Changed toolset to vs11, for future Havok implementation.

This commit is contained in:
ViktorLjung
2014-04-12 01:44:35 +02:00
parent 3470a80f40
commit 04fff4a27b
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add_custom_target(docs ALL ${DOXYGEN_EXECUTABLE}
WORKING_DIRECTORY ${GLFW_BINARY_DIR}/docs
COMMENT "Generating HTML documentation" VERBATIM)
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/*!
@page build Building programs that use GLFW
@tableofcontents
This is about compiling and linking programs that use GLFW. For information on
how to write such programs, start with the [introductory tutorial](@ref quick).
For information on how to compile the GLFW library itself, see the @ref compile
guide.
@section build_include Including the GLFW header file
In the files of your program where you use OpenGL or GLFW, you should include
the GLFW 3 header file, i.e.:
@code
#include <GLFW/glfw3.h>
@endcode
This defines all the constants, types and function prototypes of the GLFW API.
It also includes the chosen client API header files (by default OpenGL), and
defines all the constants and types necessary for those headers to work on that
platform.
For example, under Windows you are normally required to include `windows.h`
before including `GL/gl.h`. This would make your source file tied to Windows
and pollute your code's namespace with the whole Win32 API.
Instead, the GLFW header takes care of this for you, not by including
`windows.h`, but rather by itself duplicating only the necessary parts of it.
It does this only where needed, so if `windows.h` *is* included, the GLFW header
does not try to redefine those symbols.
In other words:
- Do *not* include the OpenGL headers yourself, as GLFW does this for you
- Do *not* include `windows.h` or other platform-specific headers unless you
plan on using those APIs directly
- If you *do* need to include such headers, do it *before* including
the GLFW one and it will detect this
If you are using an OpenGL extension loading library such as
[GLEW](http://glew.sourceforge.net/), the GLEW header should also be included
*before* the GLFW one. The GLEW header defines macros that disable any OpenGL
header that the GLFW header includes and GLEW will work as expected.
@subsection build_macros GLFW header option macros
These macros may be defined before the inclusion of the GLFW header and affect
the behavior of the header. Note that GLFW does not provide any of the OpenGL
or OpenGL ES headers mentioned below. These are provided by your development
environment or your OpenGL or OpenGL ES SDK.
`GLFW_INCLUDE_GLCOREARB` makes the header include the modern `GL/glcorearb.h`
header (`OpenGL/gl3.h` on OS X) instead of the regular OpenGL header.
`GLFW_INCLUDE_ES1` makes the header include the OpenGL ES 1.x `GLES/gl.h` header
instead of the regular OpenGL header.
`GLFW_INCLUDE_ES2` makes the header include the OpenGL ES 2.0 `GLES2/gl2.h`
header instead of the regular OpenGL header.
`GLFW_INCLUDE_ES3` makes the header include the OpenGL ES 3.0 `GLES3/gl3.h`
header instead of the regular OpenGL header.
`GLFW_INCLUDE_NONE` makes the header not include any client API header.
`GLFW_INCLUDE_GLU` makes the header include the GLU header *in addition to* the
OpenGL header. This should only be used with the default `GL/gl.h` header
(`OpenGL/gl.h` on OS X), i.e. if you are not using any of the above macros.
`GLFW_DLL` is necessary when using the GLFW DLL on Windows, in order to explain
to the compiler that the GLFW functions will be coming from another executable.
It has no function on other platforms.
@section build_link Link with the right libraries
@subsection build_link_win32 With MinGW or Visual C++ on Windows
The static version of the GLFW library is named `glfw3`. When using this
version, it is also necessary to link with some libraries that GLFW uses.
When linking a program under Windows that uses the static version of GLFW, you
must link with `opengl32`. On some versions of MinGW, you must also explicitly
link with `gdi32`, while other versions of MinGW include it in the set of
default libraries along with other dependencies like `user32` and `kernel32`.
If you are using GLU, you must also link with `glu32`.
The link library for the GLFW DLL is named `glfw3dll`. When compiling a program
that uses the DLL version of GLFW, you need to define the `GLFW_DLL` macro
*before* any inclusion of the GLFW header. This can be done either with
a compiler switch or by defining it in your source code.
A program using the GLFW DLL does not need to link against any of its
dependencies, but you still have to link against `opengl32` if your program uses
OpenGL and `glu32` if it uses GLU.
@subsection build_link_cmake_source With CMake and GLFW source
You can use the GLFW source tree directly from a project that uses CMake. This
way, GLFW will be built along with your application as needed.
Firstly, add the root directory of the GLFW source tree to your project. This
will add the `glfw` target and the necessary cache variables to your project.
add_subdirectory(path/to/glfw)
To be able to include the GLFW header from your code, you need to tell the
compiler where to find it.
include_directories(path/to/glfw/include)
Once GLFW has been added to the project, the `GLFW_LIBRARIES` cache variable
contains all link-time dependencies of GLFW as it is currently configured. To
link against GLFW, link against them and the `glfw` target.
target_link_libraries(myapp glfw ${GLFW_LIBRARIES})
Note that `GLFW_LIBRARIES` does not include GLU, as GLFW does not use it. If
your application needs GLU, you can add it to the list of dependencies with the
`OPENGL_glu_LIBRARY` cache variable, which is implicitly created when the GLFW
CMake files look for OpenGL.
target_link_libraries(myapp glfw ${OPENGL_glu_LIBRARY} ${GLFW_LIBRARIES})
@subsection build_link_cmake_pkgconfig With CMake on Unix and installed GLFW binaries
CMake can import settings from pkg-config, which GLFW supports. When you
installed GLFW, the pkg-config file `glfw3.pc` was installed along with it.
First you need to find the PkgConfig package. If this fails, you may need to
install the pkg-config package for your distribution.
find_package(PkgConfig REQUIRED)
This creates the CMake commands to find pkg-config packages. Then you need to
find the GLFW package.
pkg_search_module(GLFW REQUIRED glfw3)
This creates the CMake variables you need to use GLFW. To be able to include
the GLFW header, you need to tell your compiler where it is.
include_directories(${GLFW_INCLUDE_DIRS})
You also need to link against the correct libraries. If you are using the
shared library version of GLFW, use the `GLFW_LIBRARIES` variable.
target_link_libraries(simple ${GLFW_LIBRARIES})
If you are using the static library version of GLFW, use the
`GLFW_STATIC_LIBRARIES` variable instead.
target_link_libraries(simple ${GLFW_STATIC_LIBRARIES})
@subsection build_link_pkgconfig With pkg-config on OS X or other Unix
GLFW supports [pkg-config](http://www.freedesktop.org/wiki/Software/pkg-config/),
and the `glfw3.pc` file is generated when the GLFW library is built and installed
along with it.
A typical compile and link command-line when using the static may look like this:
cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --static --libs glfw3`
If you are using the shared library, simply omit the `--static` flag.
cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --libs glfw3`
You can also use the `glfw3.pc` file without installing it first, by using the
`PKG_CONFIG_PATH` environment variable.
env PKG_CONFIG_PATH=path/to/glfw/src cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --static --libs glfw3`
The dependencies do not include GLU, as GLFW does not need it. On OS X, GLU is
built into the OpenGL framework, so if you need GLU you don't need to do
anything extra. If you need GLU and are using Linux or BSD, you should add
`-lGLU` to your link flags.
See the manpage and other documentation for pkg-config and your compiler and
linker for more information on how to link programs.
@subsection build_link_xcode With Xcode on OS X
If you are using the dynamic library version of GLFW, simply add it to the
project dependencies.
If you are using the static library version of GLFW, add it and the Cocoa,
OpenGL, IOKit and CoreVideo frameworks to the project as dependencies.
@subsection build_link_osx With command-line on OS X
If you do not wish to use pkg-config, you 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 -framework IOKit -framework CoreVideo
Note that you do not add the `.framework` extension to a framework when adding
it from the command-line.
The OpenGL framework contains both the OpenGL and GLU APIs, so there is nothing
special to do when using GLU. Also note that even though your machine may have
`libGL`-style OpenGL libraries, they are for use with the X Window System and
will *not* work with the OS X native version of GLFW.
*/
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/*!
@page compat Standards conformance
@tableofcontents
This chapter describes the various API extensions used by this version of GLFW.
It lists what are essentially implementation details, but which are nonetheless
vital knowledge for developers wishing to deploy their applications on machines
with varied specifications.
Note that the information in this appendix is not a part of the API
specification but merely list some of the preconditions for certain parts of the
API to function on a given machine. As such, any part of it may change in
future versions without this being considered a breaking API change.
@section compat_wm ICCCM and EWMH conformance
As GLFW uses Xlib, directly, without any intervening toolkit
library, it has sole responsibility for interacting well with the many and
varied window managers in use on Unix-like systems. In order for applications
and window managers to work well together, a number of standards and
conventions have been developed that regulate behavior outside the scope of the
X11 API; most importantly the
[Inter-Client Communication Conventions Manual](http://www.tronche.com/gui/x/icccm/)
(ICCCM) and
[Extended Window Manager Hints](http://standards.freedesktop.org/wm-spec/wm-spec-latest.html)
(EWMH) standards.
GLFW uses the ICCCM `WM_DELETE_WINDOW` protocol to intercept the user
attempting to close the GLFW window. If the running window manager does not
support this protocol, the close callback will never be called.
GLFW uses the EWMH `_NET_WM_PING` protocol, allowing the window manager notify
the user when the application has stopped responding, i.e. when it has ceased to
process events. If the running window manager does not support this protocol,
the user will not be notified if the application locks up.
GLFW uses the EWMH `_NET_WM_STATE` protocol to tell the window manager to make
the GLFW window full screen. If the running window manager does not support this
protocol, full screen windows may not work properly. GLFW has a fallback code
path in case this protocol is unavailable, but every window manager behaves
slightly differently in this regard.
