Welcome to version 3.0 of the GLFW library. GLFW is a free, open source, portable library for OpenGL application development. It provides a powerful API for handling operating system specific tasks, such as opening an OpenGL window, reading keyboard, mouse, joystick and time input, and more.
This is an experimental series intended to allow the new API to settle.
Note that the threading and image loading APIs from the 2.x series have been removed.
To compile GLFW and the accompanying example programs, you will need the CMake build system.
A rudimentary installation target is provided for all supported platforms via the CMake build system.
There are two aspects to using GLFW:
The first point is covered in the GLFW Users Guide and the GLFW Reference Manual, and we suggest that you read at least the Users Guide, since it's a good introduction to the GLFW API.
Designing and compiling programs that use GLFW is not very difficult. A few rules for successfully designing GLFW-based programs are presented in the following sections.
In the files of your program where you use OpenGL or GLFW, you should
include the GL/glfw.h
header file, i.e.:
#include <GL/glfw.h>
This defines all the constants, types and function prototypes of the GLFW
API. It also includes the gl.h
and GL/glu.h header
files, and - this is very important - it defines all the necessary
constants and types that are necessary for the OpenGL headers to work on
different platforms.
For example, under Microsoft Windows you are normally required to include
windows.h
before you include GL/gl.h
. This would
however make your code dependent on the Windows platform, or at least require
your program to check which platform it is being compiled on.
The GLFW header file takes care of this for you, not by including
windows.h
, but rather by itself duplicating the necessary parts of
it. This way, the namespace won't be cluttered by the entire Windows API.
In other words:
GL/gl.h
or GL/glu.h
yourself, as GLFW does this for youwindows.h
unless you actually need
direct access to the Windows APIwindows.h
, do it
before including GL/glfw.h
and the GLFW header will
detect this.
Also note that if you are using an OpenGL extension loading library such as
GLEW, you should include the GLEW
header before the GLFW one. The GLEW header defines macros that
disable any gl.h
that the GLFW header includes and GLEW will work
as expected.
If you link with the static version of GLFW, it is also necessary to link with some system libraries that GLFW uses.
When linking a program under Windows that uses the static version of GLFW,
you must also link with the following libraries: opengl32
,
user32
and kernel32
. Some of these libraries may be
linked with by default by your compiler. In the table below you can see the
minimum required link options for each supported Windows compiler (you may want
to add other libraries as well, such as glu32
):
Compiler | Link options |
Borland C++ Builder | glfw.lib opengl32.lib |
Cygwin | See Unix static library below |
LCC-Win32 | glfw.lib opengl32.lib |
Microsoft Visual C++ | glfw.lib opengl32.lib user32.lib |
MinGW32 | -lglfw -lopengl32 |
OpenWatcom | glfw.lib opengl32.lib user32.lib |
To compile a program that uses the DLL version of GLFW, you need to
define the GLFW_DLL
constant. This can either be done with a
compiler switch, typically by adding -DGLFW_DLL
to the list of
compiler options. You can also do it by adding the following line to all your
source files before including the GLFW header file:
#define GLFW_DLL
When linking a program under Windows that uses the DLL version of GLFW,
the only library you need to link with for GLFW to work is glfwdll
.
In the table below you can see the minimum required link options for each
supported Windows compiler (you may want to add other libraries as well,
such as opengl32
and glu32
):
Compiler | Link options |
Borland C++ Builder | glfwdll.lib |
Cygwin | -lglfwdll |
LCC-Win32 | glfwdll.lib |
Microsoft Visual C++ | glfwdll.lib |
MinGW32 | -lglfwdll |
OpenWatcom | glfwdll.lib |
GLFW supports
pkg-config,
and a libglfw.pc
file is generated and installed when you install
the library. For systems that do not provide pkg-config, you should look in
this file for the proper compile and link flags for your system, as determined
by compile.sh at compile time.
A typical compile and link command-line may look like this:
cc `pkg-config --cflags libglfw` -o myprog myprog.c `pkg-config --libs libglfw`
If you use GLU functions in your program you should also add
-lGLU
to your link flags.
When compiling and linking a program under Mac OS X that uses GLFW, you must also link with Cocoa and OpenGL frameworks.
If you are using Xcode, you simply add the GLFW library libglfw.a
and
these frameworks to your project. If, however, you are building your program
from the command-line, there are two methods for correctly linking your GLFW
program.
