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+# GLFW
+
+[![Build status](https://github.com/glfw/glfw/actions/workflows/build.yml/badge.svg)](https://github.com/glfw/glfw/actions)
+[![Build status](https://ci.appveyor.com/api/projects/status/0kf0ct9831i5l6sp/branch/master?svg=true)](https://ci.appveyor.com/project/elmindreda/glfw)
+[![Coverity Scan](https://scan.coverity.com/projects/4884/badge.svg)](https://scan.coverity.com/projects/glfw-glfw)
+
+## Introduction
+
+GLFW is an Open Source, multi-platform library for OpenGL, OpenGL ES and Vulkan
+application development. It provides a simple, platform-independent API for
+creating windows, contexts and surfaces, reading input, handling events, etc.
+
+GLFW natively supports Windows, macOS and Linux and other Unix-like systems. On
+Linux both X11 and Wayland are supported.
+
+GLFW is licensed under the [zlib/libpng
+license](https://www.glfw.org/license.html).
+
+You can [download](https://www.glfw.org/download.html) the latest stable release
+as source or Windows binaries, or fetch the `latest` branch from GitHub. Each
+release starting with 3.0 also has a corresponding [annotated
+tag](https://github.com/glfw/glfw/releases) with source and binary archives.
+
+The [documentation](https://www.glfw.org/docs/latest/) is available online and is
+included in all source and binary archives. See the [release
+notes](https://www.glfw.org/docs/latest/news.html) for new features, caveats and
+deprecations in the latest release. For more details see the [version
+history](https://www.glfw.org/changelog.html).
+
+The `master` branch is the stable integration branch and _should_ always compile
+and run on all supported platforms, although details of newly added features may
+change until they have been included in a release. New features and many bug
+fixes live in [other branches](https://github.com/glfw/glfw/branches/all) until
+they are stable enough to merge.
+
+If you are new to GLFW, you may find the
+[tutorial](https://www.glfw.org/docs/latest/quick.html) for GLFW 3 useful. If
+you have used GLFW 2 in the past, there is a [transition
+guide](https://www.glfw.org/docs/latest/moving.html) for moving to the GLFW
+3 API.
+
+GLFW exists because of the contributions of [many people](CONTRIBUTORS.md)
+around the world, whether by reporting bugs, providing community support, adding
+features, reviewing or testing code, debugging, proofreading docs, suggesting
+features or fixing bugs.
+
+
+## Compiling GLFW
+
+GLFW itself requires only the headers and libraries for your OS and window
+system. It does not need the headers for any context creation API (WGL, GLX,
+EGL, NSGL, OSMesa) or rendering API (OpenGL, OpenGL ES, Vulkan) to enable
+support for them.
+
+GLFW supports compilation on Windows with Visual C++ 2010 and later, MinGW and
+MinGW-w64, on macOS with Clang and on Linux and other Unix-like systems with GCC
+and Clang. It will likely compile in other environments as well, but this is
+not regularly tested.
+
+There are [pre-compiled Windows binaries](https://www.glfw.org/download.html)
+available for all supported compilers.
+
+See the [compilation guide](https://www.glfw.org/docs/latest/compile.html) for
+more information about how to compile GLFW yourself.
+
+
+## Using GLFW
+
+See the [documentation](https://www.glfw.org/docs/latest/) for tutorials, guides
+and the API reference.
+
+
+## Contributing to GLFW
+
+See the [contribution
+guide](https://github.com/glfw/glfw/blob/master/docs/CONTRIBUTING.md) for
+more information.
+
+
+## System requirements
+
+GLFW supports Windows XP and later and macOS 10.8 and later. Linux and other
+Unix-like systems running the X Window System are supported even without
+a desktop environment or modern extensions, although some features require
+a running window or clipboard manager. The OSMesa backend requires Mesa 6.3.
+
+See the [compatibility guide](https://www.glfw.org/docs/latest/compat.html)
+in the documentation for more information.
+
+
+## Dependencies
+
+GLFW itself depends only on the headers and libraries for your window system.
+
+The (experimental) Wayland backend also depends on the `extra-cmake-modules`
+package, which is used to generate Wayland protocol headers.
+
+The examples and test programs depend on a number of tiny libraries. These are
+located in the `deps/` directory.
+
+ - [getopt\_port](https://github.com/kimgr/getopt_port/) for examples
+ with command-line options
+ - [TinyCThread](https://github.com/tinycthread/tinycthread) for threaded
+ examples
+ - [glad2](https://github.com/Dav1dde/glad) for loading OpenGL and Vulkan
+ functions
+ - [linmath.h](https://github.com/datenwolf/linmath.h) for linear algebra in
+ examples
+ - [Nuklear](https://github.com/Immediate-Mode-UI/Nuklear) for test and example UI
+ - [stb\_image\_write](https://github.com/nothings/stb) for writing images to disk
+
+The documentation is generated with [Doxygen](https://doxygen.org/) if CMake can
+find that tool.
+
+
+## Reporting bugs
+
+Bugs are reported to our [issue tracker](https://github.com/glfw/glfw/issues).
+Please check the [contribution
+guide](https://github.com/glfw/glfw/blob/master/docs/CONTRIBUTING.md) for
+information on what to include when reporting a bug.