GLFW uses the
[clipboard manager protocol](http://www.freedesktop.org/wiki/ClipboardManager/)
to push a clipboard string (i.e. selection) owned by a GLFW window about to be
destroyed to the clipboard manager. If there is no running clipboard manager,
the clipboard string will be unavailable once the window has been destroyed.
@section compat_glx GLX extensions
The GLX API is the default API used to create OpenGL contexts on Unix-like
systems using the X Window System.
GLFW uses the `GLXFBConfig` API to enumerate and select framebuffer pixel
formats. This requires either GLX 1.3 or greater, or the `GLX_SGIX_fbconfig`
extension. Where both are available, the SGIX extension is preferred. If
neither is available, GLFW will be unable to create windows.
GLFW uses the `GLX_MESA_swap_control,` `GLX_EXT_swap_control` and
`GLX_SGI_swap_control` extensions to provide vertical retrace synchronization
(or "vsync"), in that order of preference. Where none of these extension are
available, calling @ref glfwSwapInterval will have no effect.
GLFW uses the `GLX_ARB_multisample` extension to create contexts with
multisampling anti-aliasing. Where this extension is unavailable, the
`GLFW_SAMPLES` hint will have no effect.
GLFW uses the `GLX_ARB_create_context` extension when available, even when
creating OpenGL contexts of version 2.1 and below. Where this extension is
unavailable, the `GLFW_CONTEXT_VERSION_MAJOR` and `GLFW_CONTEXT_VERSION_MINOR`
hints will only be partially supported, the `GLFW_OPENGL_DEBUG_CONTEXT` hint
will have no effect, and setting the `GLFW_OPENGL_PROFILE` or
`GLFW_OPENGL_FORWARD_COMPAT` hints to a non-zero value will cause @ref
glfwCreateWindow to fail.
GLFW uses the `GLX_ARB_create_context_profile` extension to provide support for
context profiles. Where this extension is unavailable, setting the
`GLFW_OPENGL_PROFILE` hint to anything but zero, or setting `GLFW_CLIENT_API` to
anything but `GLFW_OPENGL_API` will cause @ref glfwCreateWindow to fail.
@section compat_wgl WGL extensions
The WGL API is used to create OpenGL contexts on Microsoft Windows and other
implementations of the Win32 API, such as Wine.
GLFW uses either the `WGL_EXT_extension_string` or the
`WGL_ARB_extension_string` extension to check for the presence of all other WGL
extensions listed below. If both are available, the EXT one is preferred. If
neither is available, no other extensions are used and many GLFW features
related to context creation will have no effect or cause errors when used.
GLFW uses the `WGL_EXT_swap_control` extension to provide vertical retrace
synchronization (or 'vsync'). Where this extension is unavailable, calling @ref
glfwSwapInterval will have no effect.
GLFW uses the `WGL_ARB_pixel_format` and `WGL_ARB_multisample` extensions to
create contexts with multisampling anti-aliasing. Where these extensions are
unavailable, the `GLFW_SAMPLES` hint will have no effect.
GLFW uses the `WGL_ARB_create_context` extension when available, even when
creating OpenGL contexts of version 2.1 and below. Where this extension is
unavailable, the `GLFW_CONTEXT_VERSION_MAJOR` and `GLFW_CONTEXT_VERSION_MINOR`
hints will only be partially supported, the `GLFW_OPENGL_DEBUG_CONTEXT` hint
will have no effect, and setting the `GLFW_OPENGL_PROFILE` or
`GLFW_OPENGL_FORWARD_COMPAT` hints to a non-zero value will cause @ref
glfwCreateWindow to fail.
GLFW uses the `WGL_ARB_create_context_profile` extension to provide support for
context profiles. Where this extension is unavailable, setting the
`GLFW_OPENGL_PROFILE` hint to anything but zero will cause @ref glfwCreateWindow
to fail.
@section compat_osx OpenGL 3.2 and later on OS X
Support for OpenGL 3.2 and above was introduced with OS X 10.7 and even then
only forward-compatible, core profile contexts are supported. Support for
OpenGL 4.1 was introduced with OS X 10.9, also limited to forward-compatible,
core profile contexts. There is also still no mechanism for requesting debug
contexts. Versions of Mac OS X earlier than 10.7 support at most OpenGL
version 2.1.
Because of this, on OS X 10.7 and later, the `GLFW_CONTEXT_VERSION_MAJOR` and
`GLFW_CONTEXT_VERSION_MINOR` hints will cause @ref glfwCreateWindow to fail if
given version 3.0 or 3.1, the `GLFW_OPENGL_FORWARD_COMPAT` hint must be set to
non-zero and the `GLFW_OPENGL_PROFILE` hint must be set to
`GLFW_OPENGL_CORE_PROFILE` when creating OpenGL 3.2 and later contexts and the
`GLFW_OPENGL_DEBUG_CONTEXT` hint is ignored.
Also, on Mac OS X 10.6 and below, the `GLFW_CONTEXT_VERSION_MAJOR` and
`GLFW_CONTEXT_VERSION_MINOR` hints will fail if given a version above 2.1,
setting the `GLFW_OPENGL_PROFILE` or `GLFW_OPENGL_FORWARD_COMPAT` hints to
a non-default value will cause @ref glfwCreateWindow to fail and the
`GLFW_OPENGL_DEBUG_CONTEXT` hint is ignored.
*/
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/*!
@page compile Compiling GLFW
@tableofcontents
This is about compiling the GLFW library itself. For information on how to
build programs that use GLFW, see the @ref build guide.
@section compile_deps 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.
If you wish to compile GLFW without CMake, see @ref compile_manual.
@subsection compile_deps_msvc 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.
@subsection compile_deps_mingw Dependencies with MinGW or MinGW-w64 on Windows
Both the MinGW and the MinGW-w64 packages contain all the necessary headers,
link libraries and tools except for CMake.
@subsection compile_deps_mingw_cross 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=<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.
@subsection compile_deps_xcode 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 or from the ADC Member Center.
@subsection compile_deps_x11 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. GLFW itself doesn't need or use GLU, but some of the examples do.
Note that using header files and libraries from Mesa during compilation *will
not* tie your binaries to the Mesa implementation of OpenGL.
@section compile_cmake 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 *root* directory of the GLFW source tree (i.e.
*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
and compile for different development environments using a single source tree.
@subsection compile_cmake_cli Generating files with the CMake command-line tool
To make an in-tree build, enter the *root* directory of the GLFW source tree
(i.e. *not* the `src` subdirectory) 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 <glfw-root-dir>
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 <glfw-root-dir>
mkdir build
cd build
cmake ..
@subsection compile_cmake_gui 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*.
@section compile_options 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.
@subsection compile_options_shared 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 `${CMAKE_INSTALL_PREFIX}/lib`. If it is set to
`64`, it is installed to `${CMAKE_INSTALL_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.
`GLFW_BUILD_DOCS` determines whether the GLFW documentation is built along with
the library.
@subsection compile_options_osx 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.
@subsection compile_options_win32 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.
@subsection compile_options_egl 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.
@section compile_manual Compiling GLFW manually
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
a number of configuration macros to be defined in order to know what it's being
compiled for and has many optional, platform-specific ones for various features.
When building with CMake, the `glfw_config.h` configuration header is generated
based on the current platform and CMake options. The GLFW CMake environment
defines `_GLFW_USE_CONFIG_H`, which causes this header to be included by
`internal.h`. Without this macro, GLFW will expect the necessary configuration
macros to be defined on the command-line.
Three macros *must* be defined when compiling GLFW: one for selecting the window
creation API, one selecting the context creation API and one client library.
Exactly one of each kind must be defined for GLFW to compile and link.
The window creation API is used to create windows, handle input, monitors, gamma
ramps and clipboard. The options are:
- `_GLFW_COCOA` to use the Cocoa frameworks
- `_GLFW_WIN32` to use the Win32 API
- `_GLFW_X11` to use the X Window System
The context creation API is used to enumerate pixel formats / framebuffer
configurations and to create contexts. The options are:
- `_GLFW_NSGL` to use the Cocoa OpenGL framework
- `_GLFW_WGL` to use the Win32 WGL API
- `_GLFW_GLX` to use the X11 GLX API
- `_GLFW_EGL` to use the EGL API (experimental)
The client library is the one providing the OpenGL or OpenGL ES API, which is
used by GLFW to probe the created context. This is not the same thing as the
client API, as many desktop OpenGL client libraries now expose the OpenGL ES API
through extensions. The options are:
- `_GLFW_USE_OPENGL` for the desktop OpenGL (opengl32.dll, libGL.so or
OpenGL.framework)
- `_GLFW_USE_GLESV1` for OpenGL ES 1.x (experimental)
- `_GLFW_USE_GLESV2` for OpenGL ES 2.x (experimental)
Note that `_GLFW_USE_GLESV1` and `_GLFW_USE_GLESV2` may only be used with EGL,
as the other context creation APIs do not interface with OpenGL ES client
libraries.
If you are building GLFW as a shared library / dynamic library / DLL then you
must also define `_GLFW_BUILD_DLL`. Otherwise, you may not define it.
If you are using the X11 window creation API then you *must* also select an entry
point retrieval mechanism.
- `_GLFW_HAS_GLXGETPROCADDRESS` to use `glXGetProcAddress` (recommended)
- `_GLFW_HAS_GLXGETPROCADDRESSARB` to use `glXGetProcAddressARB` (legacy)
- `_GLFW_HAS_GLXGETPROCADDRESSEXT` to use `glXGetProcAddressEXT` (legacy)
- `_GLFW_HAS_DLOPEN` to do manual retrieval with `dlopen` (fallback)
If you are using the Cocoa window creation API, the following options are
available:
- `_GLFW_USE_CHDIR` to `chdir` to the `Resources` subdirectory of the
application bundle during @ref glfwInit (recommended)
- `_GLFW_USE_MENUBAR` to create and populate the menu bar when the first window
is created (recommended)
*/
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/*!
