| /*! |
| |
| @page build_guide Building applications |
| |
| @tableofcontents |
| |
| This is about compiling and linking applications that use GLFW. For information on |
| how to write such applications, start with the |
| [introductory tutorial](@ref quick_guide). For information on how to compile |
| the GLFW library itself, see @ref compile_guide. |
| |
| This is not a tutorial on compilation or linking. It assumes basic |
| understanding of how to compile and link a C program as well as how to use the |
| specific compiler of your chosen development environment. The compilation |
| and linking process should be explained in your C programming material and in |
| the documentation for your development environment. |
| |
| |
| @section build_include Including the GLFW header file |
| |
| You should include the GLFW header in the source files where you use OpenGL or |
| GLFW. |
| |
| @code |
| #include <GLFW/glfw3.h> |
| @endcode |
| |
| This header defines all the constants and declares all the types and function |
| prototypes of the GLFW API. By default, it also includes the OpenGL header from |
| your development environment. See [option macros](@ref build_macros) below for |
| how to select OpenGL ES headers and more. |
| |
| The GLFW header also defines any platform-specific macros needed by your OpenGL |
| header, so that it can be included without needing any window system headers. |
| |
| It does this only when needed, so if window system headers are included, the |
| GLFW header does not try to redefine those symbols. The reverse is not true, |
| i.e. `windows.h` cannot cope if any Win32 symbols have already been defined. |
| |
| In other words: |
| |
| - Use the GLFW header to include OpenGL or OpenGL ES headers portably |
| - Do not include window system headers unless you will use those APIs directly |
| - If you do need such headers, include them before the GLFW header |
| |
| If you are using an OpenGL extension loading library such as |
| [glad](https://github.com/Dav1dde/glad), the extension loader header should |
| be included before the GLFW one. GLFW attempts to detect any OpenGL or OpenGL |
| ES header or extension loader header included before it and will then disable |
| the inclusion of the default OpenGL header. Most extension loaders also define |
| macros that disable similar headers below it. |
| |
| @code |
| #include <glad/gl.h> |
| #include <GLFW/glfw3.h> |
| @endcode |
| |
| Both of these mechanisms depend on the extension loader header defining a known |
| macro. If yours doesn't or you don't know which one your users will pick, the |
| @ref GLFW_INCLUDE_NONE macro will explicitly prevent the GLFW header from |
| including the OpenGL header. This will also allow you to include the two |
| headers in any order. |
| |
| @code |
| #define GLFW_INCLUDE_NONE |
| #include <GLFW/glfw3.h> |
| #include <glad/gl.h> |
| @endcode |
| |
| |
| @subsection build_macros GLFW header option macros |
| |
| These macros may be defined before the inclusion of the GLFW header and affect |
| its behavior. |
| |
| @anchor GLFW_DLL |
| __GLFW_DLL__ is required on Windows when using the GLFW DLL, to tell the |
| compiler that the GLFW functions are defined in a DLL. |
| |
| The following macros control which OpenGL or OpenGL ES API header is included. |
| Only one of these may be defined at a time. |
| |
| @note GLFW does not provide any of the API headers mentioned below. They are |
| provided by your development environment or your OpenGL, OpenGL ES or Vulkan |
| SDK, and most of them can be downloaded from the |
| [Khronos Registry](https://www.khronos.org/registry/). |
| |
| @anchor GLFW_INCLUDE_GLCOREARB |
| __GLFW_INCLUDE_GLCOREARB__ makes the GLFW header include the modern |
| `GL/glcorearb.h` header (`OpenGL/gl3.h` on macOS) instead of the regular OpenGL |
| header. |
| |
| @anchor GLFW_INCLUDE_ES1 |
| __GLFW_INCLUDE_ES1__ makes the GLFW header include the OpenGL ES 1.x `GLES/gl.h` |
| header instead of the regular OpenGL header. |
| |
| @anchor GLFW_INCLUDE_ES2 |
| __GLFW_INCLUDE_ES2__ makes the GLFW header include the OpenGL ES 2.0 |
| `GLES2/gl2.h` header instead of the regular OpenGL header. |
| |
| @anchor GLFW_INCLUDE_ES3 |
| __GLFW_INCLUDE_ES3__ makes the GLFW header include the OpenGL ES 3.0 |
| `GLES3/gl3.h` header instead of the regular OpenGL header. |
| |
| @anchor GLFW_INCLUDE_ES31 |
| __GLFW_INCLUDE_ES31__ makes the GLFW header include the OpenGL ES 3.1 |
| `GLES3/gl31.h` header instead of the regular OpenGL header. |
