466 lines
17 KiB
HTML
466 lines
17 KiB
HTML
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<html>
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<head>
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<meta http-equiv="content-type" content="text/html; charset=UTF-8">
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<title>GLFW Readme File</title>
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</head>
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<body>
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<h1>GLFW 2.7.9 Win32 binary distribution</h1>
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<ol>
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<li><a href="#intro">Introduction</a></li>
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<li><a href="#using">Using GLFW</a></li>
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<li><a href="#changelog">Version history</a></li>
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<li><a href="#structure">Directory structure of the GLFW distribution</a></li>
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<li><a href="#contact">Contacting the project</a></li>
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<li><a href="#credits">Acknowledgements</a></li>
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</ol>
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<a name="intro"></a>
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<h2>1. Introduction</h2>
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<p>Welcome to version 2.7.9 of the GLFW library. GLFW is a free, Open Source,
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multi-platform library for OpenGL application development that provides a
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powerful API for handling operating system specific tasks such as opening an
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OpenGL window, reading keyboard, mouse, joystick and time input, creating
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threads, and more.</p>
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<p>GLFW 2.7 is expected to be the last major release of the 2.x series, with
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most development now being done on what will become version 3.0.</p>
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<p>This release adds fixes for multiple cursor motion bugs on Windows and fixes
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support for the <code>LFLAGS</code> environment variable on OS X.</p>
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<p>For a full list of changes, see the
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<a href="#changelog">version history</a>.</p>
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<p>Please note that this is the <em>Windows 32-bit binary only</em> distribution
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of GLFW. It contains static, dynamic and link libraries built with and using
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the runtimes of a number of common Windows compilers. More specifically, it
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contains files for the following compilers:</p>
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<ul>
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<li>MinGW</li>
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<li>Visual C++ 2008 (release runtime)</li>
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<li>Visual C++ 2010 (release runtime)</li>
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<li>Visual C++ 2012 (release runtime)</li>
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</ul>
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<p>For the full source distribition, go to the
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<a href="http://www.glfw.org/">GLFW website</a> or to the
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<a href="http://sourceforge.net/projects/glfw/">project page</a> on SF.net.</p>
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<a name="using"></a>
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<h2>2. Using GLFW</h2>
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<p>There are two aspects to using GLFW:</p>
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<ol>
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<li>How does the GLFW API work</li>
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<li>How to compile programs that use GLFW</li>
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</ol>
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<p>The first point is covered in the
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<a href="docs/UsersGuide.pdf">GLFW Users Guide</a> and the
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<a href="docs/Reference.pdf">GLFW Reference Manual</a>, and we suggest that you
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read at least the Users Guide, since it's a good introduction to the GLFW
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API.</p>
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<p>Designing and compiling programs that use GLFW is not very difficult.
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A few rules for successfully designing GLFW-based programs are presented
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in the following sections.</p>
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<h3>2.1 Include the GLFW header file</h3>
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<p>In the files of your program where you use OpenGL or GLFW, you should
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include the <code>GL/glfw.h</code> header file, i.e.:</p>
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<blockquote><code>#include <GL/glfw.h></code></blockquote>
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<p>This defines all the constants, types and function prototypes of the GLFW
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API. It also includes the OpenGL and GLU header files, and defines all the
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necessary constants and types that are necessary for these headers to work on
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that particular platform.</p>
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<p>For example, under Microsoft Windows you are normally required to include
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<code>windows.h</code> before you include <code>GL/gl.h</code>. This would
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however make your code dependent on the Windows platform, or at least require
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your program to check which platform it is being compiled on.</p>
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<p>The GLFW header file takes care of this for you, not by including
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<code>windows.h</code>, but rather by itself duplicating the necessary parts of
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it. This way, the namespace won't be cluttered by the entire Windows API.</p>
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<p>By default, the regular <code>gl.h</code> OpenGL header is included. If you
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wish to include the draft <code>gl3.h</code> header instead, define
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<code>GLFW_INCLUDE_GL3</code> before the inclusion of the GLFW header.</p>
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<p>By default, the <code>glu.h</code> GLU header is included. If you wish to
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avoid this, define <code>GLFW_NO_GLU</code> before the inclusion of the GLFW
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header.</p>
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<p>In other words:
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<ul>
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<li>Do <em>not</em> include <code>gl.h</code> or <code>glu.h</code>
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yourself, as GLFW does this for you</li>
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<li>Do <em>not</em> include <code>windows.h</code> unless you need
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direct access to the Windows API</li>
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<li>If you <em>do</em> include <code>windows.h</code>, do it
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<em>before</em> including <code>GL/glfw.h</code>. The GLFW header will
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detect this and act appropriately.</li>
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</ul>
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<p>Also note that if you are using an OpenGL extension loading library such as
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<a href="http://glew.sourceforge.net/">GLEW</a>, you should include the GLEW