@page context Context handling guide
@tableofcontents
The primary purpose of GLFW is to provide a simple interface to window
management and OpenGL and OpenGL ES context creation. GLFW supports
multiple windows, each of which has its own context.
@section context_object Context handles
The @ref GLFWwindow object encapsulates both a window and a context. They are
created with @ref glfwCreateWindow and destroyed with @ref glfwDestroyWindow (or
@ref glfwTerminate, if any remain). As the window and context are inseparably
linked, the object pointer is used as both a context and window handle.
@section context_hints Context creation hints
There are a number of hints, specified using @ref glfwWindowHint, related to
what kind of context is created. See
[context related hints](@ref window_hints_ctx) in the window handling guide.
@section context_sharing Context object sharing
When creating a window and context with @ref glfwCreateWindow, you can specify
another window whose context the new one should share its objects with. OpenGL
object sharing is implemented by the operating system and graphics driver and is
described in the OpenGL documentation. On platforms where it is possible to
choose which types of objects are shared, GLFW requests that all are shared.
@section context_current Current context
Before you can use the OpenGL or OpenGL ES APIs, you need to have a current
context of the proper type. The context encapsulates all render state and all
objects like textures and shaders.
Note that a context can only be current for a single thread at a time, and
a thread can only have a single context at a time.
A context is made current with @ref glfwMakeContextCurrent.
@code
glfwMakeContextCurrent(window);
@endcode
The current context is returned by @ref glfwGetCurrentContext.
@code
GLFWwindow* window = glfwGetCurrentContext();
@endcode
@section context_swap Swapping buffers
See [swapping buffers](@ref window_swap) in the window handling guide.
@section context_glext OpenGL extension handling
One of the benefits of OpenGL is its extensibility. Independent hardware
vendors (IHVs) may include functionality in their OpenGL implementations that
expand upon the OpenGL standard before that functionality is included in a new
version of the OpenGL specification.
An extension is defined by:
- An extension name (e.g. `GL_ARB_debug_output`)
- New OpenGL tokens (e.g. `GL_DEBUG_SEVERITY_HIGH_ARB`)
- New OpenGL functions (e.g. `glGetDebugMessageLogARB`)
Note the `ARB` affix, which stands for Architecture Review Board and is used
for official extensions. There are many different affixes, depending on who
wrote the extension. A list of extensions, together with their specifications,
can be found at the [OpenGL Registry](http://www.opengl.org/registry/).
To use a certain extension, you must first check whether the context supports
that extension and then, if it introduces new functions, retrieve the pointers
to those functions.
This can be done with GLFW, as will be described in this section, but usually
you will instead want to use a dedicated extension loading library such as
[GLEW](http://glew.sourceforge.net/). This kind of library greatly reduces the
amount of work necessary to use both OpenGL extensions and modern versions of
the OpenGL API. GLEW in particular has been extensively tested with and works
well with GLFW.
@subsection context_glext_header The glext.h header
The `glext.h` header is a continually updated file that defines the interfaces
for all OpenGL extensions. The latest version of this can always be found at
the [OpenGL Registry](http://www.opengl.org/registry/). It it strongly
recommended that you use your own copy, as the one shipped with your development
environment may be several years out of date and may not include the extensions
you wish to use.
The header defines function pointer types for all functions of all extensions it
supports. These have names like `PFNGLGETDEBUGMESSAGELOGARB` (for
`glGetDebugMessageLogARB`), i.e. the name is made uppercase and `PFN` and `PROC`
are added to the ends.
@subsection context_glext_string Checking for extensions
A given machine may not actually support the extension (it may have older
drivers or a graphics card that lacks the necessary hardware features), so it
is necessary to check whether the context supports the extension. This is done
with @ref glfwExtensionSupported.
@code
if (glfwExtensionSupported("GL_ARB_debug_output"))
{
// The extension is supported by the current context
}
@endcode
The argument is a null terminated ASCII string with the extension name. If the
extension is supported, @ref glfwExtensionSupported returns non-zero, otherwise
it returns zero.
@subsection context_glext_proc Fetching function pointers
Many extensions, though not all, require the use of new OpenGL functions.
These entry points are often not exposed by your link libraries, making
it necessary to fetch them at run time. With @ref glfwGetProcAddress you can
retrieve the address of extension and non-extension OpenGL functions.
@code
PFNGLGETDEBUGMESSAGELOGARB pfnGetDebugMessageLog = glfwGetProcAddress("glGetDebugMessageLogARB");
@endcode
In general, you should avoid giving the function pointer variables the (exact)
same name as the function, as this may confuse your linker. Instead, you can
use a different prefix, like above, or some other naming scheme.
Now that all the pieces have been introduced, here is what they might look like
when used together.
@code
#include "glext.h"
#define glGetDebugMessageLogARB pfnGetDebugMessageLog
PFNGLGETDEBUGMESSAGELOGARB pfnGetDebugMessageLog;
// Flag indicating whether the extension is supported
int has_debug_output = 0;
void load_extensions(void)
{
if (glfwExtensionSupported("GL_ARB_debug_output"))
{
pfnGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGARB) glfwGetProcAddress("glGetDebugMessageLogARB");
if (pfnGetDebugMessageLog)
{
// Both the extension name and the function pointer are present
has_debug_output = 1;
}
}
}
void some_function(void)
{
// Now the extension function can be called as usual
glGetDebugMessageLogARB(...);
}
@endcode
*/
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<address class="footer">
<p>
Last update on $date for $projectname $projectnumber
</p>
</address>
</body>
</html>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
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<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
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<link href="$relpath^tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="$relpath^jquery.js"></script>
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<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<!--BEGIN TITLEAREA-->
<div id="titlearea">
<div class="glfwheader">
<a href="http://www.glfw.org/" id="glfwhome">GLFW</a>
<ul class="glfwnavbar">
<li><a href="http://www.glfw.org/documentation.html">Documentation</a></li>
<li><a href="http://www.glfw.org/download.html">Download</a></li>
<li><a href="http://www.glfw.org/media.html">Media</a></li>
<li><a href="http://www.glfw.org/community.html">Community</a></li>
</ul>
</div>
</div>
<!--END TITLEAREA-->
<!-- end header part -->
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/*!
@page internals Internal structure
@tableofcontents
There are several interfaces inside GLFW. Each interface has its own area of
responsibility and its own naming conventions.
@section internals_public Public interface
The most well-known is the public interface, described in the glfw3.h header
file. This is implemented in source files shared by all platforms and these
files contain no platform-specific code. This code usually ends up calling the
platform and internal interfaces to do the actual work.
The public interface uses the OpenGL naming conventions except with GLFW and
glfw instead of GL and gl. For struct members, where OpenGL sets no precedent,
it use headless camel case.
Examples: @ref glfwCreateWindow, @ref GLFWwindow, @ref GLFWvidmode.redBits,
`GLFW_RED_BITS`
@section internals_native Native interface
The [native interface](@ref native) is a small set of publicly available
but platform-specific functions, described in the glfw3native.h header file and
used to gain access to the underlying window, context and (on some platforms)
display handles used by the platform interface.
The function names of the native interface are similar to those of the public
interface, but embeds the name of the interface that the returned handle is
from.
Examples: @ref glfwGetX11Window, @ref glfwGetWGLContext
@section internals_internal Internal interface
The internal interface consists of utility functions used by all other
interfaces. It is shared code implemented in the same shared source files as
the public and event interfaces. The internal interface is described in the
internal.h header file.
The internal interface is in charge of GLFW's global data, which it stores in
a `_GLFWlibrary` struct named `_glfw`.
The internal interface uses the same style as the public interface, except all
global names have a leading underscore.
Examples: @ref _glfwIsValidContextConfig, @ref _GLFWwindow, `_glfw.currentRamp`
@section internals_platform Platform interface
The platform interface implements all platform-specific operations as a service
to the public interface. This includes event processing. The platform
interface is never directly called by users of GLFW and never directly calls the
user's code. It is also prohibited from modifying the platform-independent part
of the internal structs. Instead, it calls the event interface when events
interesting to GLFW are received.
The platform interface mirrors those parts of the public interface that needs to
perform platform-specific operations on some or all platforms. The are also
named the same except that the glfw function prefix is replaced by
_glfwPlatform.
Examples: @ref _glfwPlatformCreateWindow
The platform interface also defines structs that contain platform-specific
global and per-object state. Their names mirror those of the internal
interface, except that an interface-specific suffix is added.
Examples: `_GLFWwindowX11`, `_GLFWcontextWGL`
These structs are incorporated as members into the internal interface structs
using special macros that name them after the specific interface used. This
prevents shared code from accidentally using these members.
Examples: `window.win32.handle`, `_glfw.x11.display`
@section internals_event Event interface
The event interface is implemented in the same shared source files as the public
interface and is responsible for delivering the events it receives to the user,
either via callbacks, via window state changes or both.
The function names of the event interface use a `_glfwInput` prefix and the
ObjectEvent pattern.
Examples: @ref _glfwInputWindowFocus, @ref _glfwInputCursorMotion
@section internals_static Static functions
Static functions may be used by any interface and have no prefixes or suffixes.
These use headless camel case.
Examples: `clearScrollOffsets`
@section internals_config Configuration macros
GLFW uses a number of configuration macros to select at compile time which
interfaces and code paths to use. They are defined in the glfw_config.h header file,
which is generated from the `glfw_config.h.in` file by CMake.
Configuration macros the same style as tokens in the public interface, except
with a leading underscore.
Examples: `_GLFW_HAS_GLXGETPROCADDRESS`
*/
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/*!
@mainpage notitle
@section main_intro Introduction
GLFW is a free, Open Source, multi-platform library for opening a window,
creating an OpenGL context and managing input. It is easy to integrate into
existing applications and does not lay claim to the main loop.