| |
| @anchor GLFW_INCLUDE_ES32 |
| __GLFW_INCLUDE_ES32__ makes the GLFW header include the OpenGL ES 3.2 |
| `GLES3/gl32.h` header instead of the regular OpenGL header. |
| |
| @anchor GLFW_INCLUDE_NONE |
| __GLFW_INCLUDE_NONE__ makes the GLFW header not include any OpenGL or OpenGL ES |
| API header. This is useful in combination with an extension loading library. |
| |
| If none of the above inclusion macros are defined, the standard OpenGL `GL/gl.h` |
| header (`OpenGL/gl.h` on macOS) is included, unless GLFW detects the inclusion |
| guards of any OpenGL, OpenGL ES or extension loader header it knows about. |
| |
| The following macros control the inclusion of additional API headers. Any |
| number of these may be defined simultaneously, and/or together with one of the |
| above macros. |
| |
| @anchor GLFW_INCLUDE_VULKAN |
| __GLFW_INCLUDE_VULKAN__ makes the GLFW header include the Vulkan |
| `vulkan/vulkan.h` header in addition to any selected OpenGL or OpenGL ES header. |
| |
| @anchor GLFW_INCLUDE_GLEXT |
| __GLFW_INCLUDE_GLEXT__ makes the GLFW header include the appropriate extension |
| header for the OpenGL or OpenGL ES header selected above after and in addition |
| to that header. |
| |
| @anchor GLFW_INCLUDE_GLU |
| __GLFW_INCLUDE_GLU__ makes the header include the GLU header in addition to the |
| header selected above. This should only be used with the standard OpenGL header |
| and only for compatibility with legacy code. GLU has been deprecated and should |
| not be used in new code. |
| |
| @note None of these macros may be defined during the compilation of GLFW itself. |
| If your build includes GLFW and you define any these in your build files, make |
| sure they are not applied to the GLFW sources. |
| |
| |
| @section build_link Link with the right libraries |
| |
| GLFW is essentially a wrapper of various platform-specific APIs and therefore |
| needs to link against many different system libraries. If you are using GLFW as |
| a shared library / dynamic library / DLL then it takes care of these links. |
| However, if you are using GLFW as a static library then your executable will |
| need to link against these libraries. |
| |
| On Windows and macOS, the list of system libraries is static and can be |
| hard-coded into your build environment. See the section for your development |
| environment below. On Linux and other Unix-like operating systems, the list |
| varies but can be retrieved in various ways as described below. |
| |
| A good general introduction to linking is |
| [Beginner's Guide to Linkers](https://www.lurklurk.org/linkers/linkers.html) by |
| David Drysdale. |
| |
| |
| @subsection build_link_win32 With Visual C++ and GLFW binaries |
| |
| If you are using a downloaded |
| [binary archive](https://www.glfw.org/download.html), first make sure you have |
| the archive matching the architecture you are building for (32-bit or 64-bit), |
| or you will get link errors. Also make sure you are using the binaries for your |
| version of Visual C++ or you may get other link errors. |
| |
| There are two version of the static GLFW library in the binary archive, because |
| it needs to use the same base run-time library variant as the rest of your |
| executable. |
| |
| One is named `glfw3.lib` and is for projects with the _Runtime Library_ project |
| option set to _Multi-threaded DLL_ or _Multi-threaded Debug DLL_. The other is |
| named `glfw3_mt.lib` and is for projects with _Runtime Library_ set to |
| _Multi-threaded_ or _Multi-threaded Debug_. To use the static GLFW library you |
| will need to add `path/to/glfw3.lib` or `path/to/glfw3_mt.lib` to the |
| _Additional Dependencies_ project option. |
| |
| If you compiled a GLFW static library yourself then there will only be one, |
| named `glfw3.lib`, and you have to make sure the run-time library variant |
| matches. |
| |
| The DLL version of the GLFW library is named `glfw3.dll`, but you will be |
| linking against the `glfw3dll.lib` link library. To use the DLL you will need |
| to add `path/to/glfw3dll.lib` to the _Additional Dependencies_ project option. |
| All of its dependencies are already listed there by default, but when building |
| with the DLL version of GLFW, you also need to define the @ref GLFW_DLL. This |
| can be done either in the _Preprocessor Definitions_ project option or by |
| defining it in your source code before including the GLFW header. |
| |
| @code |
| #define GLFW_DLL |
| #include <GLFW/glfw3.h> |
| @endcode |
| |
