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376 lines
14 KiB
376 lines
14 KiB
/*! |
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@page compile_guide Compiling GLFW |
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@tableofcontents |
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This is about compiling the GLFW library itself. For information on how to |
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build applications that use GLFW, see @ref build_guide. |
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@section compile_cmake Using CMake |
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@note GLFW behaves like most other libraries that use CMake so this guide mostly |
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describes the basic configure/generate/compile sequence. If you are already |
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familiar with this from other projects, you may want to focus on the @ref |
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compile_deps and @ref compile_options sections for GLFW-specific information. |
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GLFW uses [CMake](https://cmake.org/) to generate project files or makefiles |
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for your chosen development environment. To compile GLFW, first generate these |
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files with CMake and then use them to compile the GLFW library. |
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If you are on Windows and macOS you can |
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[download CMake](https://cmake.org/download/) from their site. |
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If you are on a Unix-like system such as Linux, FreeBSD or Cygwin or have |
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a package system like Fink, MacPorts or Homebrew, you can install its CMake |
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package. |
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CMake is a complex tool and this guide will only show a few of the possible ways |
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to set up and compile GLFW. The CMake project has their own much more detailed |
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[CMake user guide](https://cmake.org/cmake/help/latest/guide/user-interaction/) |
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that includes everything in this guide not specific to GLFW. It may be a useful |
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companion to this one. |
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@subsection compile_deps Installing dependencies |
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The C/C++ development environments in Visual Studio, Xcode and MinGW come with |
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all necessary dependencies for compiling GLFW, but on Unix-like systems like |
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Linux and FreeBSD you will need a few extra packages. |
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@subsubsection compile_deps_x11 Dependencies for X11 on Unix-like systems |
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To compile GLFW for X11, you need to have the X11 development packages |
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installed. They are not needed to build or run programs that use GLFW. |
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On Debian and derivates like Ubuntu and Linux Mint the `xorg-dev` meta-package |
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pulls in the development packages for all of X11. |
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@code{.sh} |
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sudo apt install xorg-dev |
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@endcode |
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On Fedora and derivatives like Red Hat the X11 extension packages |
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`libXcursor-devel`, `libXi-devel`, `libXinerama-devel` and `libXrandr-devel` |
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required by GLFW pull in all its other dependencies. |
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@code{.sh} |
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sudo dnf install libXcursor-devel libXi-devel libXinerama-devel libXrandr-devel |
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@endcode |
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On FreeBSD the X11 headers are installed along the end-user X11 packages, so if |
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you have an X server running you should have the headers as well. If not, |
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install the `xorgproto` package. |
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@code{.sh} |
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pkg install xorgproto |
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@endcode |
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On Cygwin the `xorgproto` package in the Devel section of the GUI installer will |
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install the headers and other development related files for all of X11. |
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Once you have the required depdendencies, move on to @ref compile_generate. |
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@subsubsection compile_deps_wayland Dependencies for Wayland on Unix-like systems |
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To compile GLFW for Wayland, you need to have the Wayland and xkbcommon |
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development packages installed. They are not needed to build or run programs |
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that use GLFW. |
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On Debian and derivates like Ubuntu and Linux Mint you will need the |
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`libwayland-dev`, `libxkbcommon-dev` and `wayland-protocols` packages. |
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@code{.sh} |
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sudo apt install libwayland-dev libxkbcommon-dev wayland-protocols |
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@endcode |
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On Fedora and derivatives like Red Hat you will need the `wayland-devel`, |
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`libxkbcommon-devel` and `wayland-protocols-devel` packages. |
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@code{.sh} |
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sudo dnf install wayland-devel libxkbcommon-devel wayland-protocols-devel |
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@endcode |
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On FreeBSD you will need the `wayland`, `libxkbcommon` and `wayland-protocols` |
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packages. |
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@code{.sh} |
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pkg install wayland libxkbcommon wayland-protocols |
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@endcode |
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Once you have the required depdendencies, move on to @ref compile_generate. |
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@subsection compile_generate Generating build 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 two paths for |
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this: |
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- the path to the root directory of the GLFW source tree (not its `src` |
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subdirectory) |
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- the path to the directory where the generated build files and compiled |
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binaries will be placed |
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If these are the same, it is called an in-tree build, otherwise it is called an |
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out-of-tree build. |
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Out-of-tree builds are recommended as they avoid cluttering up the source tree. |
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They also allow you to have several build directories for different |
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configurations all using the same source tree. |