This is the documentation for version 3.0, which has [many new features](@ref news).
There is a [quick tutorial](@ref quick) for people new to GLFW, which shows how
to write a small but complete program, and guides for
[compiling GLFW](@ref compile) and
[building programs that use GLFW](@ref build).
If you have used GLFW 2.x in the past, there is a
[transition guide](@ref moving) that explains what has changed and how to update
existing code to use the new API.
*/
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/*!
@page monitor Multi-monitor guide
@tableofcontents
@section monitor_objects Monitor objects
The @ref GLFWmonitor object represents a currently connected monitor.
@section monitor_monitors Retrieving monitors
The primary monitor is returned by @ref glfwGetPrimaryMonitor. It is usually
the user's preferred monitor and the one with global UI elements like task bar
or menu bar.
@code
GLFWmonitor* primary = glfwGetPrimaryMonitor();
@endcode
You can retrieve all currently connected monitors with @ref glfwGetMonitors.
@code
int count;
GLFWmonitor** monitors = glfwGetMonitors(&count);
@endcode
@section monitor_modes Retrieving video modes
Although GLFW generally does a good job at selecting a suitable video
mode for you when you open a full screen window, it is sometimes useful to
know exactly which modes are available on a certain system. For example,
you may want to present the user with a list of video modes to select
from. To get a list of available video modes, you can use the function
@ref glfwGetVideoModes.
@code
int count;
GLFWvidmode* modes = glfwGetVideoModes(monitor, &count);
@endcode
To get the current video mode of a monitor call @ref glfwGetVideoMode.
@code
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
@endcode
@section monitor_size Monitor physical size
The physical size in millimetres of a monitor, or an approximation of it, can be
retrieved with @ref glfwGetMonitorPhysicalSize.
@code
int widthMM, heightMM;
glfwGetMonitorPhysicalSize(monitor, &widthMM, &heightMM);
@endcode
This can, for example, be used together with the current video mode to calculate
the DPI of a monitor.
@code
const double dpi = mode->width / (widthMM / 25.4);
@endcode
@section monitor_name Monitor name
The name of a monitor is returned by @ref glfwGetMonitorName.
@code
const char* name = glfwGetMonitorName(monitor);
@endcode
The monitor name is a regular C string using the UTF-8 encoding. Note that
monitor names are not guaranteed to be unique.
@section monitor_gamma Monitor gamma ramp
The gamma ramp of a monitor can be set with @ref glfwSetGammaRamp, which accepts
a monitor handle and a pointer to a @ref GLFWgammaramp structure.
@code
glfwSetGammaRamp(monitor, &ramp);
@endcode
The current gamma ramp for a monitor is returned by @ref glfwGetGammaRamp.
@code
const GLFWgammaramp* ramp = glfwGetGammaRamp(monitor);
@endcode
If you wish to set a regular gamma ramp, you can have GLFW calculate it for you
from the desired exponent with @ref glfwSetGamma, which in turn calls @ref
glfwSetGammaRamp with the resulting ramp.
@code
glfwSetGamma(monitor, 1.0);
@endcode
*/
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/*!
@page moving Moving from GLFW 2 to 3
@tableofcontents
This is a transition guide for moving from GLFW 2 to 3. It describes what has
changed or been removed, but does *not* include
[new features](@ref news) unless they are required when moving an existing code
base onto the new API. For example, use of the new multi-monitor functions are
required to create full screen windows with GLFW 3.
@section moving_removed Removed features
@subsection moving_threads Threading functions
The threading functions have been removed, including the sleep function. They
were fairly primitive, under-used, poorly integrated and took time away from the
focus of GLFW (i.e. context, input and window). There are better threading
libraries available and native threading support is available in both C++11 and
C11, both of which are gaining traction.
If you wish to use the C++11 or C11 facilities but your compiler doesn't yet
support them, see the
[TinyThread++](https://gitorious.org/tinythread/tinythreadpp) and
[TinyCThread](https://gitorious.org/tinythread/tinycthread) projects created by
the original author of GLFW. These libraries implement a usable subset of the
threading APIs in C++11 and C11, and in fact some GLFW 3 test programs use
TinyCThread.
However, GLFW 3 has better support for *use from multiple threads* than GLFW
2 had. Contexts can be made current on and rendered with from secondary
threads, and the documentation explicitly states which functions may be used
from secondary threads and which may only be used from the main thread, i.e. the
thread that calls main.
@subsection moving_image Image and texture loading
The image and texture loading functions have been removed. They only supported
the Targa image format, making them mostly useful for beginner level examples.
To become of sufficiently high quality to warrant keeping them in GLFW 3, they
would need not only to support other formats, but also modern extensions to the
OpenGL texturing facilities. This would either add a number of external
dependencies (libjpeg, libpng, etc.), or force GLFW to ship with inline versions
of these libraries.
As there already are libraries doing this, it seems unnecessary both to
duplicate this work and to tie this duplicate to GLFW. Projects similar to
GLFW, such as freeglut, could also gain from such a library. Also, would be no
platform-specific part of such a library, as both OpenGL and stdio are available
wherever GLFW is.
@subsection moving_char_up Character actions
The action parameter of the [character callback](@ref GLFWcharfun) has been
removed. This was an artefact of the origin of GLFW, i.e. being developed in
English by a Swede. However, many keyboard layouts require more than one key to
produce characters with diacritical marks. Even the Swedish keyboard layout
requires this for uncommon cases like ü.
Note that this is only the removal of the *action parameter* of the character
callback, *not* the removal of the character callback itself.
@subsection moving_wheel Mouse wheel position
The `glfwGetMouseWheel` function has been removed. Scroll events do not
represent an absolute state, but is instead an interpretation of a relative
change in state, like character input. So, like character input, there is no
sane 'current state' to return. The mouse wheel callback has been replaced by
a [scroll callback](@ref GLFWscrollfun) that receives two-dimensional scroll
offsets.
@subsection moving_stdcall GLFWCALL macro
The `GLFWCALL` macro, which made callback functions use
[__stdcall](http://msdn.microsoft.com/en-us/library/zxk0tw93.aspx) on Windows,
has been removed. GLFW is written in C, not Pascal. Removing this macro means
there's one less thing for users of GLFW to remember, i.e. the requirement to
mark all callback functions with `GLFWCALL`. It also simplifies the creation of
DLLs and DLL link libraries, as there's no need to explicitly disable `@n` entry
point suffixes.
@subsection moving_mbcs Win32 MBCS support
The Win32 port of GLFW 3 will not compile in
[MBCS mode](http://msdn.microsoft.com/en-us/library/5z097dxa.aspx).
However, because the use of the Unicode version of the Win32 API doesn't affect
the process as a whole, but only those windows created using it, it's perfectly
possible to call MBCS functions from other parts of the same application.
Therefore, even if an application using GLFW has MBCS mode code, there's no need
for GLFW itself to support it.
@subsection moving_windows Support for versions of Windows older than XP
All explicit support for version of Windows older than XP has been removed.
There is no code that actively prevents GLFW 3 from running on these earlier
versions, but it uses Win32 functions that those versions lack.
Windows XP was released in 2001, and by now (2013) it has not only
replaced almost all earlier versions of Windows, but is itself rapidly being
replaced by Windows 7 and 8. The MSDN library doesn't even provide
documentation for version older than Windows 2000, making it difficult to
maintain compatibility with these versions even if it was deemed worth the
effort.
The Win32 API has also not stood still, and GLFW 3 uses many functions only
present on Windows XP or later. Even supporting an OS as new as XP (new
from the perspective of GLFW 2, which still supports Windows 95) requires
runtime checking for a number of functions that are present only on modern
version of Windows.
@subsection moving_syskeys Capture of system-wide hotkeys
The ability to disable and capture system-wide hotkeys like Alt+Tab has been
removed. Modern applications, whether they're games, scientific visualisations
or something else, are nowadays expected to be good desktop citizens and allow
these hotkeys to function even when running in full screen mode.
@subsection moving_opened Window open parameter
The `GLFW_OPENED` window parameter has been removed. As long as the
[window object](@ref window_object) is around, the window is "open". To detect
when the user attempts to close the window, see @ref glfwWindowShouldClose and
the [close callback](@ref GLFWwindowclosefun).
@subsection moving_autopoll Automatic polling of events
GLFW 3 does not automatically poll for events on @ref glfwSwapBuffers, which
means you need to call @ref glfwPollEvents or @ref glfwWaitEvents yourself.
Unlike buffer swap, the event processing functions act on all windows at once.
@subsection moving_terminate Automatic termination
GLFW 3 does not register @ref glfwTerminate with `atexit` at initialization. To
properly release all resources allocated by GLFW, you should therefore call @ref
glfwTerminate yourself before exiting.
@subsection moving_glu GLU header inclusion
GLFW 3 does not include the GLU header by default and GLU itself has been
deprecated, but you can request that the GLFW 3 header includes it by defining
`GLFW_INCLUDE_GLU` before the inclusion of the GLFW 3 header.
@section moving_changed Changes to existing features
@subsection moving_window_handles Window handles
Because GLFW 3 supports multiple windows, window handle parameters have been
added to all window-related GLFW functions and callbacks. The handle of
a newly created window is returned by @ref glfwCreateWindow (formerly
`glfwOpenWindow`). Window handles are of the `GLFWwindow*` type, i.e. a pointer
to an opaque struct.
@subsection moving_monitor Multi-monitor support
GLFW 3 provides support for multiple monitors, adding the `GLFWmonitor*` handle
type and a set of related functions. To request a full screen mode window,
instead of passing `GLFW_FULLSCREEN` you specify which monitor you wish the
window to use. There is @ref glfwGetPrimaryMonitor that provides behaviour
similar to that of GLFW 2.
@subsection moving_window_close Window closing
Window closing initiated by the user is now just an event like any other.