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header <em>before</em> the GLFW one. The GLEW header defines macros that
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disable any <code>gl.h</code> that the GLFW header includes and GLEW will work
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as expected.</p>
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<h3>2.2 Link with the right libraries</h3>
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<h4>2.2.1 Windows static library</h4>
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<p>If you link with the static version of GLFW, it is also necessary to
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link with some system libraries that GLFW uses.</p>
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<p>When linking a program under Windows that uses the static version of GLFW,
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you must also link with the following libraries: <code>opengl32</code>,
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<code>user32</code> and <code>kernel32</code>. Some of these libraries may be
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linked with by default by your compiler. In the table below you can see the
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minimum required link options for each supported Windows compiler (you may want
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to add other libraries as well, such as <code>glu32</code>):</p>
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<table border=1>
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<tr>
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<td><b>Compiler</b></td>
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<td><b>Link options</b></td>
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</tr>
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<tr>
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<td>Borland C++ Builder</td>
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<td><code>glfw.lib opengl32.lib</code></td>
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</tr>
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<tr>
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<td>Cygwin</td>
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<td><i>See Unix static library below</i></td>
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</tr>
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<tr>
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<td>LCC-Win32</td>
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<td><code>glfw.lib opengl32.lib</code></td>
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</tr>
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<tr>
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<td>Microsoft Visual C++</td>
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<td><code>glfw.lib opengl32.lib</code></td>
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</tr>
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<tr>
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<td>MinGW and MinGW-w64</td>
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<td><code>-lglfw -lopengl32</code></td>
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</tr>
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<tr>
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<td>OpenWatcom</td>
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<td><code>glfw.lib opengl32.lib user32.lib</code></td>
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</tr>
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</table>
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<h4>2.2.2 Windows DLL</h4>
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<p>To compile a program that uses the DLL version of GLFW, you need to
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define the <code>GLFW_DLL</code> constant. This can either be done with a
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compiler switch, typically by adding <code>-DGLFW_DLL</code> to the list of
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compiler options. You can also do it by adding the following line to all your
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source files <b>before</b> including the GLFW header file:</p>
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<blockquote><code>#define GLFW_DLL</code></blockquote>
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<p>When linking a program under Windows that uses the DLL version of GLFW,
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the only library you need to link with for GLFW to work is <code>glfwdll</code>.
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In the table below you can see the minimum required link options for each
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supported Windows compiler (you may want to add other libraries as well,
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such as <code>opengl32</code> and <code>glu32</code>):</p>
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<table border=1>
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<tr>
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<td><b>Compiler</b></td>
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<td><b>Link options</b></td>
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</tr>
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<tr>
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<td>Borland C++ Builder</td>
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<td><code>glfwdll.lib</code></td>
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</tr>
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<tr>
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<td>Cygwin</td>
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<td><code>-lglfwdll</code></td>
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</tr>
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<tr>
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<td>LCC-Win32</td>
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<td><code>glfwdll.lib</code></td>
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</tr>
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<tr>
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<td>Microsoft Visual C++</td>
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<td><code>glfwdll.lib</code></td>
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</tr>
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<tr>
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<td>MinGW and MinGW-w64</td>
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<td><code>-lglfwdll</code></td>
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</tr>
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<tr>
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<td>OpenWatcom</td>
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<td><code>glfwdll.lib</code></td>
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</tr>
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</table>
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<h4>2.2.3 Unix static library</h4>
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<p>GLFW supports
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<a href="http://pkgconfig.freedesktop.org/wiki/">pkg-config</a>,
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and a <code>libglfw.pc</code> file is generated and installed when you install
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the library. For systems that do not provide pkg-config, you should look in
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this file for the proper compile and link flags for your system, as determined
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by compile.sh at compile time.</p>
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<p>A typical compile and link command-line when using the GLFW static library
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may look like this:</p>
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<blockquote><code>cc `pkg-config --cflags libglfw` -o myprog myprog.c `pkg-config --static --libs libglfw`</code></blockquote>
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<p>When using the GLFW sharedd library it may look like this:</p>
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<blockquote><code>cc `pkg-config --cflags libglfw` -o myprog myprog.c `pkg-config --libs libglfw`</code></blockquote>
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<p>If you use GLU functions in your program you should also add
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<code>-lGLU</code> to your link flags.</p>
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<h4>2.2.5 Mac OS X static library</h4>
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<p>When compiling and linking a program under Mac OS X that uses GLFW, you
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must also link with Cocoa and OpenGL frameworks.
