GLFW for Node.js
GLFW 3 crossplatform addon with minimized dependencies.
- IMPORTANT: as of 0.7.0 all methods start lowercase, like in WebGL. This breaks compatibility
of any old code, that would call
glfw.Method()
instead ofglfw.method()
. If you want to upgrade, consider the following search pattern regexp:glfw\.\w+\(
. Any modern text editor should help to easily handle this.
Install
npm i -s node-glfw-raub
Note: as this is a compiled addon, compilation tools must be in place on your system.
Such as MSVS13 for Windows, where ADMIN PRIVELEGED npm i -g windows-build-tools
most probably helps.
Usage
This is a rather low level interface, where most of the stuff is directly reflecting GLFW interfaces. Do not expect much. See GLFW Docs for useful info on what it does and doesn't.
As per this lib, 3 entities are exported: GLFW itself, and Window and Document classes.
const glfw = ;const Window Document = glfw;
Here glfw
is low level interface container, where all glfw*
functions are accessible as
glfw.*
. E.g. glfwSetWindowTitle
-> glfw.setWindowTitle
.
glfw.createWindow(w, h, emitter, title, display)
- this function differs from GLFW Docs
signature due to JS specifics. Here emitter
is any object having BOUND emit()
method.
It will be used to transmit GLFW events.
class Window
Window
is higher level js-wrapper around the above functions, which helps in managing window
instances. It basically has all the functionality where in GLFW Docs window
parameter
is mentioned. E.g. glfwSetWindowTitle(window, title)
-> window.title = title
.
There are few simple rules for the above transformation to become intuitive:
- API is available if it has
window
parameter. - All props start lowercase.
- Word "Window" is omitted.
- Whatever could have a
get/set
interface is made so.
Constructor:
Window({ title, width, height, display, vsync, fullscreen, msaa })
string title $PWD
- window title, takes current directory as default.number width 800
- window initial width.number height 600
- window initial height.number display undefined
- display id to open window on a specific display.boolean vsync false
- if vsync should be used.boolean fullscreen false
- if fullscreen should be used.number msaa 2
- multisample antialiasing level.boolean decorated true
- if window has borders (usefalse
for borderless fullscreen).
Properties:
get number handle
- window pointer.get string version
- OpenGL vendor info.get number platformWindow
- window HWND pointer.get number platformContext
- OpenGL context handle.get {width, height} framebufferSize
- the size of allocated framebuffer.get number currentContext
- what GLFW window is now current.get number samples
- number of msaa samples passed to the constructor.
get/set number width|w
- window width.get/set number height|h
- window height.get/set [width, height] wh
- window width and height.get/set {width, height} size
- window width and height.get/set string title
- window title.get/set {width, height, Buffer data} icon
- window icon in RGBA format. Consider using this Image implementation.get/set boolean shouldClose
- if window is going to be closed.get/set number x
- window position X-coordinate on the screen.get/set number y
- window position Y-coordinate on the screen.get/set {x, y} pos
- where window is on the screen.get/set {x, y} cursorPos
- where mouse is relative to the window.
getKey(number key)
-glfw.getKey(window, key)
.getMouseButton(number button)
-glfw.getMouseButton(window, button)
.getWindowAttrib(number attrib)
-glfw.getWindowAttrib(window, attrib)
.setInputMode(number mode)
-glfw.setInputMode(window, mode)
.swapBuffers()
-glfw.swapBuffers(window)
.makeCurrent()
-glfw.makeContextCurrent(window)
.destroy()
-glfw.destroyWindow(window)
.iconify()
-glfw.iconifyWindow(window)
.restore()
-glfw.restoreWindow(window)
.hide()
-glfw.hideWindow(window)
.show()
-glfw.showWindow(window)
.on(string type, function cb)
- listen for window (GLFW) events.
GLFW events:
'window_pos'
- window moved'resize'
- window frame resized'framebuffer_resize'
- render-surface resized'drop'
- drag-dropped some files on the window'quit'
- window closed'refresh'
- window needs to be redrawn'iconified'
- window was iconified'focused'
- focus gained/lost'keyup'
- keyboard key up'keydown'
- keyboard key down'keypress'
- keyboard key pressed'mousemove'
- mouse moved'mouseenter'
- mouse entered/left the window'mousedown'
- mouse button down'mouseup'
- mouse button up'click'
- mouse button clicked'mousewheel'
- mouse wheel rotation
class Document
Document
extends Window
to provide an additional web-style compatibility layer.
As name suggests, objects of such class will mimic the behavior and properties of
your typical browser window.document
. But also it is a Window
, at the same time.
And it is incomplete at this point: you still have to provide an Image
class of
your choice and WebGL context (implementation). Two static methods are designated
for this:
-
static setImage(Image) - for example, this Image implementation is designed to fit perfectly. Also sets
global.HTMLImageElement
. -
static setWebgl(webgl) - for example, this WebGL implementation is designed to fit perfectly.
Properties:
get body
- returnsthis
.get ratio/devicePixelRatio
- device pixel ratio, most likely to be 1.get/set innerWidth/clientWidth
- window width.get/set innerHeight/clientHeight
- window height.get/set onkeydown
- browser-style event listening.get/set onkeyup
- browser-style event listening.get style
- mimic web-elementstyle
property.get context
- returnsDocument.webgl
, set throughDocument.setWebgl
.
Methods:
getContext()
- returnsDocument.webgl
, set throughDocument.setWebgl
.getElementById(id)
- returnsthis
.getElementsByTagName(tag)
- if contains 'canvas', returnsthis
, otherwisenull
.createElementNS(_0, name)
- returns the result ofcreateElement(name)
.createElement(name)
- for'canvas'
returnsthis
; for'image'
returnsnew Document.Image
, set throughDocument.setImage
.dispatchEvent(event)
- invokesemit(event.type, event)
.addEventListener(name, callback)
- adds event listener.removeEventListener(name, callback)
- removes event listener.requestAnimationFrame(cb)
- BOUNDrequestAnimationFrame
method.