Unlike GLFW 2, windows and contexts created with GLFW 3 will not disappear from
underfoot. Each window now has a close flag, which is set when the user
attempts to close it. By default, nothing else happens and the window stays
open and visible. It is then up to you to either destroy the window, take some
other action or simply ignore the request. You can query the close flag at any
time with @ref glfwWindowShouldClose and set it at any time with @ref
glfwSetWindowShouldClose.
The close callback no longer returns a value. Instead, it is called after the
close flag has been set so it can override its value, if it chooses to, before
event processing completes. You may however not call @ref glfwDestroyWindow
from the close callback (or any other window related callback).
GLFW itself never clears the close flag, allowing you to set it for other
reasons for the window to close as well, for example the user choosing Quit from
the main menu.
@subsection moving_context Explicit context management
Each GLFW 3 window has its own OpenGL context and only you, the user, can know
which context should be current on which thread at any given time. Therefore,
GLFW 3 makes no assumptions about when you want a certain context to be current,
leaving that decision to you.
This means, among other things, that you need to call @ref
glfwMakeContextCurrent after creating a window before you can call any OpenGL
functions.
@subsection moving_repeat Key repeat
The `GLFW_KEY_REPEAT` enable has been removed and key repeat is always enabled
for both keys and characters. A new key action, `GLFW_REPEAT`, has been added
to allow the [key callback](@ref GLFWkeyfun) to distinguish an initial key press
from a repeat. Note that @ref glfwGetKey still returns only `GLFW_PRESS` or
`GLFW_RELEASE`.
@subsection moving_keys Physical key input
GLFW 3 key tokens map to physical keys, unlike in GLFW 2 where they mapped to
the values generated by the current keyboard layout. The tokens are named
according to the values they would have using the standard US layout, but this
is only a convenience, as most programmers are assumed to know that layout.
This means that (for example) `GLFW_KEY_LEFT_BRACKET` is always a single key and
is the same key in the same place regardless of what keyboard layouts the users
of your program has.
The key input facility was never meant for text input, although using it that
way worked slightly better in GLFW 2. If you were using it to input text, you
should be using the character callback instead, on both GLFW 2 and 3. This will
give you the characters being input, as opposed to the keys being pressed.
GLFW 3 has key tokens for all keys on a standard 105 key keyboard, so instead of
having to remember whether to check for `'a'` or `'A'`, you now check for
`GLFW_KEY_A`.
@subsection moving_joystick Joystick input
The `glfwGetJoystickPos` function has been renamed to @ref glfwGetJoystickAxes.
The `glfwGetJoystickParam` function and the `GLFW_PRESENT`, `GLFW_AXES` and
`GLFW_BUTTONS` tokens have been replaced by the @ref glfwJoystickPresent
function as well as axis and button counts returned by the @ref
glfwGetJoystickAxes and @ref glfwGetJoystickButtons functions.
@subsection moving_video_modes Video mode enumeration
Video mode enumeration is now per-monitor. The @ref glfwGetVideoModes function
now returns all available modes for a specific monitor instead of requiring you
to guess how large an array you need. The `glfwGetDesktopMode` function, which
had poorly defined behavior, has been replaced by @ref glfwGetVideoMode, which
returns the current mode of a monitor.
@subsection moving_cursor Cursor positioning
GLFW 3 only allows you to position the cursor within a window using @ref
glfwSetCursorPos (formerly `glfwSetMousePos`) when that window is active.
Unless the window is active, the function fails silently.
@subsection moving_hints Persistent window hints
Window hints are no longer reset to their default values on window creation, but
instead retain their values until modified by @ref glfwWindowHint (formerly
`glfwOpenWindowHint`) or @ref glfwDefaultWindowHints, or until the library is
terminated and re-initialized.
@section moving_renamed Name changes
@subsection moving_renamed_files Library and header file
The GLFW 3 header is named @ref glfw3.h and moved to the `GLFW` directory, to
avoid collisions with the headers of other major versions. Similarly, the GLFW
3 library is named `glfw3,` except when it's installed as a shared library on
Unix-like systems, where it uses the
[soname](https://en.wikipedia.org/wiki/soname) `libglfw.so.3`.
@subsection moving_renamed_functions Functions
| GLFW 2 | GLFW 3 | Notes |
| --------------------------- | ----------------------------- | ----- |
| `glfwOpenWindow` | @ref glfwCreateWindow | All channel bit depths are now hints
| `glfwCloseWindow` | @ref glfwDestroyWindow | |
| `glfwOpenWindowHint` | @ref glfwWindowHint | Now accepts all `GLFW_*_BITS` tokens |
| `glfwEnable` | @ref glfwSetInputMode | |
| `glfwDisable` | @ref glfwSetInputMode | |
| `glfwGetMousePos` | @ref glfwGetCursorPos | |
| `glfwSetMousePos` | @ref glfwSetCursorPos | |
| `glfwSetMousePosCallback` | @ref glfwSetCursorPosCallback | |
| `glfwSetMouseWheelCallback` | @ref glfwSetScrollCallback | Accepts two-dimensional scroll offsets as doubles |
| `glfwGetJoystickPos` | @ref glfwGetJoystickAxes | |
| `glfwGetWindowParam` | @ref glfwGetWindowAttrib | |
| `glfwGetGLVersion` | @ref glfwGetWindowAttrib | Use `GLFW_CONTEXT_VERSION_MAJOR`, `GLFW_CONTEXT_VERSION_MINOR` and `GLFW_CONTEXT_REVISION` |
| `glfwGetDesktopMode` | @ref glfwGetVideoMode | Returns the current mode of a monitor |
| `glfwGetJoystickParam` | @ref glfwJoystickPresent | The axis and button counts are provided by @ref glfwGetJoystickAxes and @ref glfwGetJoystickButtons |
@subsection moving_renamed_tokens Tokens
| GLFW 2 | GLFW 3 | Notes |
| --------------------------- | ---------------------------- | ----- |
| `GLFW_OPENGL_VERSION_MAJOR` | `GLFW_CONTEXT_VERSION_MAJOR` | Renamed as it applies to OpenGL ES as well |
| `GLFW_OPENGL_VERSION_MINOR` | `GLFW_CONTEXT_VERSION_MINOR` | Renamed as it applies to OpenGL ES as well |
| `GLFW_FSAA_SAMPLES` | `GLFW_SAMPLES` | Renamed to match the OpenGL API |
| `GLFW_ACTIVE` | `GLFW_FOCUSED` | Renamed to match the window focus callback |
| `GLFW_WINDOW_NO_RESIZE` | `GLFW_RESIZABLE` | The default has been inverted |
| `GLFW_MOUSE_CURSOR` | `GLFW_CURSOR` | Used with @ref glfwSetInputMode |
| `GLFW_KEY_ESC` | `GLFW_KEY_ESCAPE` | |
| `GLFW_KEY_DEL` | `GLFW_KEY_DELETE` | |
| `GLFW_KEY_PAGEUP` | `GLFW_KEY_PAGE_UP` | |
| `GLFW_KEY_PAGEDOWN` | `GLFW_KEY_PAGE_DOWN` | |
| `GLFW_KEY_KP_NUM_LOCK` | `GLFW_KEY_NUM_LOCK` | |
| `GLFW_KEY_LCTRL` | `GLFW_KEY_LEFT_CONTROL` | |
| `GLFW_KEY_LSHIFT` | `GLFW_KEY_LEFT_SHIFT` | |
| `GLFW_KEY_LALT` | `GLFW_KEY_LEFT_ALT` | |
| `GLFW_KEY_LSUPER` | `GLFW_KEY_LEFT_SUPER` | |
| `GLFW_KEY_RCTRL` | `GLFW_KEY_RIGHT_CONTROL` | |
| `GLFW_KEY_RSHIFT` | `GLFW_KEY_RIGHT_SHIFT` | |
| `GLFW_KEY_RALT` | `GLFW_KEY_RIGHT_ALT` | |
| `GLFW_KEY_RSUPER` | `GLFW_KEY_RIGHT_SUPER` | |
*/
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/*!
@page news New features
@tableofcontents
@section news_30 New features in version 3.0
@subsection news_30_cmake CMake build system
GLFW now uses the CMake build system instead of the various makefiles and
project files used by earlier versions. CMake is available for all platforms
supported by GLFW, is present in most package systems and can generate
makefiles and/or project files for most popular development environments.
For more information on how to use CMake, see the
[CMake manual](http://cmake.org/cmake/help/documentation.html).
@subsection news_30_multiwnd Multi-window support
GLFW now supports the creation of multiple windows, each with their own OpenGL
or OpenGL ES context, and all window functions now take a window handle. Event
callbacks are now per-window and are provided with the handle of the window that
received the event. The @ref glfwMakeContextCurrent function has been added to
select which context is current on a given thread.
@subsection news_30_multimon Multi-monitor support
GLFW now explicitly supports multiple monitors. They can be enumerated with
@ref glfwGetMonitors, queried with @ref glfwGetVideoModes, @ref
glfwGetMonitorPos, @ref glfwGetMonitorName and @ref glfwGetMonitorPhysicalSize,
and specified at window creation to make the newly created window full screen on
that specific monitor.
@subsection news_30_unicode Unicode support
All string arguments to GLFW functions and all strings returned by GLFW now use
the UTF-8 encoding. This includes the window title, error string, clipboard
text, monitor and joystick names as well as the extension function arguments (as
ASCII is a subset of UTF-8).
@subsection news_30_clipboard Clipboard text I/O
GLFW now supports reading and writing plain text to and from the system
clipboard, with the @ref glfwGetClipboardString and @ref glfwSetClipboardString
functions.
@subsection news_30_gamma Gamma ramp support
GLFW now supports setting and reading back the gamma ramp of monitors, with the
@ref glfwGetGammaRamp and @ref glfwSetGammaRamp functions. There is also @ref
glfwSetGamma, which generates a ramp from a gamma value and then sets it.