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<p>If you are using Xcode, you simply add the GLFW library <code>libglfw.a</code> and
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these frameworks to your project. If, however, you are building your program
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from the command-line, there are two methods for correctly linking your GLFW
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program.</p>
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<p>GLFW supports
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<a href="http://pkgconfig.freedesktop.org/wiki/">pkg-config</a>, and a
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libglfw.pc file is generated and installed when you install the library. You
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can find pkg-config in most packaging systems, such as
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<a href="http://www.finkproject.org/">Fink</a> and
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<a href="http://www.macports.org/">MacPorts</a>, so if you have one of them
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installed, simply install pkg-config. Once you have pkg-config available, the
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command-line for compiling and linking your program is:</p>
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<blockquote><code>cc `pkg-config --cflags libglfw` -o myprog myprog.c `pkg-config --libs libglfw`</code></blockquote>
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<p>If you do not wish to use pkg-config, you will need to add the required
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frameworks and libraries to your command-line using the <code>-l</code> and
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<code>-framework</code> switches, i.e.:</p>
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<blockquote><code>cc -o myprog myprog.c -lglfw -framework Cocoa -framework OpenGL -framework IOKit</code></blockquote>
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<p>Note that you do not add the .framework extension to a framework when adding
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it from the command-line.</p>
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<p>These frameworks contain all OpenGL and GLU functions, so there is no need to
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add additional libraries or frameworks when using GLU functionality. Also note
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that even though your machine may have Unix-style OpenGL libraries, they are for
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use with the X Window System, and will <em>not</em> work with the Mac OS X native
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version of GLFW.</p>
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<a name="changelog"></a>
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<h2>3. Version history</h2>
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<h3>v2.7.9</h3>
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<ul>
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<li>[Cocoa] Bugfix: The dynamic library makefile rule did not use <code>LFLAGS</code></li>
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<li>[Win32] Bugfix: Enabling or disabling the cursor for an inactive window did nothing (backported from 3.0)</li>
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<li>[Win32] Bugfix: The locked cursor was re-centered when the window was inactive (backported from 3.0)</li>
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<li>[Win32] Bugfix: The cursor clip rectangle included the title bar (backported from 3.0)</li>
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</ul>
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<a name="structure"></a>
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<h2>4. Directory structure of the GLFW distribution</h2>
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<p>Here is an overview of the directory structure of the GLFW distribution:</p>
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<table border=0 cellspacing=0>
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<tr valign="top"><td width=100><code>docs</code></td><td>GLFW manuals in PDF format</td></tr>
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<tr valign="top"><td><code>include</code></td><td> </td></tr>
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<tr valign="top"><td><code> GL</code></td><td>The GLFW C/C++ include file</td></tr>
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<tr valign="top"><td><code>lib-mingw</code></td><td>Binaries for MinGW</td></tr>
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<tr valign="top"><td><code>lib-msvc90</code></td><td>Binaries for Visual C++ 2008 release configuration</td></tr>
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<tr valign="top"><td><code>lib-msvc100</code></td><td>Binaries for Visual C++ 2010 release configuration</td></tr>
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<tr valign="top"><td><code>lib-msvc110</code></td><td>Binaries for Visual C++ 2012 release configuration</td></tr>
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</table>
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<a name="contact"></a>
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<h2>5. Contacting the project</h2>
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<p>The official website for GLFW is <a href="http://www.glfw.org/">glfw.org</a>.
