# 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) ## Introduction GLFW is a free, 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. Version 3.2 is _not yet described_. 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. ## Compiling GLFW See the [Compiling GLFW](http://www.glfw.org/docs/latest/compile.html) guide in the GLFW documentation. ## Using GLFW See the [Building programs that use GLFW](http://www.glfw.org/docs/latest/build.html) guide in the GLFW documentation. ## Reporting bugs Bugs are reported to our [issue tracker](https://github.com/glfw/glfw/issues). Please always include the name and version of the OS where the bug occurs and the version of GLFW used. If you have cloned it, include the commit ID used. If it's a build issue, please also include the build log and the name and version of your development environment. If it's a context creation issue, please also include the make and model of your graphics card and the version of your driver. This will help both us and other people experiencing the same bug. ## Dependencies GLFW itself needs 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. 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 - [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. The documentation is generated with [Doxygen](http://doxygen.org/). If CMake does not find Doxygen, the documentation will not be generated. ## Changelog - Added `glfwVulkanSupported`, `glfwGetRequiredInstanceExtensions`, `glfwGetInstanceProcAddress`, `glfwGetPhysicalDevicePresentationSupport` and `glfwCreateWindowSurface` for platform independent Vulkan support - Added `glfwMaximizeWindow` and `GLFW_MAXIMIZED` for window maximization - Added `glfwFocusWindow` for giving windows input focus - Added `glfwSetWindowSizeLimits` and `glfwSetWindowAspectRatio` for setting absolute and relative window size limits - Added `glfwGetKeyName` for querying the layout-specific name of printable keys - Added `GLFW_NO_API` for creating window without contexts - Added `GLFW_CONTEXT_NO_ERROR` context hint for `GL_KHR_no_error` support - Added `GLFW_INCLUDE_VULKAN` for including the Vulkan header - Added `GLFW_TRUE` and `GLFW_FALSE` as client API independent boolean values - Added `glfwGetGLXWindow` to query the `GLXWindow` of a window - Added icons to examples on Windows and OS X - Relaxed rules for native access header macros - Removed dependency on external OpenGL or OpenGL ES headers - Removed `_GLFW_USE_OPENGL`, `_GLFW_USE_GLESV1` and `_GLFW_USE_GLESV2` configuration macros - [Win32] Added support for Windows 8.1 per-monitor DPI - [Win32] Bugfix: Window creation would segfault if video mode setting required the system to be restarted - [Win32] Bugfix: MinGW import library lacked the `lib` prefix - [Win32] Bugfix: Monitor connection and disconnection events were not reported when no windows existed - [Win32] Bugfix: Activating or deactivating displays in software did not trigger monitor callback - [Cocoa] Removed support for OS X 10.6 - [Cocoa] Bugfix: Full screen windows on secondary monitors were mispositioned - [Cocoa] Bugfix: Connecting a joystick that reports no name would segfault - [Cocoa] Bugfix: Modifier flags cache was not updated when window became key - [Cocoa] Bugfix: Dead key character composition did not work - [X11] Bugfix: Monitor connection and disconnection events were not reported - [X11] Bugfix: Decoding of UTF-8 text from XIM could continue past the end - [X11] Bugfix: An XKB structure was leaked during `glfwInit` - [X11] Bugfix: XInput2 `XI_Motion` events interfered with the Steam overlay - [POSIX] Bugfix: An unrelated TLS key could be deleted by `glfwTerminate` - [WGL] Changed extension loading to only be performed once - [WGL] Removed dependency on external WGL headers - [GLX] Replaced legacy renderable with `GLXWindow` - [GLX] Removed dependency on external GLX headers - [GLX] Bugfix: NetBSD does not provide `libGL.so.1` - [EGL] Added `_GLFW_USE_EGLPLATFORM_H` configuration macro for controlling whether to use an existing `EGL/eglplatform.h` header - [EGL] Added and documented test for if the context is current on the calling thread during buffer swap - [EGL] Removed dependency on external EGL headers ## 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, join us on 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 - Martin Capitanio - Chi-kwan Chan - Lambert Clara - Andrew Corrigan - Noel Cower - Jarrod Davis - Olivier Delannoy - Paul R. Deppe - Michael Dickens - Роман Донченко - Mario Dorn - Jonathan Dummer - Ralph Eastwood - Siavash Eliasi - Michael Fogleman - Gerald Franz - GeO4d - Marcus Geelnard - Eloi Marín Gratacós - Stefan Gustavson - Sylvain Hellegouarch - Matthew Henry - heromyth - Lucas Hinderberger - Paul Holden - Aaron Jacobs - Toni Jovanoski - Arseny Kapoulkine - Osman Keskin - Cameron King - Peter Knut - Christoph Kubisch - 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 - 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 - Emmanuel Gil Peyrot - Cyril Pichard - Pieroman - Jorge Rodriguez - Ed Ropple - Aleksey Rybalkin - Riku Salminen - Brandon Schaefer - Sebastian Schuberth - Matt Sealey - SephiRok - Steve Sexton - Systemcluster - Dmitri Shuralyov - Daniel Skorupski - Bradley Smith - Julian Squires - Johannes Stein - Justin Stoecker - Elviss Strazdins - Nathan Sweet - TTK-Bandit - Sergey Tikhomirov - A. Tombs - Samuli Tuomola - urraka - 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