| /*! |
| |
| @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) |
| - @b _GLFW_EGLDEVICE to use the EGLDevice API (experimental and incomplete) |
| |
| 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. |
| |
| If you are using a custom name for the Vulkan, EGL, GLX, OSMesa, OpenGL, GLESv1 |
| or GLESv2 library, you can override the default names by defining those you need |
| of @b _GLFW_VULKAN_LIBRARY, @b _GLFW_EGL_LIBRARY, @b _GLFW_GLX_LIBRARY, @b |
| _GLFW_OSMESA_LIBRARY, @b _GLFW_OPENGL_LIBRARY, @b _GLFW_GLESV1_LIBRARY and @b |
| _GLFW_GLESV2_LIBRARY. Otherwise, GLFW will use the built-in default names. |
| |
| 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. |
| |
| */ |