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# GLFW
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[](https://github.com/glfw/glfw/actions)
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[](https://ci.appveyor.com/project/elmindreda/glfw)
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[](https://scan.coverity.com/projects/glfw-glfw)
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## Introduction
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GLFW is an Open Source, multi-platform library for OpenGL, OpenGL ES and Vulkan
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application development. It provides a simple, platform-independent API for
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creating windows, contexts and surfaces, reading input, handling events, etc.
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GLFW natively supports Windows, macOS and Linux and other Unix-like systems. On
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Linux both X11 and Wayland are supported.
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GLFW is licensed under the [zlib/libpng
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license](https://www.glfw.org/license.html).
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You can [download](https://www.glfw.org/download.html) the latest stable release
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as source or Windows binaries, or fetch the `latest` branch from GitHub. Each
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release starting with 3.0 also has a corresponding [annotated
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tag](https://github.com/glfw/glfw/releases) with source and binary archives.
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The [documentation](https://www.glfw.org/docs/latest/) is available online and is
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included in all source and binary archives. See the [release
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notes](https://www.glfw.org/docs/latest/news.html) for new features, caveats and
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deprecations in the latest release. For more details see the [version
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history](https://www.glfw.org/changelog.html).
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The `master` branch is the stable integration branch and _should_ always compile
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and run on all supported platforms, although details of newly added features may
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change until they have been included in a release. New features and many bug
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fixes live in [other branches](https://github.com/glfw/glfw/branches/all) until
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they are stable enough to merge.
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If you are new to GLFW, you may find the
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[tutorial](https://www.glfw.org/docs/latest/quick.html) for GLFW 3 useful. If
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you have used GLFW 2 in the past, there is a [transition
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guide](https://www.glfw.org/docs/latest/moving.html) for moving to the GLFW
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3 API.
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GLFW exists because of the contributions of [many people](CONTRIBUTORS.md)
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around the world, whether by reporting bugs, providing community support, adding
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features, reviewing or testing code, debugging, proofreading docs, suggesting
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features or fixing bugs.
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## Compiling GLFW
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GLFW itself requires only the headers and libraries for your OS and window
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system. It does not need the headers for any context creation API (WGL, GLX,
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EGL, NSGL, OSMesa) or rendering API (OpenGL, OpenGL ES, Vulkan) to enable
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support for them.
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GLFW supports compilation on Windows with Visual C++ 2010 and later, MinGW and
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MinGW-w64, on macOS with Clang and on Linux and other Unix-like systems with GCC
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and Clang. It will likely compile in other environments as well, but this is
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not regularly tested.
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There are [pre-compiled Windows binaries](https://www.glfw.org/download.html)
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available for all supported compilers.
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See the [compilation guide](https://www.glfw.org/docs/latest/compile.html) for
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more information about how to compile GLFW yourself.
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## Using GLFW
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See the [documentation](https://www.glfw.org/docs/latest/) for tutorials, guides
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and the API reference.
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## Contributing to GLFW
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See the [contribution
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guide](https://github.com/glfw/glfw/blob/master/docs/CONTRIBUTING.md) for
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more information.
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## System requirements
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GLFW supports Windows XP and later and macOS 10.8 and later. Linux and other
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Unix-like systems running the X Window System are supported even without
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a desktop environment or modern extensions, although some features require
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a running window or clipboard manager. The OSMesa backend requires Mesa 6.3.
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See the [compatibility guide](https://www.glfw.org/docs/latest/compat.html)
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in the documentation for more information.
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## Dependencies
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GLFW itself depends only on the headers and libraries for your window system.
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The (experimental) Wayland backend also depends on the `extra-cmake-modules`
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package, which is used to generate Wayland protocol headers.
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The examples and test programs depend on a number of tiny libraries. These are
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located in the `deps/` directory.
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- [getopt\_port](https://github.com/kimgr/getopt_port/) for examples
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with command-line options
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- [TinyCThread](https://github.com/tinycthread/tinycthread) for threaded
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examples
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- [glad2](https://github.com/Dav1dde/glad) for loading OpenGL and Vulkan
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functions
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- [linmath.h](https://github.com/datenwolf/linmath.h) for linear algebra in
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examples
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- [Nuklear](https://github.com/Immediate-Mode-UI/Nuklear) for test and example UI
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- [stb\_image\_write](https://github.com/nothings/stb) for writing images to disk
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The documentation is generated with [Doxygen](https://doxygen.org/) if CMake can
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find that tool.
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## Reporting bugs
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Bugs are reported to our [issue tracker](https://github.com/glfw/glfw/issues).
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Please check the [contribution
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guide](https://github.com/glfw/glfw/blob/master/docs/CONTRIBUTING.md) for
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information on what to include when reporting a bug.
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## Changelog
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- Bugfix: Joysticks connected before init did not get gamepad mappings (#1996)
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- [Win32] Bugfix: Content scale queries could fail silently (#1615)
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- [Win32] Bugfix: Content scales could have garbage values if monitor was recently
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disconnected (#1615)
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- [Cocoa] Bugfix: A dependency on an external constant caused crashes on macOS
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11 and earlier (#1985,#1994)
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- [X11] Bugfix: Icon pixel format conversion worked only by accident, relying on
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undefined behavior (#1986)
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## Contact
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On [glfw.org](https://www.glfw.org/) you can find the latest version of GLFW, as
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well as news, documentation and other information about the project.
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If you have questions related to the use of GLFW, we have a
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[forum](https://discourse.glfw.org/), and the `#glfw` IRC channel on
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[Libera.Chat](https://libera.chat/).
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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 it in the
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[issue tracker](https://github.com/glfw/glfw/issues) on GitHub.
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Finally, if you're interested in helping out with the development of GLFW or
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porting it to your favorite platform, join us on the forum, GitHub or IRC.
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