# GLFW [![Build status](https://travis-ci.org/glfw/glfw.svg?branch=master)](https://travis-ci.org/glfw/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) ## Introduction GLFW is an Open Source, multi-platform library for OpenGL, OpenGL ES and Vulkan application development. It provides a simple, platform-independent API for creating windows, contexts and surfaces, reading input, handling events, etc. GLFW natively supports Windows, macOS and Linux and other Unix-like systems. Experimental implementations for the Wayland protocol and the Mir display server are available but not yet officially supported. GLFW is licensed under the [zlib/libpng license](http://www.glfw.org/license.html). The latest stable release is version 3.2.1. See the [downloads](http://www.glfw.org/download.html) page for details and files, or fetch the `latest` branch, which always points to the latest stable release. Each release starting with 3.0 also has a corresponding [annotated tag](https://github.com/glfw/glfw/releases) with source and binary archives. The [version history](http://www.glfw.org/changelog.html) lists all user-visible changes for every release. This is a development branch for version 3.3, which is _not yet described_. Pre-release documentation is available [here](http://www.glfw.org/docs/3.3/). The `master` branch is the stable integration branch and _should_ always compile and run on all supported platforms, although details of newly added features may change until they have been included in a release. New features and many bug fixes live in [other branches](https://github.com/glfw/glfw/branches/all) until they are stable enough to merge. If you are new to GLFW, you may find the [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. ## Compiling GLFW GLFW itself requires only the headers and libraries for your window system. It does not need the headers for any context creation API (WGL, GLX, EGL, NSGL) or rendering API (OpenGL, OpenGL ES, Vulkan) to enable support for them. GLFW supports compilation on Windows with Visual C++ 2010 and later, MinGW and MinGW-w64, on macOS with Clang and on Linux and other Unix-like systems with GCC and Clang. It will likely compile in other environments as well, but this is not regularly tested. There are also [pre-compiled Windows binaries](http://www.glfw.org/download.html) available for all compilers supported on that platform. See the [compilation guide](http://www.glfw.org/docs/latest/compile.html) for more information about how to compile GLFW. ## Using GLFW See the [documentation](http://www.glfw.org/docs/latest/) for tutorials, guides and the API reference. ## Contributing to GLFW See the [contribution guide](https://github.com/glfw/glfw/blob/master/.github/CONTRIBUTING.md) for more information. ## System requirements GLFW supports Windows XP and later and macOS 10.7 and later. Linux and other Unix-like systems running the X Window System are supported even without a desktop environment or modern extensions, although some features require a running window or clipboard manager. The OSMesa backend requires Mesa 6.3. See the [compatibility guide](http://www.glfw.org/docs/latest/compat.html) in the documentation for more information. ## Dependencies GLFW itself depends only on the headers and libraries for your window system. The examples and test programs depend on a number of tiny libraries. These are located in the `deps/` directory. - [getopt\_port](https://github.com/kimgr/getopt_port/) for examples with command-line options - [TinyCThread](https://github.com/tinycthread/tinycthread) for threaded examples - An OpenGL 3.2 core loader generated by [glad](https://github.com/Dav1dde/glad) for examples using modern OpenGL - [linmath.h](https://github.com/datenwolf/linmath.h) for linear algebra in examples - [Nuklear](https://github.com/vurtun/nuklear) for test and example UI - [stb\_image\_write](https://github.com/nothings/stb) for writing images to disk - [Vulkan headers](https://www.khronos.org/registry/vulkan/) for Vulkan tests The Vulkan example additionally requires the Vulkan SDK to be installed, or it will not be included in the build. On macOS you need to set the path to the MoltenVK SDK manually as it has no standard location. The documentation is generated with [Doxygen](http://doxygen.org/). If CMake does not find Doxygen, the documentation will not be generated when you build. ## Reporting bugs Bugs are reported to our [issue tracker](https://github.com/glfw/glfw/issues). Please check the [contribution guide](https://github.com/glfw/glfw/blob/master/.github/CONTRIBUTING.md) for information on what to include when reporting a bug. ## Changelog - Added `glfwGetKeyScancode` function that allows retrieving platform dependent scancodes for keys (#830) - Added `glfwSetWindowMaximizeCallback` and `GLFWwindowmaximizefun` for receiving window maximization events (#778) - Added `glfwSetWindowAttrib` function for changing window attributes (#537) - Added `glfwGetJoystickHats` function for querying joystick hats (#889,#906,#934) - Added `glfwInitHint` function for setting library initialization hints - Added headless [OSMesa](http://mesa3d.org/osmesa.html) backend (#850) - Added definition of `GLAPIENTRY` to public header - Added `GLFW_CENTER_CURSOR` window hint for controlling cursor centering (#749,#842) - Added `GLFW_JOYSTICK_HAT_BUTTONS` init hint (#889) - Added macOS specific `GLFW_COCOA_RETINA_FRAMEBUFFER` window hint - Added macOS specific `GLFW_COCOA_FRAME_AUTOSAVE` window hint (#195) - Added macOS specific `GLFW_COCOA_GRAPHICS_SWITCHING` window hint (#377,#935) - Added macOS specific `GLFW_COCOA_CHDIR_RESOURCES` init hint - Added macOS specific `GLFW_COCOA_MENUBAR` init hint - Added `GLFW_INCLUDE_ES32` for including the OpenGL ES 3.2 header - Added `GLFW_OSMESA_CONTEXT_API` for creating OpenGL contexts with [OSMesa](https://www.mesa3d.org/osmesa.html) (#281) - Removed `GLFW_USE_RETINA` compile-time option - Removed `GLFW_USE_CHDIR` compile-time option - Removed `GLFW_USE_MENUBAR` compile-time option - Bugfix: Calling `glfwMaximizeWindow` on a full screen window was not ignored - Bugfix: `GLFW_INCLUDE_VULKAN` could not be combined with the corresponding OpenGL and OpenGL ES header macros - Bugfix: `glfwGetInstanceProcAddress` returned `NULL` for `vkGetInstanceProcAddr` when `_GLFW_VULKAN_STATIC` was enabled - Bugfix: Invalid library paths were used in test and example CMake files (#930) - Bugfix: The scancode for synthetic key release events was always zero - [Win32] Added system error strings to relevant GLFW error descriptions (#733) - [Win32] Moved to `WM_INPUT` for disabled cursor mode motion input (#125) - [Win32] Bugfix: Undecorated windows could not be iconified by the user (#861) - [Win32] Bugfix: Deadzone logic could underflow with some controllers (#910) - [Win32] Bugfix: Bitness test in `FindVulkan.cmake` was VS specific (#928) - [Win32] Bugfix: `glfwVulkanSupported` emitted an error on systems with a loader but no ICD (#916) - [Win32] Bugfix: Non-iconified full sreeen windows did not prevent screen blanking or password enabled screensavers (#851) - [Win32] Bugfix: Mouse capture logic lost secondary release messages (#954) - [Win32] Bugfix: The 32-bit Vulkan loader library static was not searched for - [Win32] Bugfix: Vulkan libraries have a new path as of SDK 1.0.42.0 (#956) - [Win32] Bugfix: Monitors with no display devices were not enumerated (#960) - [X11] Replaced `_GLFW_HAS_XF86VM` compile-time option with dynamic loading - [X11] Bugfix: `glfwGetVideoMode` would segfault on Cygwin/X - [X11] Bugfix: Dynamic X11 library loading did not use full sonames (#941) - [X11] Bugfix: Window creation on 64-bit would read past top of stack (#951) - [Linux] Bugfix: Event processing did not detect joystick disconnection (#932) - [Cocoa] Added support for Vulkan window surface creation via [MoltenVK](https://moltengl.com/moltenvk/) (#870) - [Cocoa] Added support for loading a `MainMenu.nib` when available - [Cocoa] Bugfix: Disabling window aspect ratio would assert (#852) - [Cocoa] Bugfix: Window creation failed to set first responder (#876,#883) - [Cocoa] Bugfix: Removed use of deprecated `CGDisplayIOServicePort` function (#165,#192,#508,#511) - [Cocoa] Bugfix: Disabled use of deprecated `CGDisplayModeCopyPixelEncoding` function on macOS 10.12+ - [Cocoa] Bugfix: Running in AppSandbox would emit warnings (#816,#882) - [Cocoa] Bugfix: Windows created after the first were not cascaded (#195) - [X11] Moved to XI2 `XI_RawMotion` for disable cursor mode motion input (#125) - [EGL] Added support for `EGL_KHR_get_all_proc_addresses` (#871) - [EGL] Bugfix: The test for `EGL_RGB_BUFFER` was invalid ## Contact On [glfw.org](http://www.glfw.org/) you can find the latest version of GLFW, as well as news, documentation and other information about the project. If you have questions related to the use of GLFW, we have a [forum](http://discourse.glfw.org/), and the `#glfw` IRC channel 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, join us on the forum, GitHub or IRC. ## 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 - Kyle Brenneman - Martin Capitanio - Chi-kwan Chan - Lambert Clara - Andrew Corrigan - Noel Cower - Jason Daly - Jarrod Davis - Olivier Delannoy - Paul R. Deppe - Michael Dickens - Роман Донченко - Mario Dorn - Jonathan Dummer - Ralph Eastwood - Siavash Eliasi - Michael Fogleman - Gerald Franz - Mário Freitas - GeO4d - Marcus Geelnard - Eloi Marín Gratacós - Stefan Gustavson - Sylvain Hellegouarch - Matthew Henry - heromyth - Lucas Hinderberger - Paul Holden - Warren Hu - IntellectualKitty - Aaron Jacobs - Erik S. V. Jansson - Toni Jovanoski - Arseny Kapoulkine - Osman Keskin - Cameron King - Peter Knut - Christoph Kubisch - Konstantin Käfer - Eric Larson - Robin Leffmann - Glenn Lewis - Shane Liesegang - Eyal Lotem - Дмитри Малышев - Martins Mozeiko - Tristam MacDonald - Hans Mackowiak - Zbigniew Mandziejewicz - Kyle McDonald - David Medlock - Bryce Mehring - Jonathan Mercier - Marcel Metz - Liam Middlebrook - Jonathan Miller - Kenneth Miller - Bruce Mitchener - Jack Moffitt - Jeff Molofee - Jon Morton - Pierre Moulon - Julian Møller - Kamil Nowakowski - Ozzy - Andri Pálsson - Peoro - Braden Pellett - Arturo J. Pérez - Orson Peters - Emmanuel Gil Peyrot - Cyril Pichard - Pieroman - Philip Rideout - Jorge Rodriguez - Ed Ropple - Aleksey Rybalkin - Riku Salminen - Brandon Schaefer - Sebastian Schuberth - Matt Sealey - SephiRok - Steve Sexton - Systemcluster - Yoshiki Shibukawa - Dmitri Shuralyov - Daniel Skorupski - Bradley Smith - Patrick Snape - Julian Squires - Johannes Stein - Michael Stocker - Justin Stoecker - Elviss Strazdins - Nathan Sweet - TTK-Bandit - Sergey Tikhomirov - Arthur Tombs - Ioannis Tsakpinis - Samuli Tuomola - Matthew Turner - urraka - Elias Vanderstuyft - Jari Vetoniemi - Ricardo Vieira - Nicholas Vitovitch - Simon Voordouw - Torsten Walluhn - Patrick Walton - Xo Wang - Jay Weisskopf - Frank Wille - yuriks - Santi Zupancic - Jonas Ådahl - Lasse Öörni - All the unmentioned and anonymous contributors in the GLFW community, for bug reports, patches, feedback, testing and encouragement