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https://github.com/Go-gl/glfw

Go bindings for GLFW 3
https://github.com/Go-gl/glfw

gamedev glfw glfw-bindings go golang opengl

Last synced: 2 months ago
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Go bindings for GLFW 3

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README

        

# GLFW 3.3 for Go [![Build Status](https://travis-ci.org/go-gl/glfw.svg?branch=master)](https://travis-ci.org/go-gl/glfw) [![GoDoc](https://godoc.org/github.com/go-gl/glfw/v3.3/glfw?status.svg)](https://godoc.org/github.com/go-gl/glfw/v3.3/glfw)

## Installation

* GLFW C library source is included and built automatically as part of the Go package. But you need to make sure you have dependencies of GLFW:
* On macOS, you need Xcode or Command Line Tools for Xcode (`xcode-select --install`) for required headers and libraries.
* On Ubuntu/Debian-like Linux distributions, you need `libgl1-mesa-dev` and `xorg-dev` packages.
* On CentOS/Fedora-like Linux distributions, you need `libX11-devel libXcursor-devel libXrandr-devel libXinerama-devel mesa-libGL-devel libXi-devel libXxf86vm-devel` packages.
* On FreeBSD, you need the package `pkgconf`. To build for X, you also need the package `xorg`; and to build for Wayland, you need the package `wayland`.
* On NetBSD, to build for X, you need the X11 sets installed. These are included in all graphical installs, and can be added to the system with `sysinst(8)` on non-graphical systems. Wayland support is incomplete, due to missing wscons support in upstream GLFW. To attempt to build for Wayland, you need to install the `wayland libepoll-shim` packages and set the environment variable `PKG_CONFIG_PATH=/usr/pkg/libdata/pkgconfig`.
* On OpenBSD, you need the X11 sets. These are installed by default, and can be added from the ramdisk kernel at any time.
* See [here](http://www.glfw.org/docs/latest/compile.html#compile_deps) for full details.
* Go 1.4+ is required on Windows (otherwise you must use MinGW v4.8.1 exactly, see [Go issue 8811](https://github.com/golang/go/issues/8811)).

```
go get -u github.com/go-gl/glfw/v3.3/glfw
```

### OpenGL ES

If your target system only provides an OpenGL ES implementation (true for some ARM boards), you need to link against that implementation.
You do this by defining the appropriate build tags, e.g.

```
go get -u -tags=gles2 github.com/go-gl/glfw/v3.3/glfw
```

Supported tags are `gles1`, `gles2`, `gles3` and `vulkan`.
Note that required packages might differ from those listed above; consult your hardware's documentation.

## Usage

```Go
package main

import (
"runtime"
"github.com/go-gl/glfw/v3.3/glfw"
)

func init() {
// This is needed to arrange that main() runs on main thread.
// See documentation for functions that are only allowed to be called from the main thread.
runtime.LockOSThread()
}

func main() {
err := glfw.Init()
if err != nil {
panic(err)
}
defer glfw.Terminate()

window, err := glfw.CreateWindow(640, 480, "Testing", nil, nil)
if err != nil {
panic(err)
}

window.MakeContextCurrent()

for !window.ShouldClose() {
// Do OpenGL stuff.
window.SwapBuffers()
glfw.PollEvents()
}
}
```

## Changelog

### GLFW 3.3 Specific Changes
- Joystick functions now uses receivers instead of passing the joystick ID as argument.
- Vulkan methods are intentionally not implemented. `Window.Handle` can be used to create a Vulkan surface via the [this](https://github.com/vulkan-go/vulkan) package.

* Renamed `Window.GLFWWindow` to `Window.Handle`
* Added function `Window.SetAttrib`.
* Added function `Window.RequestAttention`.
* Added function `Window.GetContentScale`.
* Added function `Window.GetOpacity`.
* Added function `Window.SetOpacity`.
* Added function `Window.SetMaximizeCallback`.
* Added function `Window.SetContentScaleCallback`.
* Added function `Monitor.GetWorkarea`.
* Added function `Monitor.GetContentScale`.
* Added function `Monitor.SetUserPointer`.
* Added function `Monitor.GetUserPointer`.
* Added function `InitHint`.
* Added function `RawMouseMotionSupported`
* Added function `GetKeyScancode`.
* Added function `WindowHintString`.
* Added function `GetClipboardString`.
* Added function `SetClipboardString`.
* Added function `Joystick.GetHats`.
* Added function `Joystick.IsGamepad`.
* Added function `Joystick.GetGUID`.
* Added function `Joystick.GetGamepadName`.
* Added function `Joystick.GetGamepadState`.
* Added function `Joystick.SetUserPointer`.
* Added function `Joystick.GetUserPointer`.
* Added function `UpdateGamepadMappings`.
* Added function `SetX11SelectionString`.
* Added function `GetX11SelectionString`.
* Added gamepad button IDs.
* Added gamepad axis IDs.
* Added joystick hat state IDs.
* Added ModifierKey `ModCapsLock`.
* Added ModifierKey `ModNumLock`
* Added InputMode `LockKeyMods`.
* Added InputMode `RawMouseMotion`.
* Added hint `Hovered`.
* Added hint `CenterCursor`.
* Added hint `TransparentFramebuffer`.
* Added hint `FocusOnShow`.
* Added hint `ScaleToMonitor`.
* Added hint `JoystickHatButtons`.
* Added hint `CocoaChdirResources`.
* Added hint `CocoaMenubar`.
* Added hint `TransparentFramebuffer`.
* Added hint value `OSMesaContextAPI`.
* Added hint value `CocoaGraphicsSwitching`.
* Added hint value `CocoaRetinaFramebuffer`.
* Added string hint value `CocoaFrameNAME`.
* Added string hint value `X11ClassName`.
* Added string hint value `X11InstanceName`.
* `MonitorEvent` renamed to `PeripheralEvent` for reuse with joystick events.
* `Joystick.GetButtons` Returns `[]Action` instead of `[]byte`.
* `SetMonitorCallback` Returns `MonitorCallback`.
* `Focus` No longer returns an error.
* `Iconify` No longer returns an error.
* `Maximize` No longer returns an error.
* `Restore` No longer returns an error.
* `GetClipboardString` No longer returns an error.