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It contains the latest version of GLFW, news and other information that is
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useful for OpenGL development.</p>
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<p>If you have questions related to the use of GLFW, we have a
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<a href="https://sourceforge.net/forum/forum.php?forum_id=247562">user's web forum</a>,
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and the registered IRC channel <code>#glfw</code> on
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<a href="http://freenode.net/">Freenode</a>.</p>
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<p>If you have a bug to report, a patch to submit or a feature you'd like to
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request, please file an issue in the
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<a href="https://github.com/glfw/glfw-legacy/issues">issue trackers</a>.</p>
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Finally, if you're interested in helping out with the development of
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GLFW or porting it to your favorite platform, we have a
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<a href="https://lists.stacken.kth.se/mailman/listinfo/glfw-dev">developer's mailing list</a>,
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or you could join us on <code>#glfw</code>.
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<a name="credits"></a>
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<h2>6. Acknowledgements</h2>
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<p>GLFW exists because people around the world donated their time and lent
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their skills. Special thanks go out to:</p>
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<ul>
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||
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<li>artblanc, for a patch replacing a deprecated Core Graphics call</li>
|
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|
||
|
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<li>Bobyshev Alexander and Martins Mozeiko, for the original proposal of
|
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|
|
an FSAA hint and their work on the Win32 implementation of FSAA</li>
|
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<li>Keith Bauer, for his invaluable help with porting and maintaining GLFW on
|
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Mac OS X, and for his many ideas</li>
|
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<li>Jarrod Davis, for the Delphi port of GLFW</li>
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<li>Olivier Delannoy, for the initial implementation of FSAA support on
|
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X11, cross-compiling support for MinGW and general extreme usefulness</li>
|
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|
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|
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<li>Paul R. Deppe, who helped with Cygwin support, and made an
|
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|
adaption of <a href="http://plib.sourceforge.net/">PLIB</a>
|
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|
so that it can use GLFW (instead of GLUT)</li>
|
||
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|
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|
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<li>Jonathan Dummer, for submitting a patch fixing an input bug on Win32 and
|
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|
adding logic for the GLFW_ICON resource</li>
|
||
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|
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<li>Gerald Franz, who made GLFW compile under IRIX, and supplied patches
|
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|
|
for the X11 keyboard translation routine</li>
|
||
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|
||
|
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<li>Marcus Geelnard, the original author and long-time maintainer of GLFW,
|
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|
without whose brilliant work none of this would have happened</li>
|
||
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|
||
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<li>Stefan Gustavson, for quick and thorough testing of GLFW on many and
|
||
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|
varied operating systems and hardware configurations</li>
|
||
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|
||
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<li>Sylvain Hellegouarch, for support, bug reports and testing</li>
|
||
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|
||
|
|
<li>Alex Holkner, for writing the code from which the Compiz/Intel fix was
|
||
|
|
stolen</li>
|
||
|
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|
||
|
|
<li>Toni Jovanoski, for helping with the MASM32 port of GLFW, and
|
||
|
|
supplying the example program and fixed OpenGL and GLU bindings for
|
||
|
|
MASM32</li>
|
||
|
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|
||
|
|
<li>Cameron King, for reporting a hidden cursor mouse bug on X11</li>
|
||
|
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|
||
|
|
<li>Peter Knut, for his many and detailed reports of difficult to find input
|
||
|
|
bugs</li>
|
||
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|
||
|
|
<li>Robin Leffmann, for his work on Mac OS X and other platforms, and his
|
||
|
|
invaluable support</li>
|
||
|
|
|
||
|
|
<li>Glenn Lewis, for helping out with support for the D programming
|
||
|
|
language</li>
|
||
|
|
|
||
|
|
<li>Shane Liesegang, for providing a bug fix relating to Cocoa window
|
||
|
|
restoration and reporting several Cocoa bugs</li>
|
||
|
|
|
||
|
|
<li>Tristam MacDonald, for his bug reports and feedback on the Cocoa port</li>
|
||
|
|
|
||
|
|
<li>David Medlock, for doing the initial Lua port</li>
|
||
|
|
|
||
|
|
<li>Kenneth Miller, for his many and detailed bug reports on Win32</li>
|
||
|
|
|
||
|
|
<li>Jeff Molofee, the author of the excellent OpenGL tutorials at <a
|
||
|
|
href="http://nehe.gamedev.net/">NeHe Productions</a>.
