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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:

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 the native_app_glue Android NDK module.
  • PLATFORM_RPI: (native, no desktop) Uses EGL, 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);
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