GLFW now supports the GLFW_FOCUS_ON_SHOW window hint and attribute for controlling input focus when calling glfwShowWindow
GLFW now supports querying the last error code for the calling thread and its human-readable description with glfwGetError.
GLFW now supports remapping of gamepads and controllers to a 360-like controller layout with glfwJoystickIsGamepad, glfwGetJoystickGUID, glfwGetGamepadName, glfwGetGamepadState and glfwUpdateGamepadMappings, and the input state struct GLFWgamepadstate.
GLFW now supports requesting user attention to a specific window (on macOS to the application as a whole) with glfwRequestWindowAttention.
GLFW now supports notifying the application that the window has been maximized glfwSetWindowMaximizeCallback.
GLFW now supports querying the platform dependent scancode of any physical key with glfwGetKeyScancode.
GLFW now supports changing the GLFW_DECORATED, GLFW_RESIZABLE, GLFW_FLOATING and GLFW_AUTO_ICONIFY attributes for existing windows with glfwSetWindowAttrib.
GLFW now supports querying the window and monitor content scale, i.e. the ratio between the current DPI and the platform's default DPI, with glfwGetWindowContentScale and glfwGetMonitorContentScale.
Changes of the content scale of a window can be received with the window content scale callback, set with glfwSetWindowContentScaleCallback.
The GLFW_SCALE_TO_MONITOR window hint enables automatic resizing of a window by the content scale of the monitor it is placed, on platforms like Windows and X11 where this is necessary.
GLFW now supports setting library initialization hints with glfwInitHint. These must be set before initialization to take effect.
GLFW now supports platform specific init and window hints to control system features that are only available on a single platform.
GLFW now supports querying the hats (or POVs or D-pads) of a joystick with glfwGetJoystickHats. Hats are by default also exposed as buttons, but this can be disabled with the GLFW_JOYSTICK_HAT_BUTTONS init hint.
GLFW now supports the creation of windows with transparent framebuffers on systems with desktop compositing enabled with the GLFW_TRANSPARENT_FRAMEBUFFER window hint and attribute. This hint must be set before window creation and leaves any window decorations opaque.
GLFW now also supports whole window transparency with glfwGetWindowOpacity and glfwSetWindowOpacity. This value controls the opacity of the whole window including decorations and unlike framebuffer transparency can be changed at any time after window creation.
GLFW now supports controlling whether the cursor is centered over newly created full screen windows with the GLFW_CENTER_CURSOR window hint. It is enabled by default.
GLFW now supports polling whether the cursor is hovering over the window client area with the GLFW_HOVERED window attribute. This attribute corresponds to the cursor enter/leave event.
GLFW now uses raw (unscaled and unaccelerated) mouse motion in disabled cursor mode on platforms where this is available, specifically Windows and X11.
GLFW now supports the VK_MVK_macos_surface
window surface creation extension provided by MoltenVK in the LunarG Vulkan SDK.
GLFW now supports creating offscreen OpenGL contexts using OSMesa by setting GLFW_CONTEXT_CREATION_API to GLFW_OSMESA_CONTEXT_API
.
There is also a new null backend that uses OSMesa as its native context creation API, intended for automated testing. This backend does not provide input.
GLFW now supports setting and querying user pointers for connected monitors and joysticks with glfwSetMonitorUserPointer, glfwGetMonitorUserPointer, glfwSetJoystickUserPointer and glfwGetJoystickUserPointer.
GLFW now supports querying and setting the X11 primary selection via the native access functions glfwGetX11SelectionString and glfwSetX11SelectionString.
As per the release of Mir 1.0, the recommended API is now Wayland, the experimental Mir display server backend introduced in GLFW 3.1 has thus been removed. To use the experimental Wayland backend, pass -DGLFW_USE_WAYLAND=ON to cmake where you previously passed the now-removed -DGLFW_USE_MIR=ON.
GLFW now supports basic integration with Vulkan with glfwVulkanSupported, glfwGetRequiredInstanceExtensions, glfwGetInstanceProcAddress, glfwGetPhysicalDevicePresentationSupport and glfwCreateWindowSurface. Vulkan header inclusion can be selected with GLFW_INCLUDE_VULKAN.
GLFW now supports switching between windowed and full screen modes and updating the monitor and desired resolution and refresh rate of full screen windows with glfwSetWindowMonitor.
GLFW now supports window maximization with glfwMaximizeWindow and the GLFW_MAXIMIZED window hint and attribute.
GLFW now supports giving windows input focus with glfwFocusWindow.
GLFW now supports setting both absolute and relative window size limits with glfwSetWindowSizeLimits and glfwSetWindowAspectRatio.
GLFW now supports querying the localized name of printable keys with glfwGetKeyName, either by key token or by scancode.
GLFW now supports waiting for events for a set amount of time with glfwWaitEventsTimeout.
GLFW now supports setting the icon of windows with glfwSetWindowIcon.
GLFW now supports raw timer values with glfwGetTimerValue and glfwGetTimerFrequency.
GLFW now supports notifying when a joystick has been connected or disconnected with glfwSetJoystickCallback.
GLFW now supports creating windows without a OpenGL or OpenGL ES context by setting the GLFW_CLIENT_API hint to GLFW_NO_API
.
