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							277 lines
						
					
					
						
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				| /*! | |
| 
 | |
| @page compile_guide Compiling GLFW | |
| 
 | |
| @tableofcontents | |
| 
 | |
| This is about compiling the GLFW library itself.  For information on how to | |
| build applications that use GLFW, see @ref build_guide. | |
| 
 | |
| 
 | |
| @section compile_cmake Using CMake | |
| 
 | |
| GLFW uses [CMake](http://www.cmake.org/) to generate project files or makefiles | |
| for a particular development environment.  If you are on a Unix-like system such | |
| as Linux or FreeBSD or have a package system like Fink, MacPorts, Cygwin or | |
| Homebrew, you can simply install its CMake package.  If not, you can download | |
| installers for Windows and macOS from the | |
| [CMake website](http://www.cmake.org/). | |
| 
 | |
| @note CMake only generates project files or makefiles.  It does not compile the | |
| actual GLFW library.  To compile GLFW, first generate these files for your | |
| chosen development environment and then use them to compile the actual GLFW | |
| library. | |
| 
 | |
| 
 | |
| @subsection compile_deps Dependencies | |
| 
 | |
| Once you have installed CMake, make sure that all other dependencies are | |
| available.  On some platforms, GLFW needs a few additional packages to be | |
| installed.  See the section for your chosen platform and development environment | |
| below. | |
| 
 | |
| 
 | |
| @subsubsection compile_deps_msvc Dependencies for Visual C++ on Windows | |
| 
 | |
| The Microsoft Platform SDK that is installed along with Visual C++ already | |
| contains all the necessary headers, link libraries and tools except for CMake. | |
| Move on to @ref compile_generate. | |
| 
 | |
| 
 | |
| @subsubsection compile_deps_mingw Dependencies for MinGW or MinGW-w64 on Windows | |
| 
 | |
| Both the MinGW and the MinGW-w64 packages already contain all the necessary | |
| headers, link libraries and tools except for CMake.  Move on to @ref | |
| compile_generate. | |
| 
 | |
| 
 | |
| @subsubsection compile_deps_mingw_cross Dependencies for MinGW or MinGW-w64 cross-compilation | |
| 
 | |
| Both Cygwin and many Linux distributions have MinGW or MinGW-w64 packages.  For | |
| example, Cygwin has the `mingw64-i686-gcc` and `mingw64-x86_64-gcc` packages | |
| for 32- and 64-bit version of MinGW-w64, while Debian GNU/Linux and derivatives | |
| like Ubuntu have the `mingw-w64` package for both. | |
| 
 | |
| GLFW has CMake toolchain files in the `CMake/` directory that allow for easy | |
| cross-compilation of Windows binaries.  To use these files you need to add a | |
| special parameter when generating the project files or makefiles: | |
| 
 | |
| @code{.sh} | |
| cmake -DCMAKE_TOOLCHAIN_FILE=<toolchain-file> . | |
| @endcode | |
| 
 | |
| The exact toolchain file to use depends on the prefix used by the MinGW or | |
| MinGW-w64 binaries on your system.  You can usually see this in the /usr | |
| directory.  For example, both the Debian/Ubuntu and Cygwin MinGW-w64 packages | |
| have `/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct | |
| invocation would be: | |
| 
 | |
| @code{.sh} | |
| cmake -DCMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake . | |
| @endcode | |
| 
 | |
| For more details see the article | |
| [CMake Cross Compiling](http://www.paraview.org/Wiki/CMake_Cross_Compiling) on | |
| the CMake wiki. | |
| 
 | |
| Once you have this set up, move on to @ref compile_generate. | |
| 
 | |
| 
 | |
| @subsubsection compile_deps_xcode Dependencies for Xcode on macOS | |
| 
 | |
| Xcode comes with all necessary tools except for CMake.  The required headers | |
| and libraries are included in the core macOS frameworks.  Xcode can be | |
| downloaded from the Mac App Store or from the ADC Member Center. | |
| 
 | |
| Once you have Xcode installed, move on to @ref compile_generate. | |
| 
 | |
| 
 | |
| @subsubsection compile_deps_x11 Dependencies for Linux and X11 | |
| 
 | |
| To compile GLFW for X11, you need to have the X11 packages installed, as well as | |
| the basic development tools like GCC and make.  For example, on Ubuntu and other | |
| distributions based on Debian GNU/Linux, you need to install the `xorg-dev` | |
