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							267 lines
						
					
					
						
							11 KiB
						
					
					
				/*! | 
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@page compile Compiling GLFW | 
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@tableofcontents | 
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 | 
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This is about compiling the GLFW library itself.  For information on how to | 
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build programs that use GLFW, see the @ref build guide. | 
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 | 
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 | 
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@section compile_deps Dependencies | 
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 | 
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To compile GLFW and the accompanying example programs, you will need **CMake**, | 
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which will generate the project files or makefiles for your particular | 
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development environment.  If you are on a Unix-like system such as Linux or | 
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FreeBSD or have a package system like Fink, MacPorts, Cygwin or Homebrew, you | 
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can simply install its CMake package.  If not, you can get installers for | 
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Windows and OS X from the [CMake website](http://www.cmake.org/). | 
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 | 
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Additional dependencies are listed below. | 
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 | 
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If you wish to compile GLFW without CMake, see @ref compile_manual. | 
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 | 
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 | 
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@subsection compile_deps_msvc Dependencies using Visual C++ on Windows | 
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 | 
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The Microsoft Platform SDK that is installed along with Visual C++ contains all | 
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the necessary headers, link libraries and tools except for CMake. | 
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 | 
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 | 
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@subsection compile_deps_mingw Dependencies with MinGW or MinGW-w64 on Windows | 
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 | 
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Both the MinGW and the MinGW-w64 packages contain all the necessary headers, | 
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link libraries and tools except for CMake. | 
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 | 
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 | 
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@subsection compile_deps_mingw_cross Dependencies using MinGW or MinGW-w64 cross-compilation | 
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Both Cygwin and many Linux distributions have MinGW or MinGW-w64 packages.  For | 
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example, Cygwin has the `mingw64-i686-gcc` and `mingw64-x86_64-gcc` packages | 
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for 32- and 64-bit version of MinGW-w64, while Debian GNU/Linux and derivatives | 
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like Ubuntu have the `mingw-w64` package for both. | 
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 | 
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GLFW has CMake toolchain files in the `CMake/` directory that allow for easy | 
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cross-compilation of Windows binaries.  To use these files you need to add a | 
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special parameter when generating the project files or makefiles: | 
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 | 
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    cmake -DCMAKE_TOOLCHAIN_FILE=<toolchain-file> . | 
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 | 
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The exact toolchain file to use depends on the prefix used by the MinGW or | 
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MinGW-w64 binaries on your system.  You can usually see this in the /usr | 
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directory.  For example, both the Debian/Ubuntu and Cygwin MinGW-w64 packages | 
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have `/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct | 
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invocation would be: | 
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 | 
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    cmake -DCMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake . | 
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 | 
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For more details see the article | 
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[CMake Cross Compiling](http://www.paraview.org/Wiki/CMake_Cross_Compiling) on | 
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the CMake wiki. | 
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 | 
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 | 
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@subsection compile_deps_xcode Dependencies using Xcode on OS X | 
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 | 
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Xcode contains all necessary tools except for CMake.  The necessary headers and | 
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libraries are included in the core OS frameworks.  Xcode can be downloaded from | 
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the Mac App Store or from the ADC Member Center. | 
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 | 
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 | 
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@subsection compile_deps_x11 Dependencies using Linux and X11 | 
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To compile GLFW for X11, you need to have the X11 and OpenGL header packages | 
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installed, as well as the basic development tools like GCC and make.  For | 
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example, on Ubuntu and other distributions based on Debian GNU/Linux, you need | 
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to install the `xorg-dev` and `libglu1-mesa-dev` packages.  The former pulls in | 
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all X.org header packages and the latter pulls in the Mesa OpenGL and GLU | 
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packages.  GLFW itself doesn't need or use GLU, but some of the examples do. | 
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Note that using header files and libraries from Mesa during compilation *will | 
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not* tie your binaries to the Mesa implementation of OpenGL. | 
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 | 
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@section compile_cmake Generating files with CMake | 