|
||
|
|
Much of the Windows code of GLFW was originally based on Jeff's
|
||
|
|
code</li>
|
||
|
|
|
||
|
|
<li>Douglas C. Schmidt and Irfan Pyarali, for their excellent article
|
||
|
|
<a href="http://www.cs.wustl.edu/~schmidt/win32-cv-1.html">Strategies for Implementing POSIX Condition Variables on Win32</a></li>
|
||
|
|
|
||
|
|
<li>Sebastian Schuberth, for the OpenWatcom makefiles</li>
|
||
|
|
|
||
|
|
<li>Matt Sealey, for helping with the MorphOS port</li>
|
||
|
|
|
||
|
|
<li>Steve Sexton, for reporting an input bug in the Carbon port</li>
|
||
|
|
|
||
|
|
<li>Dmitri Shuralyov, for support, bug reports, bug fixes and testing</li>
|
||
|
|
|
||
|
|
<li>Daniel Skorupski, for reporting a bug in the Win32 DEF file</li>
|
||
|
|
|
||
|
|
<li>Bradley Smith, for his updates of the D support and his ports of the
|
||
|
|
remaining examples to the D language</li>
|
||
|
|
|
||
|
|
<li>Julian Squires, for submitting a patch for a bug in the key repeat logic on X11</li>
|
||
|
|
|
||
|
|
<li>Liam Staskawicz, for finding a bug in the termination logic of the OS X port</li>
|
||
|
|
|
||
|
|
<li>Johannes Stein, for maintaining the Pascal bindings</li>
|
||
|
|
|
||
|
|
<li>Cort Stratton, for reporting two bugs related to the creation of debug
|
||
|
|
contexts</li>
|
||
|
|
|
||
|
|
<li>Sergey Tikhomirov, for the initial implementation of joystick support on
|
||
|
|
Mac OS X</li>
|
||
|
|
|
||
|
|
<li>Samuli Tuomola, for support, bug reports and testing</li>
|
||
|
|
|
||
|
|
<li>Frank Wille, for helping with the AmigaOS port and making GLFW
|
||
|
|
compile under IRIX 5.3</li>
|
||
|
|
|
||
|
|
<li>Yaniel, for fixing a bug with fullscreen windows using OpenGL 3.0 contexts on Cocoa</li>
|
||
|
|
|
||
|
|
<li>Santi Zupancic, for support, bug reports and testing</li>
|
||
|
|
|
||
|
|
<li>Lasse Öörni, for submitting patches for the input code of the Win32 and X11 ports</li>
|
||
|
|
|
||
|
|
<li>Дмитри Малышев, for the idea of a GLFW_NO_GLU macro</li>
|
||
|
|
|
||
|
|
<li>blanco, for submitting a patch for a deprecation bug in the Cocoa port</li>
|
||
|
|
|
||
|
|
<li>heromyth, for reporting a bug in the D bindings</li>
|
||
|
|
|
||
|
|
<li>Ozzy @ <a href="http://www.orkysquad.org">Orkysquad</a>,
|
||
|
|
for his dedication to GLFW, for debugging my source, and for his
|
||
|
|
valuable experience with game development</li>
|
||
|
|
|
||
|
|
<li>Peoro, for reporting a bug in the <code>_NET_WM_PING</code> response</li>
|
||
|
|
|
||
|
|
<li>TTK-Bandit, for submitting a number of input patches adding many missing
|
||
|
|
keys to the Win32 and X11 ports</li>
|
||
|
|
|
||
|
|
<li>yuriks, for reporting a bug in Win32 context creation</li>
|
||
|
|
|
||
|
|
<li>All the unmentioned and anonymous contributors in the GLFW community, for
|
||
|
|
bug reports, patches, feedback and encouragement</li>
|
||
|
|
|
||
|
|
<li><a href="http://www.opengl.org/">OpenGL.org</a>, and all the people on
|
||
|
|
the discussion forums there that have provided help during the development of
|
||
|
|
GLFW</li>
|
||
|
|
|
||
|
|
</ul>
|
||
|
|
|
||
|
|
</body>
|
||
|
|
</html>
|