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A common pattern when building a single configuration is to have a build |
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directory named `build` in the root of the source tree. |
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@subsubsection compile_generate_gui Generating files with the CMake GUI |
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Start the CMake GUI and set the paths to the source and build directories |
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described above. Then press _Configure_ and _Generate_. |
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If you wish change any CMake variables in the list, press _Configure_ and then |
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_Generate_ to have the new values take effect. The variable list will be |
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populated after the first configure step. |
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By default GLFW will use X11 on Linux and other Unix-like systems other |
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than macOS. To use Wayland instead, set the `GLFW_USE_WAYLAND` option in the |
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GLFW section of the variable list, then apply the new value as described above. |
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Once you have generated the project files or makefiles for your chosen |
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development environment, move on to @ref compile_compile. |
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@subsubsection compile_generate_cli Generating files with the CMake command-line tool |
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To make a build directory, pass the source and build directories to the `cmake` |
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command. These can be relative or absolute paths. The build directory is |
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created if it doesn't already exist. |
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@code{.sh} |
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cmake -S path/to/glfw -B path/to/build |
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@endcode |
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It is common to name the build directory `build` and place it in the root of the |
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source tree when only planning to build a single configuration. |
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@code{.sh} |
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cd path/to/glfw |
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cmake -S . -B build |
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@endcode |
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Without other flags these will generate Visual Studio project files on Windows |
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and makefiles on other platforms. You can choose other targets using the `-G` |
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flag. |
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@code{.sh} |
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cmake -S path/to/glfw -B path/to/build -G Xcode |
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@endcode |
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By default GLFW will use X11 on Linux and other Unix-like systems other |
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than macOS. To use Wayland instead, set the `GLFW_USE_WAYLAND` CMake option. |
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@code{.sh} |
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cmake -S path/to/glfw -B path/to/build -D GLFW_USE_WAYLAND=1 |
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@endcode |
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Once you have generated the project files or makefiles for your chosen |
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development environment, move on to @ref compile_compile. |
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@subsection compile_compile Compiling the library |
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You should now have all required dependencies and the project files or makefiles |
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necessary to compile GLFW. Go ahead and compile the actual GLFW library with |
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these files as you would with any other project. |
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With Visual Studio open `GLFW.sln` and use the Build menu. With Xcode open |
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`GLFW.xcodeproj` and use the Project menu. |
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With Linux, macOS and other forms of Unix, run `make`. |
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@code{.sh} |
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cd path/to/build |
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make |
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@endcode |
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With MinGW, it is `mingw32-make`. |
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@code{.sh} |
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cd path/to/build |
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mingw32-make |
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@endcode |
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Any CMake build directory can also be built with the `cmake` command and the |
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`--build` flag. |
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@code{.sh} |
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cmake --build path/to/build |
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@endcode |
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This will run the platform specific build tool the directory was generated for. |
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Once the GLFW library is compiled you are ready to build your application, |
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linking it to the GLFW library. See @ref build_guide for more information. |
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@section compile_options CMake options |
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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 of CMake you can use the |
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`ccmake` ncurses GUI to set options. Some package systems like Ubuntu and other |
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distributions based on Debian GNU/Linux have this tool in a separate |
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`cmake-curses-gui` package. |
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Finally, if you don't want to use any GUI, you can set options from the `cmake` |
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command-line with the `-D` flag. |
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@code{.sh} |
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cmake -S path/to/glfw -B path/to/build -D BUILD_SHARED_LIBS=ON |
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@endcode |
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@subsection compile_options_shared Shared CMake options |
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@anchor BUILD_SHARED_LIBS |
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__BUILD_SHARED_LIBS__ determines whether GLFW is built as a static library or as |
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a DLL / shared library / dynamic library. This is disabled by default, |
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producing a static GLFW library. This variable has no `GLFW_` prefix because it |
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is defined by CMake. If you want to change the library only for GLFW when it is |
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part of a larger project, see @ref GLFW_LIBRARY_TYPE. |
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@anchor GLFW_LIBRARY_TYPE |
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__GLFW_LIBRARY_TYPE__ allows you to override @ref BUILD_SHARED_LIBS only for |
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GLFW, without affecting other libraries in a larger project. When set, the |
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value of this option must be a valid CMake library type. Set it to `STATIC` to |
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build GLFW as a static library, `SHARED` to build it as a shared library |