| package, which pulls in all X.org header packages. | |
| 
 | |
| Once you have installed the necessary packages, move on to @ref | |
| compile_generate. | |
| 
 | |
| 
 | |
| @subsection compile_deps_osmesa Dependencies for Linux and OSMesa | |
| 
 | |
| To compile GLFW for OSMesa, you need to install the OSMesa library and header | |
| packages.  For example, on Ubuntu and other distributions based on Debian | |
| GNU/Linux, you need to install the `libosmesa6-dev` package.  The OSMesa library | |
| is required at runtime for context creation and is loaded on demand. | |
| 
 | |
| Once you have installed the necessary packages, move on to @ref | |
| compile_generate. | |
| 
 | |
| 
 | |
| @subsection compile_generate Generating build files with CMake | |
| 
 | |
| Once you have all necessary dependencies it is time to generate the project | |
| files or makefiles for your development environment.  CMake needs to know two | |
| paths for this: the path to the _root_ directory of the GLFW source tree (i.e. | |
| _not_ the `src` subdirectory) and the target path for the generated files and | |
| compiled binaries.  If these are the same, it is called an in-tree build, | |
| otherwise it is called an out-of-tree build. | |
| 
 | |
| One of several advantages of out-of-tree builds is that you can generate files | |
| and compile for different development environments using a single source tree. | |
| 
 | |
| @note This section is about generating the project files or makefiles necessary | |
| to compile the GLFW library, not about compiling the actual library. | |
| 
 | |
| 
 | |
| @subsubsection compile_generate_cli Generating files with the CMake command-line tool | |
| 
 | |
| To make an in-tree build, enter the _root_ directory of the GLFW source tree | |
| (i.e. _not_ the `src` subdirectory) and run CMake.  The current directory is | |
| used as target path, while the path provided as an argument is used to find the | |
| source tree. | |
| 
 | |
| @code{.sh} | |
| cd <glfw-root-dir> | |
| cmake . | |
| @endcode | |
| 
 | |
| To make an out-of-tree build, make a directory outside of the source tree, enter | |
| it and run CMake with the (relative or absolute) path to the root of the source | |
| tree as an argument. | |
| 
 | |
| @code{.sh} | |
| mkdir glfw-build | |
| cd glfw-build | |
| cmake <glfw-root-dir> | |
| @endcode | |
| 
 | |
| Once you have generated the project files or makefiles for your chosen | |
| development environment, move on to @ref compile_compile. | |
| 
 | |
| 
 | |
| @subsubsection compile_generate_gui Generating files with the CMake GUI | |
| 
 | |
| If you are using the GUI version, choose the root of the GLFW source tree as | |
| source location and the same directory or another, empty directory as the | |
| destination for binaries.  Choose _Configure_, change any options you wish to, | |
| _Configure_ again to let the changes take effect and then _Generate_. | |
| 
 | |
| Once you have generated the project files or makefiles for your chosen | |
| development environment, move on to @ref compile_compile. | |
| 
 | |
| 
 | |
| @subsection compile_compile Compiling the library | |
| 
 | |
| You should now have all required dependencies and the project files or makefiles | |
| necessary to compile GLFW.  Go ahead and compile the actual GLFW library with | |
| these files, as you would with any other project. | |
| 
 | |
| Once the GLFW library is compiled, you are ready to build your applications, | |
| linking it to the GLFW library.  See @ref build_guide for more information. | |
| 
 | |
| 
 | |
| @subsection compile_options CMake options | |
| 
 | |
| The CMake files for GLFW provide a number of options, although not all are | |
| available on all supported platforms.  Some of these are de facto standards | |
| among projects using CMake and so have no `GLFW_` prefix. | |
| 
 | |
| If you are using the GUI version of CMake, these are listed and can be changed | |
| from there.  If you are using the command-line version of CMake you can use the | |
| `ccmake` ncurses GUI to set options.  Some package systems like Ubuntu and other | |
| distributions based on Debian GNU/Linux have this tool in a separate | |
| `cmake-curses-gui` package. | |