| All link-time dependencies for GLFW are already listed in the _Additional |
| Dependencies_ option by default. |
| |
| |
| @subsection build_link_mingw With MinGW-w64 and GLFW binaries |
| |
| This is intended for building a program from the command-line or by writing |
| a makefile, on Windows with [MinGW-w64](https://www.mingw-w64.org/) and GLFW |
| binaries. These can be from a downloaded and extracted |
| [binary archive](https://www.glfw.org/download.html) or by compiling GLFW |
| yourself. The paths below assume a binary archive is used. |
| |
| If you are using a downloaded binary archive, first make sure you have the |
| archive matching the architecture you are building for (32-bit or 64-bit) or you |
| will get link errors. |
| |
| Note that the order of source files and libraries matter for GCC. Dependencies |
| must be listed after the files that depend on them. Any source files that |
| depend on GLFW must be listed before the GLFW library. GLFW in turn depends on |
| `gdi32` and must be listed before it. |
| |
| If you are using the static version of the GLFW library, which is named |
| `libglfw3.a`, do: |
| |
| @code{.sh} |
| gcc -o myprog myprog.c -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3.a -lgdi32 |
| @endcode |
| |
| If you are using the DLL version of the GLFW library, which is named |
| `glfw3.dll`, you will need to use the `libglfw3dll.a` link library. |
| |
| @code{.sh} |
| gcc -o myprog myprog.c -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3dll.a -lgdi32 |
| @endcode |
| |
| The resulting executable will need to find `glfw3.dll` to run, typically by |
| keeping both files in the same directory. |
| |
| When you are building with the DLL version of GLFW, you will also need to define |
| the @ref GLFW_DLL macro. This can be done in your source files, as long as it |
| done before including the GLFW header: |
| |
| @code |
| #define GLFW_DLL |
| #include <GLFW/glfw3.h> |
| @endcode |
| |
| It can also be done on the command-line: |
| |
| @code{.sh} |
| gcc -o myprog myprog.c -D GLFW_DLL -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3dll.a -lgdi32 |
| @endcode |
| |
| |
| @subsection build_link_cmake_source With CMake and GLFW source |
| |
| This section is about using CMake to compile and link GLFW along with your |
| application. If you want to use an installed binary instead, see @ref |
| build_link_cmake_package. |
| |
| With a few changes to your `CMakeLists.txt` you can have the GLFW source tree |
| built along with your application. |
| |
| When including GLFW as part of your build, you probably don't want to build the |
| GLFW tests, examples and documentation. To disable these, set the corresponding |
| cache variables before adding the GLFW source tree. |
| |
| @code |
| set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE) |
| set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE) |
| set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) |
| @endcode |
| |
| Add the root directory of the GLFW source tree to your project. This will add |
| the `glfw` target to your project. |
| |
| @code{.cmake} |
| add_subdirectory(path/to/glfw) |
| @endcode |
| |
| Once GLFW has been added, link your application against the `glfw` target. |
| This adds the GLFW library and its link-time dependencies as it is currently |
| configured, the include directory for the GLFW header and, when applicable, the |
| @ref GLFW_DLL macro. |
| |
| @code{.cmake} |
| target_link_libraries(myapp glfw) |
| @endcode |
| |
| Note that the `glfw` target does not depend on OpenGL, as GLFW loads any OpenGL, |
| OpenGL ES or Vulkan libraries it needs at runtime. If your application calls |
| OpenGL directly, instead of using a modern |
| [extension loader library](@ref context_glext_auto), use the OpenGL CMake |
| package. |
| |
| @code{.cmake} |
| find_package(OpenGL REQUIRED) |
| @endcode |
| |
| If OpenGL is found, the `OpenGL::GL` target is added to your project, containing |
| library and include directory paths. Link against this like any other library. |
| |
| @code{.cmake} |
| target_link_libraries(myapp OpenGL::GL) |
| @endcode |
| |
| For a minimal example of a program and GLFW sources built with CMake, see the |
| [GLFW CMake Starter](https://github.com/juliettef/GLFW-CMake-starter) on GitHub. |
| |
| |
| @subsection build_link_cmake_package With CMake and installed GLFW binaries |
| |
| This section is about using CMake to link GLFW after it has been built and |
| installed. If you want to build it along with your application instead, see |