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Once you have all necessary dependencies it is time to generate the project | 
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files or makefiles for your development environment.  CMake needs to know two | 
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paths for this: the path to the *root* directory of the GLFW source tree (i.e. | 
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*not* the `src` subdirectory) and the target path for the generated files and | 
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compiled binaries.  If these are the same, it is called an in-tree build, | 
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otherwise it is called an out-of-tree build. | 
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 | 
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One of several advantages of out-of-tree builds is that you can generate files | 
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and compile for different development environments using a single source tree. | 
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@subsection compile_cmake_cli Generating files with the CMake command-line tool | 
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To make an in-tree build, enter the *root* directory of the GLFW source tree | 
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(i.e. *not* the `src` subdirectory) and run CMake.  The current directory is | 
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used as target path, while the path provided as an argument is used to find the | 
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source tree. | 
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    cd <glfw-root-dir> | 
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    cmake . | 
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To make an out-of-tree build, make another directory, enter it and run CMake | 
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with the (relative or absolute) path to the root of the source tree as an | 
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argument. | 
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    cd <glfw-root-dir> | 
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    mkdir build | 
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    cd build | 
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    cmake .. | 
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@subsection compile_cmake_gui Generating files with the CMake GUI | 
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If you are using the GUI version, choose the root of the GLFW source tree as | 
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source location and the same directory or another, empty directory as the | 
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destination for binaries.  Choose *Configure*, change any options you wish to, | 
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*Configure* again to let the changes take effect and then *Generate*. | 
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@section compile_options CMake options | 
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 | 
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The CMake files for GLFW provide a number of options, although not all are | 
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available on all supported platforms.  Some of these are de facto standards | 
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among projects using CMake and so have no `GLFW_` prefix. | 
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If you are using the GUI version of CMake, these are listed and can be changed | 
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from there.  If you are using the command-line version, use the `ccmake` tool. | 
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Some package systems like Ubuntu and other distributions based on Debian | 
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GNU/Linux have this tool in a separate `cmake-curses-gui` package. | 
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 | 
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@subsection compile_options_shared Shared CMake options | 
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`BUILD_SHARED_LIBS` determines whether GLFW is built as a static | 
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library or as a DLL / shared library / dynamic library. | 
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`LIB_SUFFIX` affects where the GLFW shared /dynamic library is installed.  If it | 
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is empty, it is installed to `${CMAKE_INSTALL_PREFIX}/lib`.  If it is set to | 
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`64`, it is installed to `${CMAKE_INSTALL_PREFIX}/lib64`. | 
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`GLFW_CLIENT_LIBRARY` determines which client API library to use.  If set to | 
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`opengl` the OpenGL library is used, if set to `glesv1` for the OpenGL ES 1.x | 
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library is used, or if set to `glesv2` the OpenGL ES 2.0 library is used.  The | 
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selected library and its header files must be present on the system for this to | 
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work. | 
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`GLFW_BUILD_EXAMPLES` determines whether the GLFW examples are built | 
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along with the library. | 
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`GLFW_BUILD_TESTS` determines whether the GLFW test programs are | 
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built along with the library. | 
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`GLFW_BUILD_DOCS` determines whether the GLFW documentation is built along with | 
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the library. | 
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@subsection compile_options_osx OS X specific CMake options | 
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`GLFW_USE_CHDIR` determines whether `glfwInit` changes the current | 
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directory of bundled applications to the `Contents/Resources` directory. | 
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`GLFW_USE_MENUBAR` determines whether the first call to | 
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`glfwCreateWindow` sets up a minimal menu bar. | 
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`GLFW_USE_RETINA` determines whether windows will use the full resolution of | 
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Retina displays. | 
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`GLFW_BUILD_UNIVERSAL` determines whether to build Universal Binaries. | 
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@subsection compile_options_win32 Windows specific CMake options | 
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`USE_MSVC_RUNTIME_LIBRARY_DLL` determines whether to use the DLL version or the | 
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static library version of the Visual C++ runtime library.  If set to `ON`, the | 
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DLL version of the Visual C++ library is used.  It is recommended to set this to | 
