# 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 3.0.4 is *not yet described*. 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/latest/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/latest/moving.html) for moving to the GLFW 3 API. ## Building GLFW These are the build instructions for the GLFW library itself. For information on how to build programs that use GLFW, see the [Building programs using GLFW](http://www.glfw.org/docs/latest/build.html) guide. ### Dependencies To compile GLFW and the accompanying example programs, you will need **CMake**, which will generate the project files or makefiles for your particular development environment. If you are on a Unix-like system such as Linux or FreeBSD or have a package system like Fink, MacPorts, Cygwin or Homebrew, you can simply install its CMake package. If not, you can get installers for Windows and OS X from the [CMake website](http://www.cmake.org/). Additional dependencies are listed below. #### Dependencies using Visual C++ on Windows The Microsoft Platform SDK that is installed along with Visual C++ contains all the necessary headers, link libraries and tools except for CMake. #### Dependencies with MinGW or MinGW-w64 on Windows These packages contain all the necessary headers, link libraries and tools except for CMake. #### Dependencies using 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 allow for easy cross-compilation of Windows binaries. To use these files you need to add a special parameter when generating the project files or makefiles: cmake -DCMAKE_TOOLCHAIN_FILE= . 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 Debian/Ubuntu and Cygwin MinGW-w64 packages have `/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct invocation would be: cmake -DCMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake . For more details see the article [CMake Cross Compiling](http://www.paraview.org/Wiki/CMake_Cross_Compiling) on the CMake wiki. #### Dependencies using Xcode on OS X Xcode contains all necessary tools except for CMake. The necessary headers and libraries are included in the core OS frameworks. Xcode can be downloaded from the Mac App Store. #### Dependencies using Linux and X11 To compile GLFW for X11, you need to have the X11 and OpenGL header 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 `xorg-dev` and `libglu1-mesa-dev` packages. The former pulls in all X.org header packages and the latter pulls in the Mesa OpenGL and GLU packages. Note that using header files and libraries from Mesa during compilation *will not* tie your binaries to the Mesa implementation of OpenGL. ### Generating files with CMake 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 paths for this: the path to the source directory 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 and compile for different development environments using a single source tree. #### Generating files with the CMake command-line tool To make an in-tree build, enter the root directory of the GLFW source tree and run CMake. The current directory is used as target path, while the path provided as an argument is used to find the source tree. cd cmake . To make an out-of-tree build, make another directory, enter it and run CMake with the (relative or absolute) path to the root of the source tree as an argument. cd mkdir build cd build cmake .. #### Generating files with the CMake GUI If you are using the GUI version, choose the root of the GLFW source tree as source location and the same directory or another, empty directory as the destination for binaries. Choose *Configure*, change any options you wish to, *Configure* again to let the changes take effect and then *Generate*. ### CMake options 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 among CMake users and so have no `GLFW_` prefix. If you are using the GUI version of CMake, these are listed and can be changed from there. If you are using the command-line version, use the `ccmake` tool. Some package systems like Ubuntu and other distributions based on Debian GNU/Linux have this tool in a separate `cmake-curses-gui` package. #### Shared CMake 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_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. `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. #### OS X specific CMake 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 CMake options `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 DLL version of the Visual C++ library is used. It is recommended to set this to `ON`, as this keeps the executable smaller and benefits from security and bug fix updates of the Visual C++ runtime. `GLFW_USE_DWM_SWAP_INTERVAL` determines whether the swap interval is set even when DWM compositing is enabled. If this is `ON`, the swap interval is set even if DWM is enabled. It is recommended to set this to `OFF`, as doing otherwise can lead to severe jitter. `GLFW_USE_OPTIMUS_HPG` determines whether to export the `NvOptimusEnablement` symbol, which forces the use of the high-performance GPU on nVidia Optimus systems. #### EGL specific CMake 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. ## Installing GLFW A rudimentary installation target is provided for all supported platforms via CMake. If you are building from the command-line, use the `install` target. sudo make install If you are using an IDE, run the generated install target from the IDE. ## Using GLFW See the [GLFW documentation](http://www.glfw.org/docs/latest/). ## Changelog - Renamed configuration header to `glfw_config.h` to avoid conflicts - Bugfix: The `glfw3.pc` file did not respect the `LIB_SUFFIX` CMake option - [Win32] Bugfix: Removed joystick axis value negation left over from GLFW 2 - [Win32] Bugfix: Restoring windows using the Win+D hot key did not trigger the focus callback - [Win32] Bugfix: The disabled cursor mode clip rectangle was updated for unfocused windows - [Cocoa] Added dependency on CoreVideo framework for refresh rate retrieval - [Cocoa] Enabled Lion full screen for resizable windowed mode windows - [Cocoa] Bugfix: The `GLFW_KEY_GRAVE_ACCENT` key was reported as `GLFW_KEY_WORLD_1` and vice versa - [Cocoa] Bugfix: The `GLFW_KEY_F13` key was reported as `GLFW_KEY_PRINT_SCREEN` - [Cocoa] Bugfix: Implicit conversion from `NSUInteger` to int caused warnings with Xcode 5 - [Cocoa] Bugfix: Use of undeclared selectors with `@selector` caused warnings with Xcode 5 - [Cocoa] Bugfix: The cursor remained visible if moved onto client area after having been set to hidden outside it - [Cocoa] Bugfix: The refresh rate was zero for all modes of certain monitors - [Cocoa] Bugfix: The `install_name` field of the dynamic library was not set - [Cocoa] Bugfix: Full screen windows were never reported as having focus - [Cocoa] Bugfix: A superfluous I/O flag test prevented video modes from being listed for Thunderbolt monitor - [X11] Added setting of the `WM_CLASS` property to the initial window title - [X11] Bugfix: Removed joystick axis value negation left over from GLFW 2 ## 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 the [issue tracker](https://github.com/glfw/glfw/issues) on GitHub. Finally, if you're interested in helping out with the development of GLFW or porting it to your favorite platform, we have an occasionally active [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 - arturo - Matt Arsenault - Keith Bauer - John Bartholomew - Niklas Behrens - Niklas Bergström - Doug Binks - blanco - Lambert Clara - Andrew Corrigan - 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 - Bruce Mitchener - Jeff Molofee - Jon Morton - Pierre Moulon - Julian Møller - Ozzy - Andri Pálsson - Peoro - Braden Pellett - Arturo J. Pérez - Pieroman - Jorge Rodriguez - Ed Ropple - Riku Salminen - Sebastian Schuberth - Matt Sealey - SephiRok - Steve Sexton - Systemcluster - Dmitri Shuralyov - Daniel Skorupski - Bradley Smith - Julian Squires - Johannes Stein - Justin Stoecker - Nathan Sweet - TTK-Bandit - Sergey Tikhomirov - Samuli Tuomola - urraka - 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