-
-
Notifications
You must be signed in to change notification settings - Fork 2.3k
raylib GLFW dependency
Frank Kartheuser edited this page Jul 7, 2024
·
5 revisions
raylib uses the GLFW library for managing Window and Input events on the following platforms:
-
PLATFORM_DESKTOP
: Windows, Linux and macOS. -
PLATFORM_WEB
: HTML5 (Emscripten JS implementation (limited)).
Note that GLFW is used by the core module only.
GLFW is not used on the following platforms, where custom implementations are used to manage Window and Input events:
-
PLATFORM_ANDROID
: Uses thenative_app_glue
Android NDK module. -
PLATFORM_RPI
: (native, no desktop) UsesEGL
,evdev
and standard system libraries directly. -
PLATFORM_SDL
: Uses the native SDL functions.
If you are interested in replacing GLFW with a custom, platform-specific implementation, the functions currently used by raylib (as of raylib 4.0) are detailed below:
// GLFW: Device init/close
glfwInit();
glfwInitHint(GLFW_COCOA_CHDIR_RESOURCES, GLFW_FALSE);
glfwDefaultWindowHints();
glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE);
glfwCreateWindow(CORE.Window.display.width, CORE.Window.display.height, CORE.Window.title, glfwGetPrimaryMonitor(), NULL);
glfwDestroyWindow(CORE.Window.handle);
glfwWindowShouldClose(CORE.Window.handle);
glfwSetWindowShouldClose(CORE.Window.handle, GLFW_TRUE);
glfwMakeContextCurrent(CORE.Window.handle);
glfwGetFramebufferSize(CORE.Window.handle, &fbWidth, &fbHeight);
glfwWaitEvents();
glfwPollEvents();
glfwSwapInterval(1);
glfwSwapBuffers(CORE.Window.handle);
glfwTerminate();
// GLFW: Window/Monitor management
glfwGetWindowPos(CORE.Window.handle, &CORE.Window.position.x, &CORE.Window.position.y);
glfwGetWindowAttrib(CORE.Window.handle, GLFW_VISIBLE) == GL_FALSE);
glfwSetWindowTitle(CORE.Window.handle, title);
glfwSetWindowPos(CORE.Window.handle, x, y);
glfwGetPrimaryMonitor();
glfwGetMonitors(&monitorCount);
glfwGetMonitorName(monitors[monitor]));
glfwGetMonitorPhysicalSize(monitors[monitor], &physicalWidth, NULL);
glfwSetWindowMonitor(CORE.Window.handle, monitors[monitor], 0, 0, mode->width, mode->height, mode->refreshRate);
glfwSetWindowSizeLimits(CORE.Window.handle, width, height, mode->width, mode->height);
glfwSetWindowSize(CORE.Window.handle, width, height);
glfwGetVideoMode(monitor);
glfwGetVideoModes(monitors[monitor], &count);
glfwShowWindow(CORE.Window.handle);
glfwHideWindow(CORE.Window.handle);
glfwGetWin32Window(CORE.Window.handle);
glfwMaximizeWindow(CORE.Window.handle);
glfwIconifyWindow(CORE.Window.handle);
glfwRestoreWindow(CORE.Window.handle);
glfwSetWindowIcon(CORE.Window.handle, 1, icon);
glfwGetWindowMonitor(CORE.Window.handle);
glfwGetMonitorWorkarea(monitor, &mx, &my, &width, &height);
glfwGetMonitorPos(monitors[monitor], &x, &y);
glfwGetMonitorContentScale(monitors[i], &xdpi, &ydpi);
glfwGetWindowContentScale(CORE.Window.handle, &xScale, &yScale);
// GLFW: Misc functionality
glfwGetProcAddress();
glfwGetClipboardString(CORE.Window.handle);
glfwSetClipboardString(CORE.Window.handle, text);
glfwGetTime();
glfwSetCursor(CORE.Window.handle, NULL);
glfwCreateStandardCursor(0x00036000 + cursor);
// GLFW: Callbacks (Window/Input events)
glfwSetErrorCallback(ErrorCallback);
glfwSetWindowSizeCallback(CORE.Window.handle, WindowSizeCallback);
glfwSetWindowIconifyCallback(CORE.Window.handle, WindowIconifyCallback);
glfwSetWindowFocusCallback(CORE.Window.handle, WindowFocusCallback);
glfwSetCursorEnterCallback(CORE.Window.handle, CursorEnterCallback);
glfwSetCursorPosCallback(CORE.Window.handle, MouseCursorPosCallback);
glfwSetMouseButtonCallback(CORE.Window.handle, MouseButtonCallback);
glfwSetScrollCallback(CORE.Window.handle, ScrollCallback);
glfwSetKeyCallback(CORE.Window.handle, KeyCallback);
glfwSetCharCallback(CORE.Window.handle, CharCallback);
glfwSetDropCallback(CORE.Window.handle, WindowDropCallback);
glfwSetJoystickCallback(NULL);
// GLFW: Input management
// NOTE: Most inputs (keyboard/mouse) are managed through callbacks
glfwJoystickPresent(i);
glfwGetJoystickName(gamepad);
glfwGetGamepadState(i, &state);
glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
glfwSetCursorPos(CORE.Window.handle, CORE.Input.Mouse.position.x, CORE.Input.Mouse.position.y);
glfwUpdateGamepadMappings(mappings);
www.raylib.com | itch.io | GitHub | Discord | YouTube
- Architecture
- Syntax analysis
- Data structures
- Enumerated types
- External dependencies
- GLFW dependency
- libc dependency
- Platforms and graphics
- Input system
- Default shader
- Custom shaders
- Coding conventions
- Integration with other libs
- Working on Windows
- Working on macOS
- Working on GNU Linux
- Working on Chrome OS
- Working on FreeBSD
- Working on Raspberry Pi
- Working for Android
- Working for Web (HTML5)
- Working on exaequOS Web Computer
- Creating Discord Activities
- Working anywhere with CMake
- CMake Build Options
- raylib templates: Get started easily
- How To: Quick C/C++ Setup in Visual Studio 2022, GCC or MinGW
- How To: C# Visual Studio Setup
- How To: VSCode
- How To: Eclipse
- How To: Sublime Text
- How To: Code::Blocks