### GLFW 3.2 Specfic Changes
- Easy `go get` installation. GLFW source code is now included in-repo and compiled in so you don't have to build GLFW on your own and distribute shared libraries. The revision of GLFW C library used is listed in [GLFW_C_REVISION.txt](https://github.com/go-gl/glfw/blob/master/v3.3/glfw/GLFW_C_REVISION.txt) file.
- The error callback is now set internally. Functions return an error with corresponding code and description (do a type assertion to glfw3.Error for accessing the variables) if the error is recoverable. If not a panic will occur.

* Added function `Window.SetSizeLimits`.
* Added function `Window.SetAspectRatio`.
* Added function `Window.SetMonitor`.
* Added function `Window.Maximize`.
* Added function `Window.SetIcon`.
* Added function `Window.Focus`.
* Added function `GetKeyName`.
* Added function `VulkanSupported`.
* Added function `GetTimerValue`.
* Added function `GetTimerFrequency`.
* Added function `WaitEventsTimeout`.
* Added function `SetJoystickCallback`.
* Added window hint `Maximized`.
* Added hint `NoAPI`.
* Added hint `NativeContextAPI`.
* Added hint `EGLContextAPI`.

### GLFW 3.1 Specfic Changes
* Added type `Cursor`.
* Added function `Window.SetDropCallback`.
* Added function `Window.SetCharModsCallback`.
* Added function `PostEmptyEvent`.
* Added function `CreateCursor`.
* Added function `CreateStandardCursor`.
* Added function `Cursor.Destroy`.
* Added function `Window.SetCursor`.
* Added function `Window.GetFrameSize`.
* Added window hint `Floating`.
* Added window hint `AutoIconify`.
* Added window hint `ContextReleaseBehavior`.
* Added window hint `DoubleBuffer`.
* Added hint value `AnyReleaseBehavior`.
* Added hint value `ReleaseBehaviorFlush`.
* Added hint value `ReleaseBehaviorNone`.
* Added hint value `DontCare`.

### API changes
* `Window.Iconify` Returns an error.
* `Window.Restore` Returns an error.
* `Init` Returns an error instead of `bool`.
* `GetJoystickAxes` No longer returns an error.
* `GetJoystickButtons` No longer returns an error.
* `GetJoystickName` No longer returns an error.
* `GetMonitors` No longer returns an error.
* `GetPrimaryMonitor` No longer returns an error.
* `Monitor.GetGammaRamp` No longer returns an error.
* `Monitor.GetVideoMode` No longer returns an error.
* `Monitor.GetVideoModes` No longer returns an error.
* `GetCurrentContext` No longer returns an error.
* `Window.SetCharCallback` Accepts `rune` instead of `uint`.
* Added type `Error`.
* Removed `SetErrorCallback`.
* Removed error code `NotInitialized`.
* Removed error code `NoCurrentContext`.
* Removed error code `InvalidEnum`.
* Removed error code `InvalidValue`.
* Removed error code `OutOfMemory`.
* Removed error code `PlatformError`.
* Removed `KeyBracket`.
* Renamed `Window.SetCharacterCallback` to `Window.SetCharCallback`.
* Renamed `Window.GetCursorPosition` to `GetCursorPos`.
* Renamed `Window.SetCursorPosition` to `SetCursorPos`.
* Renamed `CursorPositionCallback` to `CursorPosCallback`.
* Renamed `Window.SetCursorPositionCallback` to `SetCursorPosCallback`.
* Renamed `VideoMode` to `VidMode`.
* Renamed `Monitor.GetPosition` to `Monitor.GetPos`.
* Renamed `Window.GetPosition` to `Window.GetPos`.
* Renamed `Window.SetPosition` to `Window.SetPos`.
* Renamed `Window.GetAttribute` to `Window.GetAttrib`.
* Renamed `Window.SetPositionCallback` to `Window.SetPosCallback`.
* Renamed `PositionCallback` to `PosCallback`.
* Ranamed `Cursor` to `CursorMode`.
* Renamed `StickyKeys` to `StickyKeysMode`.
* Renamed `StickyMouseButtons` to `StickyMouseButtonsMode`.
* Renamed `ApiUnavailable` to `APIUnavailable`.
* Renamed `ClientApi` to `ClientAPI`.
* Renamed `OpenglForwardCompatible` to `OpenGLForwardCompatible`.
* Renamed `OpenglDebugContext` to `OpenGLDebugContext`.
* Renamed `OpenglProfile` to `OpenGLProfile`.
* Renamed `SrgbCapable` to `SRGBCapable`.
* Renamed `OpenglApi` to `OpenGLAPI`.
* Renamed `OpenglEsApi` to `OpenGLESAPI`.
* Renamed `OpenglAnyProfile` to `OpenGLAnyProfile`.
* Renamed `OpenglCoreProfile` to `OpenGLCoreProfile`.
* Renamed `OpenglCompatProfile` to `OpenGLCompatProfile`.
* Renamed `KeyKp...` to `KeyKP...`.