+
+
+## Changelog
+
+ - Added `GLFW_NATIVE_INCLUDE_NONE` for disabling inclusion of native headers (#1348)
+ - Bugfix: `glfwMakeContextCurrent` would access TLS slot before initialization
+ - Bugfix: `glfwSetGammaRamp` could emit `GLFW_INVALID_VALUE` before initialization
+ - Bugfix: `glfwGetJoystickUserPointer` returned `NULL` during disconnection (#2092)
+ - [Win32] Bugfix: `Alt+PrtSc` would emit `GLFW_KEY_UNKNOWN` and a different
+ scancode than `PrtSc` (#1993)
+ - [Win32] Bugfix: `GLFW_KEY_PAUSE` scancode from `glfwGetKeyScancode` did not
+ match event scancode (#1993)
+ - [Win32] Bugfix: Instance-local operations used executable instance (#469,#1296,#1395)
+ - [Win32] Bugfix: The OSMesa library was not unloaded on termination
+ - [Win32] Bugfix: Right shift emitted `GLFW_KEY_UNKNOWN` when using a CJK IME (#2050)
+ - [Cocoa] Disabled macOS fullscreen when `GLFW_RESIZABLE` is false
+ - [Cocoa] Bugfix: A connected Apple AirPlay would emit a useless error (#1791)
+ - [Cocoa] Bugfix: The EGL and OSMesa libraries were not unloaded on termination
+ - [Cocoa] Bugfix: `GLFW_MAXIMIZED` was always true when `GLFW_RESIZABLE` was false
+ - [Cocoa] Bugfix: Changing `GLFW_DECORATED` in macOS fullscreen would abort
+ application (#1886)
+ - [Cocoa] Bugfix: Setting a monitor from macOS fullscreen would abort
+ application (#2110)
+ - [Cocoa] Bugfix: The Vulkan loader was not loaded from the `Frameworks` bundle
+ subdirectory (#2113,#2120)
+ - [X11] Bugfix: The OSMesa libray was not unloaded on termination
+ - [X11] Bugfix: A malformed response during selection transfer could cause a segfault
+ - [X11] Bugfix: Some calls would reset Xlib to the default error handler (#2108)
+ - [Wayland] Added support for file path drop events (#2040)
+ - [Wayland] Added support for more human-readable monitor names where available
+ - [Wayland] Removed support for the deprecated wl\_shell protocol
+ - [Wayland] Bugfix: `glfwSetClipboardString` would fail if set to result of
+ `glfwGetClipboardString`
+ - [Wayland] Bugfix: Data source creation error would cause double free at termination
+ - [Wayland] Bugfix: Partial writes of clipboard string would cause beginning to repeat
+ - [Wayland] Bugfix: Some errors would cause clipboard string transfer to hang
+ - [Wayland] Bugfix: Drag and drop data was misinterpreted as clipboard string
+ - [Wayland] Bugfix: MIME type matching was not performed for clipboard string
+ - [Wayland] Bugfix: The OSMesa library was not unloaded on termination
+ - [Wayland] Bugfix: `glfwCreateWindow` could emit `GLFW_PLATFORM_ERROR`
+ - [Wayland] Bugfix: Lock key modifier bits were only set when lock keys were pressed
+ - [Wayland] Bugfix: A window leaving full screen mode would be iconified (#1995)
+ - [Wayland] Bugfix: A window leaving full screen mode ignored its desired size
+ - [Wayland] Bugfix: `glfwSetWindowMonitor` did not update windowed mode size
+ - [Wayland] Bugfix: `glfwRestoreWindow` would make a full screen window windowed
+ - [Wayland] Bugfix: A window maximized or restored by the user would enter an
+ inconsistent state
+ - [Wayland] Bugfix: Window maximization events were not emitted
+ - [Wayland] Bugfix: `glfwRestoreWindow` assumed it was always in windowed mode
+ - [Wayland] Bugfix: `glfwSetWindowSize` would resize a full screen window
+ - [Wayland] Bugfix: A window content scale event would be emitted every time
+ the window resized
+ - [Wayland] Bugfix: If `glfwInit` failed it would close stdin
+ - [Wayland] Bugfix: Manual resizing with fallback decorations behaved erratically
+ (#1991,#2115,#2127)
+ - [Wayland] Bugfix: Size limits included frame size for fallback decorations
+ - [Wayland] Bugfix: Updating `GLFW_DECORATED` had no effect on server-side
+ decorations
+ - [Wayland] Bugfix: A monitor would be reported as connected again if its scale
+ changed
+ - [Wayland] Bugfix: `glfwTerminate` would segfault if any monitor had changed
+ scale
+ - [Wayland] Bugfix: Window content scale events were not emitted when monitor
+ scale changed
+ - [Wayland] Bugfix: `glfwSetWindowAspectRatio` reported an error instead of
+ applying the specified ratio
+ - [Wayland] Bugfix: `GLFW_MAXIMIZED` window hint had no effect
+ - [Wayland] Bugfix: `glfwRestoreWindow` had no effect before first show
+ - [Wayland] Bugfix: Hiding and then showing a window caused program abort on
+ wlroots compositors (#1268)
+ - [Wayland] Bugfix: `GLFW_DECORATED` was ignored when showing a window with XDG
+ decorations
+
+
+## Contact
+
+On [glfw.org](https://www.glfw.org/) you can find the latest version of GLFW, as
+well as news, documentation and other information about the project.
+
+If you have questions related to the use of GLFW, we have a
+[forum](https://discourse.glfw.org/), and the `#glfw` IRC channel on
+[Libera.Chat](https://libera.chat/).
+
+If you have a bug to report, a patch to submit or a feature you'd like to
+request, please file it in the
+[issue tracker](https://github.com/glfw/glfw/issues) on GitHub.
+
+Finally, if you're interested in helping out with the development of GLFW or
+porting it to your favorite platform, join us on the forum, GitHub or IRC.
+