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/ dynamic library / DLL, or `OBJECT` to make GLFW a CMake object library. |
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@anchor GLFW_BUILD_EXAMPLES |
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__GLFW_BUILD_EXAMPLES__ determines whether the GLFW examples are built |
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along with the library. This is enabled by default unless GLFW is being built |
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as a sub-project of a larger CMake project. |
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@anchor GLFW_BUILD_TESTS |
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__GLFW_BUILD_TESTS__ determines whether the GLFW test programs are |
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built along with the library. This is enabled by default unless GLFW is being |
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built as a sub-project of a larger CMake project. |
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@anchor GLFW_BUILD_DOCS |
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__GLFW_BUILD_DOCS__ determines whether the GLFW documentation is built along |
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with the library. This is enabled by default if |
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[Doxygen](https://www.doxygen.nl/) is found by CMake during configuration. |
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@anchor GLFW_VULKAN_STATIC |
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__GLFW_VULKAN_STATIC__ determines whether to use the Vulkan loader linked |
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directly with the application. This is disabled by default. |
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@subsection compile_options_win32 Windows specific CMake options |
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@anchor USE_MSVC_RUNTIME_LIBRARY_DLL |
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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. When enabled, the |
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DLL version of the Visual C++ library is used. This is enabled by default. |
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On CMake 3.15 and later you can set the standard CMake |
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[CMAKE_MSVC_RUNTIME_LIBRARY](https://cmake.org/cmake/help/latest/variable/CMAKE_MSVC_RUNTIME_LIBRARY.html) |
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variable instead of this GLFW-specific option. |
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@anchor GLFW_USE_HYBRID_HPG |
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__GLFW_USE_HYBRID_HPG__ determines whether to export the `NvOptimusEnablement` and |
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`AmdPowerXpressRequestHighPerformance` symbols, which force the use of the |
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high-performance GPU on Nvidia Optimus and AMD PowerXpress systems. These symbols |
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need to be exported by the EXE to be detected by the driver, so the override |
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will not work if GLFW is built as a DLL. This is disabled by default, letting |
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the operating system and driver decide. |
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@subsection compile_options_wayland Wayland specific CMake options |
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@anchor GLFW_USE_WAYLAND |
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__GLFW_USE_WAYLAND__ determines whether to compile the library for Wayland. |
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This option is only available on Linux and other Unix-like systems other than |
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macOS. This is disabled by default. |
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@section compile_mingw_cross Cross-compilation with CMake and MinGW |
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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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GLFW has CMake toolchain files in the `CMake` subdirectory that set up |
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cross-compilation of Windows binaries. To use these files you set the |
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`CMAKE_TOOLCHAIN_FILE` CMake variable with the `-D` flag add an option when |
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configuring and generating the build files. |
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@code{.sh} |
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cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=path/to/file |
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@endcode |
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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 Ubuntu and Cygwin MinGW-w64 packages have |
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`/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct invocation |
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would be: |
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@code{.sh} |
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cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake |
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@endcode |
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The path to the toolchain file is relative to the path to the GLFW source tree |
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passed to the `-S` flag, not to the current directory. |
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For more details see the |
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[CMake toolchain guide](https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html). |
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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 configuration macro to be defined in order to know what window system it is |
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being compiled for and also has optional, platform-specific ones for various |
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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 @b 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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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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- @b _GLFW_COCOA to use the Cocoa frameworks |
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- @b _GLFW_WIN32 to use the Win32 API |
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- @b _GLFW_X11 to use the X Window System |
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- @b _GLFW_WAYLAND to use the Wayland API (experimental and incomplete) |
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- @b _GLFW_OSMESA to use the OSMesa API (headless and non-interactive) |
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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 @b _GLFW_BUILD_DLL. Otherwise, you must not define it. |
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If you are linking the Vulkan loader directly with your application then you |
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must also define @b _GLFW_VULKAN_STATIC. Otherwise, GLFW will attempt to use the |
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external version. |
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If you are using a custom name for the Vulkan, EGL, GLX, OSMesa, OpenGL, GLESv1 |
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or GLESv2 library, you can override the default names by defining those you need |
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of @b _GLFW_VULKAN_LIBRARY, @b _GLFW_EGL_LIBRARY, @b _GLFW_GLX_LIBRARY, @b |
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_GLFW_OSMESA_LIBRARY, @b _GLFW_OPENGL_LIBRARY, @b _GLFW_GLESV1_LIBRARY and @b |
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_GLFW_GLESV2_LIBRARY. Otherwise, GLFW will use the built-in default names. |
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@note None of the @ref build_macros may be defined during the compilation of |
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GLFW. If you define any of these in your build files, make sure they are not |
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applied to the GLFW sources. |
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*/
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