@subsection news_30_gles OpenGL ES support
GLFW now supports the creation of OpenGL ES contexts, by setting the
`GLFW_CLIENT_API` window hint to `GLFW_OPENGL_ES_API`, where creation of such
contexts are supported. Note that GLFW *does not implement* OpenGL ES, so your
driver must provide support in a way usable by GLFW. Modern nVidia and Intel
drivers support creation of OpenGL ES context using the GLX and WGL APIs, while
AMD provides an EGL implementation instead.
@subsection news_30_egl (Experimental) EGL support
GLFW now has an experimental EGL context creation back end that can be selected
through CMake options.
@subsection news_30_hidpi High-DPI support
GLFW now supports high-DPI monitors on both Windows and OS X, giving windows full
resolution framebuffers where other UI elements are scaled up. To achieve this,
@ref glfwGetFramebufferSize and @ref glfwSetFramebufferSizeCallback have been
added. These work with pixels, while the rest of the GLFW API works with screen
coordinates.
@subsection news_30_error Error callback
GLFW now has an error callback, which can provide your application with much
more detailed diagnostics than was previously possible. The callback is passed
an error code and a description string.
@subsection news_30_wndptr Per-window user pointer
Each window now has a user-defined pointer, retrieved with @ref
glfwGetWindowUserPointer and set with @ref glfwSetWindowUserPointer, to make it
easier to integrate GLFW into C++ code.
@subsection news_30_iconifyfun Window iconification callback
Each window now has a callback for iconification and restoration events,
which is set with @ref glfwSetWindowIconifyCallback.
@subsection news_30_wndposfun Window position callback
Each window now has a callback for position events, which is set with @ref
glfwSetWindowPosCallback.
@subsection news_30_wndpos Window position query
The position of a window can now be retrieved using @ref glfwGetWindowPos.
@subsection news_30_focusfun Window focus callback
Each windows now has a callback for focus events, which is set with @ref
glfwSetWindowFocusCallback.
@subsection news_30_enterleave Cursor enter/leave callback
Each window now has a callback for when the mouse cursor enters or leaves its
client area, which is set with @ref glfwSetCursorEnterCallback.
@subsection news_30_wndtitle Initial window title
The title of a window is now specified at creation time, as one of the arguments
to @ref glfwCreateWindow.
@subsection news_30_hidden Hidden windows
Windows can now be hidden with @ref glfwHideWindow, shown using @ref
glfwShowWindow and created initially hidden with the `GLFW_VISIBLE` window hint.
This allows for off-screen rendering in a way compatible with most drivers, as
well as moving a window to a specific position before showing it.
@subsection news_30_undecorated Undecorated windows
Windowed mode windows can now be created without decorations, i.e. things like
a frame, a title bar, with the `GLFW_DECORATED` window hint. This allows for
the creation of things like splash screens.
@subsection news_30_keymods Modifier key bit masks
[Modifier key bit mask](@ref mods) parameters have been added to the
[mouse button](@ref GLFWmousebuttonfun) and [key](@ref GLFWkeyfun) callbacks.
@subsection news_30_scancode Platform-specific scancodes
A scancode parameter has been added to the [key callback](@ref GLFWkeyfun). Keys
that don't have a [key token](@ref keys) still get passed on with the key
parameter set to `GLFW_KEY_UNKNOWN`. These scancodes will vary between machines
and are intended to be used for key bindings.
@subsection news_30_jsname Joystick names
The name of a joystick can now be retrieved using @ref glfwGetJoystickName.
@subsection news_30_doxygen Doxygen documentation
You are reading it.
*/
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/*!
@page quick Getting started
@tableofcontents
This guide will show how to write simple OpenGL applications using GLFW 3. It
will introduce a few of the most commonly used functions, but there are many
others. To see detailed documentation on any GLFW function, just click on its
name.
This guide assumes no experience with earlier versions of GLFW. If you
have used GLFW 2.x in the past, you should also read the
[transition guide](@ref moving).
@section quick_include Including the GLFW header
In the files of your program where you use OpenGL or GLFW, you need to include
the GLFW 3 header file.
@code
#include <GLFW/glfw3.h>
@endcode
This defines all the constants, types and function prototypes of the GLFW API.
It also includes the OpenGL header, and defines all the constants and types
necessary for it to work on your platform.
For example, under Windows you are normally required to include `windows.h`
before including `GL/gl.h`. This would make your source file tied to Windows
and pollute your code's namespace with the whole Win32 API.
Instead, the GLFW header takes care of this for you, not by including
`windows.h`, but rather by itself duplicating only the necessary parts of it.
It does this only where needed, so if `windows.h` *is* included, the GLFW header
does not try to redefine those symbols.
In other words:
- Do *not* include the OpenGL headers yourself, as GLFW does this for you
- Do *not* include `windows.h` or other platform-specific headers unless
you plan on using those APIs directly
- If you *do* need to include such headers, do it *before* including the
GLFW one and it will detect this
Starting with version 3.0, the GLU header `glu.h` is no longer included by
default. If you wish to include it, define `GLFW_INCLUDE_GLU` before the
inclusion of the GLFW header.
@code
#define GLFW_INCLUDE_GLU
#include <GLFW/glfw3.h>
@endcode
@section quick_init_term Initializing and terminating GLFW
Before you can use most GLFW functions, the library must be initialized. This
is done with @ref glfwInit, which returns non-zero if successful, or zero if an
error occurred.
@code
if (!glfwInit())
exit(EXIT_FAILURE);
@endcode
When you are done using GLFW, typically at the very end of the program, you need
to call @ref glfwTerminate.
@code
glfwTerminate();
@endcode
This destroys any remaining windows and releases any other resources allocated by
GLFW. After this call, you must call @ref glfwInit again before using any GLFW
functions that require it.
@section quick_capture_error Setting an error callback
Most events are reported through callbacks, whether it's a key being pressed,
a GLFW window being moved, or an error occurring. Callbacks are simply
C functions (or C++ static methods) that are called by GLFW with arguments
describing the event.
In case @ref glfwInit or any other GLFW function fails, an error is reported to
the GLFW error callback. You can receive these reports by setting the error
callback. The callback function itself should match the signature of @ref
GLFWerrorfun. Here is a simple error callback that just prints the error
description to `stderr`.
@code
void error_callback(int error, const char* description)
{
fputs(description, stderr);
}
@endcode
Setting the callback, so GLFW knows to call it, is done with @ref
glfwSetErrorCallback. This is one of the few GLFW functions that may be called
before @ref glfwInit, which lets you be notified of errors during
initialization, so you should set it before you do anything else with GLFW.
@code
glfwSetErrorCallback(error_callback);
@endcode
@section quick_create_window Creating a window and context
The window (and its context) is created with @ref glfwCreateWindow, which
returns a handle to the created window. For example, this creates a 640 by 480
windowed mode window:
@code
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
@endcode
If window creation fails, `NULL` will be returned, so you need to check whether
it did.
@code
if (!window)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
@endcode
This handle is then passed to all window related functions, and is provided to
you along with input events, so you know which window received the input.
To create a full screen window, you need to specify which monitor the window
should use. In most cases, the user's primary monitor is a good choice. You
can get this with @ref glfwGetPrimaryMonitor. To make the above window
full screen, just pass along the monitor handle:
@code
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL);
@endcode
Full screen windows cover the entire display area of a monitor, have no border
or decorations, and change the monitor's resolution to the one most closely
matching the requested window size.
When you are done with the window, destroy it with the @ref glfwDestroyWindow
function.
@code
glfwDestroyWindow(window);
@endcode
Once this function is called, no more events will be delivered for that window
and its handle becomes invalid.
@section quick_context_current Making the OpenGL context current
Before you can use the OpenGL API, it must have a current OpenGL context. You
make a window's context current with @ref glfwMakeContextCurrent. It will then
remain as the current context until you make another context current or until
the window owning it is destroyed.
@code
glfwMakeContextCurrent(window);
@endcode
@section quick_window_close Checking the window close flag
Each window has a flag indicating whether the window should be closed. This can
be checked with @ref glfwWindowShouldClose.
When the user attempts to close the window, either by pressing the close widget
in the title bar or using a key combination like Alt+F4, this flag is set to 1.
Note that **the window isn't actually closed**, so you are expected to monitor
this flag and either destroy the window or give some kind of feedback to the
user.
@code
while (!glfwWindowShouldClose(window))
{
// Keep running
}
@endcode
You can be notified when user is attempting to close the window by setting
a close callback with @ref glfwSetWindowCloseCallback. The callback will be
called immediately after the close flag has been set.
You can also set it yourself with @ref glfwSetWindowShouldClose. This can be
useful if you want to interpret other kinds of input as closing the window, like
for example pressing the escape key.
@section quick_key_input Receiving input events
Each window has a large number of callbacks that can be set to receive all the
various kinds of events. To receive key press and release events, a
[key callback](@ref GLFWkeyfun) is set using @ref glfwSetKeyCallback.
@code
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}
@endcode
For event callbacks to actually be called when an event occurs, you need to
process events as described below.
@section quick_render Rendering with OpenGL
Once you have a current OpenGL context, you can use OpenGL normally. In this
tutorial, a multi-colored rotating triangle will be rendered. The framebuffer
size, needed by this example for `glViewport` and `glOrtho`, is retrieved with
@ref glfwGetFramebufferSize.
@code
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
@endcode
However, you can also set a framebuffer size callback using @ref
glfwSetFramebufferSizeCallback and call `glViewport` from there.
@code
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
@endcode
@section quick_timer Reading the timer
For the triangle to rotate properly, a time source is needed. GLFW provides
@ref glfwGetTime, which returns the number of seconds since @ref glfwInit as
a `double`. The time source used is the most accurate on each platform and
generally has micro- or nanosecond resolution.