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`ON`, as this keeps the executable smaller and benefits from security and bug | 
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fix updates of the Visual C++ runtime. | 
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`GLFW_USE_DWM_SWAP_INTERVAL` determines whether the swap interval is set even | 
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when DWM compositing is enabled.  If this is `ON`, the swap interval is set even | 
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if DWM is enabled.  It is recommended to set this to `OFF`, as doing otherwise | 
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can lead to severe jitter. | 
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`GLFW_USE_OPTIMUS_HPG` determines whether to export the `NvOptimusEnablement` | 
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symbol, which forces the use of the high-performance GPU on nVidia Optimus | 
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systems. | 
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@subsection compile_options_egl EGL specific CMake options | 
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`GLFW_USE_EGL` determines whether to use EGL instead of the platform-specific | 
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context creation API.  Note that EGL is not yet provided on all supported | 
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platforms. | 
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@section compile_manual Compiling GLFW manually | 
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If you wish to compile GLFW without its CMake build environment then you will | 
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have to do at least some of the platform detection yourself.  GLFW needs | 
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a number of configuration macros to be defined in order to know what it's being | 
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compiled for and has many optional, platform-specific ones for various features. | 
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When building with CMake, the `glfw_config.h` configuration header is generated | 
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based on the current platform and CMake options.  The GLFW CMake environment | 
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defines `_GLFW_USE_CONFIG_H`, which causes this header to be included by | 
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`internal.h`.  Without this macro, GLFW will expect the necessary configuration | 
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macros to be defined on the command-line. | 
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Three macros *must* be defined when compiling GLFW: one for selecting the window | 
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creation API, one selecting the context creation API and one client library. | 
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Exactly one of each kind must be defined for GLFW to compile and link. | 
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The window creation API is used to create windows, handle input, monitors, gamma | 
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ramps and clipboard.  The options are: | 
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 - `_GLFW_COCOA` to use the Cocoa frameworks | 
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 - `_GLFW_WIN32` to use the Win32 API | 
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 - `_GLFW_X11` to use the X Window System | 
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 - `_GLFW_WAYLAND` to use the Wayland API (experimental and incomplete) | 
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The context creation API is used to enumerate pixel formats / framebuffer | 
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configurations and to create contexts.  The options are: | 
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 - `_GLFW_NSGL` to use the Cocoa OpenGL framework | 
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 - `_GLFW_WGL` to use the Win32 WGL API | 
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 - `_GLFW_GLX` to use the X11 GLX API | 
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 - `_GLFW_EGL` to use the EGL API | 
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The client library is the one providing the OpenGL or OpenGL ES API, which is | 
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used by GLFW to probe the created context.  This is not the same thing as the | 
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client API, as many desktop OpenGL client libraries now expose the OpenGL ES API | 
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through extensions.  The options are: | 
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 - `_GLFW_USE_OPENGL` for the desktop OpenGL (opengl32.dll, libGL.so or | 
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   OpenGL.framework) | 
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 - `_GLFW_USE_GLESV1` for OpenGL ES 1.x (experimental) | 
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 - `_GLFW_USE_GLESV2` for OpenGL ES 2.x (experimental) | 
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Note that `_GLFW_USE_GLESV1` and `_GLFW_USE_GLESV2` may only be used with EGL, | 
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as the other context creation APIs do not interface with OpenGL ES client | 
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libraries. | 
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If you are building GLFW as a shared library / dynamic library / DLL then you | 
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must also define `_GLFW_BUILD_DLL`.  Otherwise, you may not define it. | 
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If you are using the X11 window creation API then you *must* also select an entry | 
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point retrieval mechanism. | 
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 - `_GLFW_HAS_GLXGETPROCADDRESS` to use `glXGetProcAddress` (recommended) | 
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 - `_GLFW_HAS_GLXGETPROCADDRESSARB` to use `glXGetProcAddressARB` (legacy) | 
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 - `_GLFW_HAS_GLXGETPROCADDRESSEXT` to use `glXGetProcAddressEXT` (legacy) | 
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 - `_GLFW_HAS_DLOPEN` to do manual retrieval with `dlopen` (fallback) | 
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If you are using the Cocoa window creation API, the following options are | 
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available: | 
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 - `_GLFW_USE_CHDIR` to `chdir` to the `Resources` subdirectory of the | 
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   application bundle during @ref glfwInit (recommended) | 
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 - `_GLFW_USE_MENUBAR` to create and populate the menu bar when the first window | 
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   is created (recommended) | 
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 - `_GLFW_USE_RETINA` to have windows use the full resolution of Retina displays | 
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   (recommended) | 
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 | 
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*/
 | 
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