- Full support of 3.4.0 API (except native functions)
- Supports both Luajit and Lua with luaffi
- Additional OO style for monitors, windows, and cursors
glfw.ShowWindow(window)
-- or
window:Show()
- Constants can be used in two ways
glfw.GetKey(window, GLFW.KEY_SPACE)
-- or
glfw.GetKey(window, 'KEY_SPACE')
Binding is so close to the original API as possible, but some things still differ.
- Names lost 'glfw' prefix.
- Arrays of chars replaced by lua string (except joystick buttons).
- Arrays of structs and strings replaced by lua tables.
- Values returned by reference replaced by returning table or multiple results.
- Video mode returned as table. This may change in future if necessary.
- Some OO methods have shortened names.
Before calling glfw functions you need to initialize binding with library name or path. Luajit uses dynamic library loading API directly, so behaviour may be different on each OS. Filename and location of glfw library may also vary. Several examples:
-- Windows
local glfw = require 'glfw' ('glfw3')
local glfw = require 'glfw' ('../some/path/glfw3.dll')
-- Linux
local glfw = require 'glfw' ('./libglfw3.so')
local glfw = require 'glfw' ('/usr/local/lib/libglfw3.so')
-- Mac OS X
local glfw = require 'glfw' ('/opt/local/lib/libglfw.3.1.dylib')
For statically linked glfw, just skip argument.
-- Any OS
local glfw = require 'glfw' ()
Constants stored in const table. It is recommended to save it in variable with GLFW name.
local GLFW = glfw.const
If you need vulkan-related functions, then specify 'bind_vulkan' option. Vulkan types MUST be declared (manually or with other binding) before this.
local glfw = require 'glfw' { 'glfw3',
bind_vulkan = true
}
If you use or want to support Lua+luaffi, then compare pointers with NULL only in this way:
pointer == GLFW.NULL
local glfw = require 'glfw' ('glfw3')
local GLFW = glfw.const
-- Initialize the library
if glfw.Init() == 0 then
return
end
-- Create a windowed mode window and its OpenGL context
local window = glfw.CreateWindow(640, 480, "Hello World")
if window == GLFW.NULL then
glfw.Terminate()
return
end
-- Make the window's context current
glfw.MakeContextCurrent(window)
-- Loop until the user closes the window
while glfw.WindowShouldClose(window) == 0 do
-- Render here
-- Swap front and back buffers
glfw.SwapBuffers(window)
-- Poll for and process events
glfw.PollEvents()
end
glfw.Terminate()
local glfw = require 'glfw' ('glfw3')
local GLFW = glfw.const
-- Initialize the library
if glfw.Init() == 0 then
return
end
-- Create a windowed mode window and its OpenGL context
local window = glfw.CreateWindow(640, 480, "Hello World")
if window == GLFW.NULL then
glfw.Terminate()
return
end
-- Make the window's context current
window:MakeContextCurrent()
-- Loop until the user closes the window
while window:ShouldClose() == 0 do
-- Render here
-- Swap front and back buffers
window:SwapBuffers()
-- Poll for and process events
glfw.PollEvents()
end
glfw.Terminate()
local version = glfw.GetVersion()
print(version.major, version.minor, version.rev)
local monitors = glfw.GetMonitors()
for i = 1, #monitors do ... end
local x,y = glfw.GetMonitorPos(monitor)
local x,y = monitor:GetPos()
local w,h = glfw.GetMonitorPhysicalSize(monitor)
local w,h = monitor:GetPhysicalSize()
local modes = glfw.GetVideoModes(monitor)
local modes = monitor:GetVideoModes()
for i = 1, #modes do ... end
local mode = glfw.GetVideoMode(monitor)
local mode = monitor:GetVideoMode()
for k,v in pairs(mode) do
print(k,v)
end
local x,y = glfw.GetWindowPos(window)
local x,y = window:GetPos()
local fsize = glfw.GetWindowFrameSize(window)
local fsize = window:GetFrameSize()
print(fsize.left, fsize.top, fsize.right, fsize.bottom)
local axes = glfw.GetJoystickAxes(joy)
for i = 1, #axes do ... end