| 
 | |
| Finally, if you don't want to use any GUI, you can set options from the `cmake` | |
| command-line with the `-D` flag. | |
| 
 | |
| @code{.sh} | |
| cmake -DBUILD_SHARED_LIBS=ON . | |
| @endcode | |
| 
 | |
| 
 | |
| @subsubsection compile_options_shared Shared CMake options | |
| 
 | |
| @anchor BUILD_SHARED_LIBS | |
| __BUILD_SHARED_LIBS__ determines whether GLFW is built as a static | |
| library or as a DLL / shared library / dynamic library. | |
| 
 | |
| @anchor LIB_SUFFIX | |
| __LIB_SUFFIX__ affects where the GLFW shared /dynamic library is installed.  If | |
| it is empty, it is installed to `${CMAKE_INSTALL_PREFIX}/lib`.  If it is set to | |
| `64`, it is installed to `${CMAKE_INSTALL_PREFIX}/lib64`. | |
| 
 | |
| @anchor GLFW_BUILD_EXAMPLES | |
| __GLFW_BUILD_EXAMPLES__ determines whether the GLFW examples are built | |
| along with the library. | |
| 
 | |
| @anchor GLFW_BUILD_TESTS | |
| __GLFW_BUILD_TESTS__ determines whether the GLFW test programs are | |
| built along with the library. | |
| 
 | |
| @anchor GLFW_BUILD_DOCS | |
| __GLFW_BUILD_DOCS__ determines whether the GLFW documentation is built along | |
| with the library. | |
| 
 | |
| @anchor GLFW_VULKAN_STATIC | |
| __GLFW_VULKAN_STATIC__ determines whether to use the Vulkan loader linked | |
| statically into the application. | |
| 
 | |
| 
 | |
| @subsubsection compile_options_win32 Windows specific CMake options | |
| 
 | |
| @anchor USE_MSVC_RUNTIME_LIBRARY_DLL | |
| __USE_MSVC_RUNTIME_LIBRARY_DLL__ determines whether to use the DLL version or the | |
| static library version of the Visual C++ runtime library.  If set to `ON`, the | |
| DLL version of the Visual C++ library is used. | |
| 
 | |
| @anchor GLFW_USE_HYBRID_HPG | |
| __GLFW_USE_HYBRID_HPG__ determines whether to export the `NvOptimusEnablement` and | |
| `AmdPowerXpressRequestHighPerformance` symbols, which force the use of the | |
| high-performance GPU on Nvidia Optimus and AMD PowerXpress systems.  These symbols | |
| need to be exported by the EXE to be detected by the driver, so the override | |
| will not work if GLFW is built as a DLL. | |
| 
 | |
| 
 | |
| @section compile_manual Compiling GLFW manually | |
| 
 | |
| If you wish to compile GLFW without its CMake build environment then you will | |
| have to do at least some of the platform detection yourself.  GLFW needs | |
| a configuration macro to be defined in order to know what window system it's | |
| being compiled for and also has optional, platform-specific ones for various | |
| features. | |
| 
 | |
| When building with CMake, the `glfw_config.h` configuration header is generated | |
| based on the current platform and CMake options.  The GLFW CMake environment | |
| defines @b GLFW_USE_CONFIG_H, which causes this header to be included by | |
| `internal.h`.  Without this macro, GLFW will expect the necessary configuration | |
| macros to be defined on the command-line. | |
| 
 | |
| The window creation API is used to create windows, handle input, monitors, gamma | |
| ramps and clipboard.  The options are: | |
| 
 | |
|  - @b _GLFW_COCOA to use the Cocoa frameworks | |
|  - @b _GLFW_WIN32 to use the Win32 API | |
|  - @b _GLFW_X11 to use the X Window System | |
|  - @b _GLFW_WAYLAND to use the Wayland API (experimental and incomplete) | |
|  - @b _GLFW_MIR to use the Mir API (experimental and incomplete) | |
|  - @b _GLFW_OSMESA to use the OSMesa API (headless and non-interactive) | |
| 
 | |
| If you are building GLFW as a shared library / dynamic library / DLL then you | |
| must also define @b _GLFW_BUILD_DLL.  Otherwise, you must not define it. | |
| 
 | |
| If you are linking the Vulkan loader statically into your application then you | |
| must also define @b _GLFW_VULKAN_STATIC.  Otherwise, GLFW will attempt to use the | |
| external version. | |
| 
 | |
| For the EGL context creation API, the following options are available: | |
| 
 | |
|  - @b _GLFW_USE_EGLPLATFORM_H to use `EGL/eglplatform.h` for native handle | |
|    definitions (fallback) | |
| 
 | |
| @note None of the @ref build_macros may be defined during the compilation of | |
| GLFW.  If you define any of these in your build files, make sure they are not | |
| applied to the GLFW sources. | |
| 
 | |
| */
 | |
| 
 |