@code
double time = glfwGetTime();
@endcode
@section quick_swap_buffers Swapping buffers
GLFW windows always use double-buffering. That means that you have two
rendering buffers; a front buffer and a back buffer. The front buffer is the
one being displayed and the back buffer the one you render to.
When the entire frame has been rendered, it is time to swap the back and the
front buffers in order to display the rendered frame, and begin rendering a new
frame. This is done with @ref glfwSwapBuffers.
@code
glfwSwapBuffers(window);
@endcode
@section quick_process_events Processing events
GLFW needs to communicate regularly with the window system both in order to
receive events and to show that it hasn't locked up. Event processing must be
done regularly and is normally done each frame before rendering but after buffer
swap.
There are two ways to process pending events. @ref glfwPollEvents processes
only those events that have already been received and then returns immediately.
This is the best choice when rendering continually, like most games do.
@code
glfwPollEvents();
@endcode
If instead you only need to update your rendering once you have received new
input, @ref glfwWaitEvents is a better choice. It waits until at least one
event has been received, putting the thread to sleep in the meantime, and then
processes all received events just like @ref glfwPollEvents does. This saves
a great deal of CPU cycles and is useful for, for example, many kinds of editing
tools.
@code
glfwWaitEvents();
@endcode
@section quick_example Putting it together: A small GLFW application
Now that you know how to initialize GLFW, create a window and poll for
keyboard input, it's possible to create a simple program.
@snippet simple.c code
This program creates a 640 by 480 windowed mode window and runs a loop clearing
the screen, rendering a triangle and processing events until the user closes the
window. It can be found in the source distribution as `examples/simple.c`, and
is by default compiled along with all other examples when you build GLFW.
To learn more about how to compile and link programs that use GLFW, see
@ref build.
*/
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/*!
@page window Window handling guide
@tableofcontents
The primary purpose of GLFW is to provide a simple interface to window
management and OpenGL and OpenGL ES context creation. GLFW supports multiple
windows, which can be either a normal desktop window or a full screen window.
@section window_object Window handles
The @ref GLFWwindow object encapsulates both a window and a context. They are
created with @ref glfwCreateWindow and destroyed with @ref glfwDestroyWindow (or
@ref glfwTerminate, if any remain). As the window and context are inseparably
linked, the object pointer is used as both a context and window handle.
@section window_creation Window creation
The window and its context are created with @ref glfwCreateWindow, which
returns a handle to the created window object. For example, this creates a 640
by 480 windowed mode window:
@code
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
@endcode
If window creation fails, `NULL` will be returned, so you need to check whether
it did.
This handle is then passed to all window related functions, and is provided to
you along with input events, so you know which window received the input.
To create a full screen window, you need to specify which monitor the window
should use. In most cases, the user's primary monitor is a good choice. For
more information about monitors, see the @ref monitor.
@code
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL);
@endcode
Full screen windows cover the entire display area of a monitor, have no border
or decorations, and change the monitor's resolution to the one most closely
matching the requested window size.
For more control over how the window and its context are created, see @ref
window_hints below.
@section window_destruction Window destruction
When you are done with the window, destroy it with the @ref glfwDestroyWindow
function.
@code
glfwDestroyWindow(window);
@endcode
Once this function is called, no more events will be delivered for that window
and its handle becomes invalid.
@section window_userptr Window user pointer
Each window has a user pointer that can be set with @ref
glfwSetWindowUserPointer and fetched with @ref glfwGetWindowUserPointer. This
can be used for any purpose you need and will not modified by GLFW throughout
the life-time of the window.
@section window_hints Window creation hints
There are a number of hints that can be set before the creation of a window and
context. Some affect the window itself, others affect the framebuffer or
context. These hints are set to their default values each time the library is
initialized with @ref glfwInit, can be set individually with @ref glfwWindowHint
and reset all at once to their defaults with @ref glfwDefaultWindowHints.
Note that hints need to be set *before* the creation of the window and context
you wish to have the specified attributes.
@subsection window_hints_hard Hard and soft constraints
Some window hints are hard constraints. These must match the available
capabilities *exactly* for window and context creation to succeed. Hints
that are not hard constraints are matched as closely as possible, but the
resulting window and context may differ from what these hints requested. To
find out the actual attributes of the created window and context, use the
@ref glfwGetWindowAttrib function.
The following hints are hard constraints:
- `GLFW_STEREO`
- `GLFW_CLIENT_API`
The following additional hints are hard constraints if requesting an OpenGL
context:
- `GLFW_OPENGL_FORWARD_COMPAT`
- `GLFW_OPENGL_PROFILE`
Hints that do not apply to a given type of window or context are ignored.
@subsection window_hints_wnd Window related hints
The `GLFW_RESIZABLE` hint specifies whether the window will be resizable *by the
user*. The window will still be resizable using the @ref glfwSetWindowSize
function. This hint is ignored for full screen windows.
The `GLFW_VISIBLE` hint specifies whether the window will be initially
visible. This hint is ignored for full screen windows.
The `GLFW_DECORATED` hint specifies whether the window will have window
decorations such as a border, a close widget, etc. This hint is ignored for
full screen windows. Note that even though a window may lack a close widget, it
is usually still possible for the user to generate close events.
@subsection window_hints_fb Framebuffer related hints
The `GLFW_RED_BITS`, `GLFW_GREEN_BITS`, `GLFW_BLUE_BITS`, `GLFW_ALPHA_BITS`,
`GLFW_DEPTH_BITS` and `GLFW_STENCIL_BITS` hints specify the desired bit
depths of the various components of the default framebuffer.
The `GLFW_ACCUM_RED_BITS`, `GLFW_ACCUM_GREEN_BITS`, `GLFW_ACCUM_BLUE_BITS`
and `GLFW_ACCUM_ALPHA_BITS` hints specify the desired bit depths of the
various components of the accumulation buffer.
The `GLFW_AUX_BUFFERS` hint specifies the desired number of auxiliary
buffers.
The `GLFW_STEREO` hint specifies whether to use stereoscopic rendering.
The `GLFW_SAMPLES` hint specifies the desired number of samples to use for
multisampling. Zero disables multisampling.
The `GLFW_SRGB_CAPABLE` hint specifies whether the framebuffer should be
sRGB capable.
The `GLFW_REFRESH_RATE` hint specifies the desired refresh rate for full screen
windows. If set to zero, the highest available refresh rate will be used. This
hint is ignored for windowed mode windows.
@subsection window_hints_ctx Context related hints
The `GLFW_CLIENT_API` hint specifies which client API to create the context
for. Possible values are `GLFW_OPENGL_API` and `GLFW_OPENGL_ES_API`.
The `GLFW_CONTEXT_VERSION_MAJOR` and `GLFW_CONTEXT_VERSION_MINOR` hints
specify the client API version that the created context must be compatible
with.
For OpenGL, these hints are *not* hard constraints, as they don't have to
match exactly, but @ref glfwCreateWindow will still fail if the resulting
OpenGL version is less than the one requested. It is therefore perfectly
safe to use the default of version 1.0 for legacy code and you may still
get backwards-compatible contexts of version 3.0 and above when available.
While there is no way to ask the driver for a context of the highest supported
version, most drivers provide this when you ask GLFW for a version
1.0 context.
For OpenGL ES, these hints are hard constraints.
If an OpenGL context is requested, the `GLFW_OPENGL_FORWARD_COMPAT` hint
specifies whether the OpenGL context should be forward-compatible, i.e. one
where all functionality deprecated in the requested version of OpenGL is
removed. This may only be used if the requested OpenGL version is 3.0 or
above. If another client API is requested, this hint is ignored.
If an OpenGL context is requested, the `GLFW_OPENGL_DEBUG_CONTEXT` hint
specifies whether to create a debug OpenGL context, which may have
additional error and performance issue reporting functionality. If another
client API is requested, this hint is ignored.
If an OpenGL context is requested, the `GLFW_OPENGL_PROFILE` hint specifies
which OpenGL profile to create the context for. Possible values are one of
`GLFW_OPENGL_CORE_PROFILE` or `GLFW_OPENGL_COMPAT_PROFILE`, or
`GLFW_OPENGL_ANY_PROFILE` to not request a specific profile. If requesting
an OpenGL version below 3.2, `GLFW_OPENGL_ANY_PROFILE` must be used. If
another client API is requested, this hint is ignored.
The `GLFW_CONTEXT_ROBUSTNESS` hint specifies the robustness strategy to be
used by the context. This can be one of `GLFW_NO_RESET_NOTIFICATION` or
`GLFW_LOSE_CONTEXT_ON_RESET`, or `GLFW_NO_ROBUSTNESS` to not request
a robustness strategy.