| @ref build_link_cmake_source. |
| |
| With a few changes to your `CMakeLists.txt` you can locate the package and |
| target files generated when GLFW is installed. |
| |
| @code{.cmake} |
| find_package(glfw3 3.3 REQUIRED) |
| @endcode |
| |
| Once GLFW has been added to the project, link against it with the `glfw` target. |
| This adds the GLFW library and its link-time dependencies, the include directory |
| for the GLFW header and, when applicable, the @ref GLFW_DLL macro. |
| |
| @code{.cmake} |
| target_link_libraries(myapp glfw) |
| @endcode |
| |
| Note that the `glfw` target does not depend on OpenGL, as GLFW loads any OpenGL, |
| OpenGL ES or Vulkan libraries it needs at runtime. If your application calls |
| OpenGL directly, instead of using a modern |
| [extension loader library](@ref context_glext_auto), use the OpenGL CMake |
| package. |
| |
| @code{.cmake} |
| find_package(OpenGL REQUIRED) |
| @endcode |
| |
| If OpenGL is found, the `OpenGL::GL` target is added to your project, containing |
| library and include directory paths. Link against this like any other library. |
| |
| @code{.cmake} |
| target_link_libraries(myapp OpenGL::GL) |
| @endcode |
| |
| |
| @subsection build_link_pkgconfig With pkg-config and GLFW binaries on Unix |
| |
| This is intended for building a program from the command-line or by writing |
| a makefile, on macOS or any Unix-like system like Linux, FreeBSD and Cygwin. |
| |
| GLFW supports [pkg-config](https://www.freedesktop.org/wiki/Software/pkg-config/), |
| and the `glfw3.pc` pkg-config file is generated when the GLFW library is built |
| and is installed along with it. A pkg-config file describes all necessary |
| compile-time and link-time flags and dependencies needed to use a library. When |
| they are updated or if they differ between systems, you will get the correct |
| ones automatically. |
| |
| A typical compile and link command-line when using the static version of the |
| GLFW library may look like this: |
| |
| @code{.sh} |
| cc $(pkg-config --cflags glfw3) -o myprog myprog.c $(pkg-config --static --libs glfw3) |
| @endcode |
| |
| If you are using the shared version of the GLFW library, omit the `--static` |
| flag. |
| |
| @code{.sh} |
| cc $(pkg-config --cflags glfw3) -o myprog myprog.c $(pkg-config --libs glfw3) |
| @endcode |
| |
| You can also use the `glfw3.pc` file without installing it first, by using the |
| `PKG_CONFIG_PATH` environment variable. |
| |
| @code{.sh} |
| env PKG_CONFIG_PATH=path/to/glfw/src cc $(pkg-config --cflags glfw3) -o myprog myprog.c $(pkg-config --libs glfw3) |
| @endcode |
| |
| The dependencies do not include OpenGL, as GLFW loads any OpenGL, OpenGL ES or |
| Vulkan libraries it needs at runtime. If your application calls OpenGL |
| directly, instead of using a modern |
| [extension loader library](@ref context_glext_auto), you should add the `gl` |
| pkg-config package. |
| |
| @code{.sh} |
| cc $(pkg-config --cflags glfw3 gl) -o myprog myprog.c $(pkg-config --libs glfw3 gl) |
| @endcode |
| |
| |
| @subsection build_link_xcode With Xcode on macOS |
| |
| If you are using the dynamic library version of GLFW, add it to the project |
| dependencies. |
| |
| If you are using the static library version of GLFW, add it and the Cocoa, |
| OpenGL and IOKit frameworks to the project as dependencies. They can all be |
| found in `/System/Library/Frameworks`. |
| |
| |
| @subsection build_link_osx With command-line or makefile on macOS |
| |
| It is recommended that you use [pkg-config](@ref build_link_pkgconfig) when |
| using installed GLFW binaries from the command line on macOS. That way you will |
| get any new dependencies added automatically. If you still wish to build |
| manually, you need to add the required frameworks and libraries to your |
| command-line yourself using the `-l` and `-framework` switches. |
| |
| If you are using the dynamic GLFW library, which is named `libglfw.3.dylib`, do: |
| |
| @code{.sh} |
| cc -o myprog myprog.c -lglfw -framework Cocoa -framework OpenGL -framework IOKit |
| @endcode |
| |
| If you are using the static library, named `libglfw3.a`, substitute `-lglfw3` |
| for `-lglfw`. |
| |
| Note that you do not add the `.framework` extension to a framework when linking |
| against it from the command-line. |
| |
| @note Your machine may have `libGL.*.dylib` style OpenGL library, but that is |
| for the X Window System and will not work with the macOS native version of GLFW. |
| |
| */ |