GLFW now supports selecting and querying the context creation API at run-time with the GLFW_CONTEXT_CREATION_API hint and attribute.
GLFW now supports creating and querying OpenGL and OpenGL ES contexts that do not emit errors with the GLFW_CONTEXT_NO_ERROR hint, provided the machine supports the GL_KHR_no_error
extension.
GLFW now supports being used as a config-file package from other projects for easy linking with the library and its dependencies.
These are the release highlights. For a full list of changes see the version history.
GLFW now supports creating and setting both custom cursor images and standard cursor shapes. They are created with glfwCreateCursor or glfwCreateStandardCursor, set with glfwSetCursor and destroyed with glfwDestroyCursor.
GLFW now provides a callback for receiving the paths of files and directories dropped onto GLFW windows. The callback is set with glfwSetDropCallback.
GLFW now provides the glfwPostEmptyEvent function for posting an empty event from another thread to the main thread event queue, causing glfwWaitEvents to return.
GLFW now supports querying the size, on each side, of the frame around the client area of a window, with glfwGetWindowFrameSize.
GLFW now supports disabling auto-iconification of full screen windows with the GLFW_AUTO_ICONIFY window hint. This is intended for people building multi-monitor installations, where you need windows to stay in full screen despite losing input focus.
GLFW now supports floating windows, also called topmost or always on top, for easier debugging with the GLFW_FLOATING window hint and attribute.
GLFW now supports preventing a windowed mode window from gaining input focus on creation, with the GLFW_FOCUSED window hint.
GLFW now queries the window input focus, visibility and iconification attributes and the cursor position directly instead of returning cached data.
GLFW now provides a callback for character events with modifier key bits. The callback is set with glfwSetCharModsCallback. Unlike the regular character callback, this will report character events that will not result in a character being input, for example if the Control key is held down.
GLFW now supports the creation of single buffered windows, with the GLFW_DOUBLEBUFFER hint.
GLFW now includes the extension header appropriate for the chosen OpenGL or OpenGL ES header when GLFW_INCLUDE_GLEXT is defined. GLFW does not provide these headers. They must be provided by your development environment or your OpenGL or OpenGL ES SDK.
GLFW now supports controlling and querying whether the pipeline is flushed when a context is made non-current, with the GLFW_CONTEXT_RELEASE_BEHAVIOR hint and attribute, provided the machine supports the GL_KHR_context_flush_control
extension.
GLFW now has an experimental Wayland display protocol backend that can be selected on Linux with a CMake option.
GLFW now has an experimental Mir display server backend that can be selected on Linux with a CMake option.
These are the release highlights. For a full list of changes see the version history.
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.
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 glfwMakeContextCurrent function has been added to select which context is current on a given thread.
GLFW now explicitly supports multiple monitors. They can be enumerated with glfwGetMonitors, queried with glfwGetVideoModes, glfwGetMonitorPos, glfwGetMonitorName and glfwGetMonitorPhysicalSize, and specified at window creation to make the newly created window full screen on that specific monitor.
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).
GLFW now supports reading and writing plain text to and from the system clipboard, with the glfwGetClipboardString and glfwSetClipboardString functions.
GLFW now supports setting and reading back the gamma ramp of monitors, with the glfwGetGammaRamp and glfwSetGammaRamp functions. There is also glfwSetGamma, which generates a ramp from a gamma value and then sets it.
GLFW now supports the creation of OpenGL ES contexts, by setting the GLFW_CLIENT_API 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.
GLFW now has an experimental EGL context creation back end that can be selected through CMake options.
GLFW now supports high-DPI monitors on both Windows and macOS, giving windows full resolution framebuffers where other UI elements are scaled up. To achieve this, glfwGetFramebufferSize and glfwSetFramebufferSizeCallback have been added. These work with pixels, while the rest of the GLFW API works with screen coordinates. This is important as OpenGL uses pixels, not screen coordinates.
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.
Each window now has a user-defined pointer, retrieved with glfwGetWindowUserPointer and set with glfwSetWindowUserPointer, to make it easier to integrate GLFW into C++ code.
Each window now has a callback for iconification and restoration events, which is set with glfwSetWindowIconifyCallback.
Each window now has a callback for position events, which is set with glfwSetWindowPosCallback.
The position of a window can now be retrieved using glfwGetWindowPos.
Each windows now has a callback for focus events, which is set with glfwSetWindowFocusCallback.
Each window now has a callback for when the mouse cursor enters or leaves its client area, which is set with glfwSetCursorEnterCallback.
The title of a window is now specified at creation time, as one of the arguments to glfwCreateWindow.
Windows can now be hidden with glfwHideWindow, shown using glfwShowWindow and created initially hidden with the GLFW_VISIBLE window hint and attribute. 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.
Windowed mode windows can now be created without decorations, e.g. things like a frame, a title bar, with the GLFW_DECORATED window hint and attribute. This allows for the creation of things like splash screens.
Modifier key bit mask parameters have been added to the mouse button and key callbacks.
A scancode parameter has been added to the key callback. Keys that don't have a key token 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.
The name of a joystick can now be retrieved using glfwGetJoystickName.
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