@subsection window_hints_values Supported and default values
| Name | Default value | Supported values |
| ---------------------------- | ------------------------- | ----------------------- |
| `GLFW_RESIZABLE` | `GL_TRUE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_VISIBLE` | `GL_TRUE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_DECORATED` | `GL_TRUE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_RED_BITS` | 8 | 0 to `INT_MAX` |
| `GLFW_GREEN_BITS` | 8 | 0 to `INT_MAX` |
| `GLFW_BLUE_BITS` | 8 | 0 to `INT_MAX` |
| `GLFW_ALPHA_BITS` | 8 | 0 to `INT_MAX` |
| `GLFW_DEPTH_BITS` | 24 | 0 to `INT_MAX` |
| `GLFW_STENCIL_BITS` | 8 | 0 to `INT_MAX` |
| `GLFW_ACCUM_RED_BITS` | 0 | 0 to `INT_MAX` |
| `GLFW_ACCUM_GREEN_BITS` | 0 | 0 to `INT_MAX` |
| `GLFW_ACCUM_BLUE_BITS` | 0 | 0 to `INT_MAX` |
| `GLFW_ACCUM_ALPHA_BITS` | 0 | 0 to `INT_MAX` |
| `GLFW_AUX_BUFFERS` | 0 | 0 to `INT_MAX` |
| `GLFW_SAMPLES` | 0 | 0 to `INT_MAX` |
| `GLFW_REFRESH_RATE` | 0 | 0 to `INT_MAX` |
| `GLFW_STEREO` | `GL_FALSE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_SRGB_CAPABLE` | `GL_FALSE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_CLIENT_API` | `GLFW_OPENGL_API` | `GLFW_OPENGL_API` or `GLFW_OPENGL_ES_API` |
| `GLFW_CONTEXT_VERSION_MAJOR` | 1 | Any valid major version number of the chosen client API |
| `GLFW_CONTEXT_VERSION_MINOR` | 0 | Any valid minor version number of the chosen client API |
| `GLFW_CONTEXT_ROBUSTNESS` | `GLFW_NO_ROBUSTNESS` | `GLFW_NO_ROBUSTNESS`, `GLFW_NO_RESET_NOTIFICATION` or `GLFW_LOSE_CONTEXT_ON_RESET` |
| `GLFW_OPENGL_FORWARD_COMPAT` | `GL_FALSE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_OPENGL_DEBUG_CONTEXT` | `GL_FALSE` | `GL_TRUE` or `GL_FALSE` |
| `GLFW_OPENGL_PROFILE` | `GLFW_OPENGL_ANY_PROFILE` | `GLFW_OPENGL_ANY_PROFILE`, `GLFW_OPENGL_COMPAT_PROFILE` or `GLFW_OPENGL_CORE_PROFILE` |
@section window_close Window close flag
When the user attempts to close the window, for example by clicking the close
widget or using a key chord like Alt+F4, the *close flag* of the window is set.
The window is however not actually destroyed and, unless you watch for this
state change, nothing further happens.
The current state of the close flag is returned by @ref glfwWindowShouldClose
and can be set or cleared directly with @ref glfwSetWindowShouldClose. A common
pattern is to use the close flag as a main loop condition.
@code
while (!glfwWindowShouldClose(window))
{
render(window);
glfwSwapBuffers(window);
glfwPollEvents();
}
@endcode
If you wish to be notified when the user attempts to close a window, you can set
the close callback with @ref glfwSetWindowCloseCallback. This callback is
called directly *after* the close flag has been set.
@code
glfwSetWindowCloseCallback(window, window_close_callback);
@endcode
The callback function can be used for example to filter close requests and clear
the close flag again unless certain conditions are met.
@code
void window_close_callback(GLFWwindow* window)
{
if (!time_to_close)
glfwSetWindowShouldClose(window, GL_FALSE);
}
@endcode
@section window_size Window size
The size of a window can be changed with @ref glfwSetWindowSize. For windowed
mode windows, this resizes the specified window so that its *client area* has
the specified size. Note that the window system may put limitations on size.
For full screen windows, it selects and sets the video mode most closely
matching the specified size.
@code
void glfwSetWindowSize(window, 640, 480);
@endcode
If you wish to be notified when a window is resized, whether by the user or
the system, you can set the size callback with @ref glfwSetWindowSizeCallback.
@code
glfwSetWindowSizeCallback(window, window_size_callback);
@endcode
The callback function receives the new size of the client area of the window.
@code
void window_size_callback(GLFWwindow* window, int width, int height)
{
}
@endcode
There is also @ref glfwGetWindowSize for directly retrieving the current size of
a window.
@code
int width, height;
glfwGetWindowSize(window, &width, &height);
@endcode
@section window_fbsize Window framebuffer size
While the size of a window is measured in screen coordinates, OpenGL works with
pixels. The size you pass into `glViewport`, for example, should be in pixels
and not screen coordinates. On some platforms screen coordinates and pixels are
the same, but this is not the case on all platforms supported by GLFW. There is
a second set of functions to retrieve the size in pixels of the framebuffer of
a window.
If you wish to be notified when the framebuffer of a window is resized, whether
by the user or the system, you can set the size callback with @ref
glfwSetFramebufferSizeCallback.
@code
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
@endcode
The callback function receives the new size of the client area of the window,
which can for example be used to update the OpenGL viewport.
@code
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
@endcode
There is also @ref glfwGetFramebufferSize for directly retrieving the current
size of the framebuffer of a window.
@code
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
@endcode
Note that the size of a framebuffer may change independently of the size of
a window, for example if the window is dragged between a regular monitor and
a high-DPI one.
@section window_pos Window position
The position of a windowed-mode window can be changed with @ref
glfwSetWindowPos. This moves the window so that the upper-left corner of its
client area has the specified screen coordinates. Note that the window system
may put limitations on placement.
@code
glfwSetWindowPos(window, 100, 100);
@endcode
If you wish to be notified when a window is moved, whether by the user or
the system, you can set the position callback with @ref glfwSetWindowPosCallback.
@code
glfwSetWindowPosCallback(window, window_pos_callback);
@endcode
The callback function receives the new position of the upper-left corner of its
client area.
@code
void window_size_callback(GLFWwindow* window, int xpos, int ypos)
{
}
@endcode
There is also @ref glfwGetWindowPos for directly retrieving the current position
of the client area of the window.
@code
int xpos, ypos;
glfwGetWindowPos(window, &xpos, &ypos);
@endcode
@section window_title Window title
All GLFW windows have a title, although undecorated or full screen windows may
not display it or only display it in a task bar or similar interface. To change
the title of a window, use @ref glfwSetWindowTitle.
@code
glfwSetWindowTitle(window, "My Window");
@endcode
The window title is a regular C string using the UTF-8 encoding. This means
for example that, as long as your source file is encoded as UTF-8, you can use
any Unicode characters.
@code
glfwSetWindowTitle(window, "さよなら絶望先生");
@endcode
@section window_attribs Window attributes
Windows have a number of attributes that can be returned using @ref
glfwGetWindowAttrib. Some reflect state that may change during the lifetime of
the window, while others reflect the corresponding hints and are fixed at the
time of creation.
@code
if (glfwGetWindowAttrib(window, GLFW_FOCUSED))
{
// window has input focus
}
@endcode
@subsection window_attribs_window Window attributes
The `GLFW_FOCUSED` attribute indicates whether the specified window currently
has input focus.
The `GLFW_ICONIFIED` attribute indicates whether the specified window is
currently iconified, whether by the user or with @ref glfwIconifyWindow.
The `GLFW_VISIBLE` attribute indicates whether the specified window is currently
visible. Window visibility can be controlled with @ref glfwShowWindow and @ref
glfwHideWindow and initial visibility is controlled by the
[window hint](@ref window_hints) with the same name.
The `GLFW_RESIZABLE` attribute indicates whether the specified window is
resizable *by the user*. This is controlled by the
[window hint](@ref window_hints) with the same name.
The `GLFW_DECORATED` attribute indicates whether the specified window has
decorations such as a border, a close widget, etc. This is controlled by the
[window hint](@ref window_hints) with the same name.
@subsection window_attribs_context Context attributes
The `GLFW_CLIENT_API` attribute indicates the client API provided by the
window's context; either `GLFW_OPENGL_API` or `GLFW_OPENGL_ES_API`.
The `GLFW_CONTEXT_VERSION_MAJOR`, `GLFW_CONTEXT_VERSION_MINOR` and
`GLFW_CONTEXT_REVISION` attributes indicate the client API version of the
window's context.
The `GLFW_OPENGL_FORWARD_COMPAT` attribute is `GL_TRUE` if the window's
context is an OpenGL forward-compatible one, or `GL_FALSE` otherwise.
The `GLFW_OPENGL_DEBUG_CONTEXT` attribute is `GL_TRUE` if the window's
context is an OpenGL debug context, or `GL_FALSE` otherwise.
The `GLFW_OPENGL_PROFILE` attribute indicates the OpenGL profile used by the
context. This is `GLFW_OPENGL_CORE_PROFILE` or `GLFW_OPENGL_COMPAT_PROFILE`
if the context uses a known profile, or `GLFW_OPENGL_ANY_PROFILE` if the
OpenGL profile is unknown or the context is for another client API. Note that
the returned profile may not match the profile bits of the context flags, as
GLFW will try other means of detecting the profile when no bits are set.
The `GLFW_CONTEXT_ROBUSTNESS` attribute indicates the robustness strategy
used by the context. This is `GLFW_LOSE_CONTEXT_ON_RESET` or
`GLFW_NO_RESET_NOTIFICATION` if the window's context supports robustness, or
`GLFW_NO_ROBUSTNESS` otherwise.
@section window_swap Swapping buffers
GLFW windows are always double buffered. That means that you have two
rendering buffers; a front buffer and a back buffer. The front buffer is
the one being displayed and the back buffer the one you render to.
When the entire frame has been rendered, it is time to swap the back and the
front buffers in order to display what has been rendered and begin rendering
a new frame. This is done with @ref glfwSwapBuffers.
@code
glfwSwapBuffers(window);
@endcode
Sometimes it can be useful to select when the buffer swap will occur. With the
function @ref glfwSwapInterval it is possible to select the minimum number of
monitor refreshes the driver should wait before swapping the buffers:
@code
glfwSwapInterval(1);
@endcode
If the interval is zero, the swap will take place immediately when @ref
glfwSwapBuffers is called without waiting for a refresh. Otherwise at least
interval retraces will pass between each buffer swap. Using a swap interval of
zero can be useful for benchmarking purposes, when it is not desirable to
measure the time it takes to wait for the vertical retrace. However, a swap
interval of one lets you avoid tearing.
Note that this may not work on all machines, as some drivers have
user-controlled settings that override any swap interval the application
requests. It is also by default disabled on Windows Vista and later when using
DWM (Aero), as using it there sometimes leads to severe jitter. You can
forcibly enable it for machines using DWM using @ref compile_options_win32.
*/