_AXIS_LAST; i++)
{ {
if (!isValidElementForJoystick(mapping->axes + i, js)) if (!isValidElementForJoystick(mapping->axes + i, js))
{
_glfwInputError(GLFW_INVALID_VALUE,
"Invalid axis in gamepad mapping %s (%s)",
mapping->guid,
mapping->name);
return NULL; return NULL;
} }
} }
}
return mapping; return mapping;
} }

View File

@ -26,7 +26,7 @@
// It is fine to use C99 in this file because it will not be built with VS // It is fine to use C99 in this file because it will not be built with VS
//======================================================================== //========================================================================
#define _POSIX_C_SOURCE 199309L #define _POSIX_C_SOURCE 200809L
#include "internal.h" #include "internal.h"