GLFW supports pkg-config, and a libglfw.pc file is generated and installed when you install the library. You can find pkg-config in most packaging systems, such as Fink and MacPorts, so if you have one of them installed, simply install pkg-config. Once you have pkg-config available, the command-line for compiling and linking your program is:
cc `pkg-config --cflags libglfw` -o myprog myprog.c `pkg-config --libs libglfw`
If you do not wish to use pkg-config, you will need to add the required
frameworks and libraries to your command-line using the -l
and
-framework
switches, i.e.:
cc -o myprog myprog.c -lglfw -framework Cocoa -framework OpenGL
Note that you do not add the .framework extension to a framework when adding it from the command-line.
These frameworks contain all OpenGL and GLU functions, so there is no need to add additional libraries or frameworks when using GLU functionality. Also note that even though your machine may have Unix-style OpenGL libraries, they are for use with the X Window System, and will not work with the Mac OS X native version of GLFW.
GLFWwindow
window handle type and updated window-related functions and callbacks to take a window handleglfwIsWindow
function for verifying that a given window handle is (still) validglfwMakeWindowCurrent
function for making the context of the specified window currentglfwGetError
and glfwErrorString
error reporting functions and a number of error tokensglfwSetWindowUserPointer
and glfwGetWindowUserPointer
functions for per-window user pointersglfwGetVersionString
function for determining which code paths were enabled at compile timewindows
simple multi-window test programglfwOpenWindow
glfwOpenWindow
to window hintsglfw.h
to glfw3.h
to avoid conflicts with 2.x seriesGLFW_WINDOW
token to GLFW_WINDOWED
GLFW_KEY_REPEAT
GLFW_AUTO_POLL_EVENTS
window enableglfwSleep
functionglfwGetNumberOfProcessors
functionGLFW_OPENED
window parameterGLFWCALL
and GLFWAPIENTRY
macros for stdcall calling conventionGLFW_OPENGL_VERSION_MAJOR
and GLFW_OPENGL_VERSION_MINOR
hints for versioned context creationGLFW_OPENGL_FORWARD_COMPAT
hint for forward compatible context creationGLFW_OPENGL_DEBUG_CONTEXT
hint for debug context creationGLFW_OPENL_PROFILE
hint for context creation using profilesGLFW_NO_GLU
macro for disabling the inclusion of the GLU header by the GLFW headerglfwOpenWindowHint
glfwSwapBuffers
to call glfwPollEvents
after buffer swapkeytest
example program, as it was superseded by the events
testx11-dist-install
install target, intended for packagers of GLFWx11-dist-clean
build target, intended for developers of GLFWGLX_SGIX_fbconfig
CFLAGS
GLFW_SYSTEM_KEYS
glfwCloseWindow
BadMatch
error_NET_WM_PING
events was malformed_NET_ACTIVE_WINDOW
_NET_WM_STATE
client message-m32
flag caused build failure on 10.6 Snow Leopard-mmacosx-version-min
flag caused build failure on 10.5 LeopardglfwOpenWindow
did not call glClear
WM_SYSCOMMAND
GetExtensionsStringARB
was not initializedDllMain
performed a number of forbidden actions (by calling glfwTerminate
)GLFW_FSAA_SAMPLES
multisampling hintGLFW_WINDOW_NO_RESIZE
hint for non-resizable windowsglfwReadMemoryImage
function for creating a GLFWImage
object from an image file in a memory bufferglfwLoadMemoryTexture2D
function for decoding an image file in a memory buffer into a textureglfwLoadTextureImage2D
function for loading a GLFWImage
object into a texture_NET_WM_PING
protocolgettimeofday
glfwSetMousePos
for windowed modesupport
folder to the distribution, which includes
support for various languagesHere is an overview of the directory structure of the GLFW distribution:
docs | GLFW manuals in PDF format | |
examples | Several example programs in C | |
include | ||
GL | Here is the GLFW C/C++ include file | |
lib | The source code for GLFW | |
cocoa | Mac OS X/Cocoa specific implementation | |
win32 | Windows specific implementation | |
x11 | Unix/X11 specific implementation | |
support | ||
d | D support | |
msvc90 | Project files for Visual C++ 9.0 | |
pascal | Pascal support | |
tests | Several test programs in C |
The official website for GLFW is glfw.org. It contains the latest version of GLFW, news and other information that is useful for OpenGL development.
If you have questions related to the use of GLFW, we have a
user's web forum,
and a
user's mailing list
on SF.net, and the registered IRC channel #glfw
on
Freenode.
If you have a bug to report, a patch to submit or a feature you'd like to request, please file it in one of the GLFW trackers on SF.net.
Finally, if you're interested in helping out with the development of GLFW or porting it to your favorite platform, we have a developer's mailing list, or you could join us on#glfw
.
GLFW exists because people around the world donated their time and lent their skills. Special thanks go out to:
GLFW_ICON
resourceGLFW_NO_GLU
macro_NET_WM_PING
response