| /*! |
| |
| @page compile Compiling GLFW |
| |
| @tableofcontents |
| |
| This is about compiling the GLFW library itself. For information on how to |
| build applications that use GLFW, see the @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 OS X 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 and then use |
| them in your chosen development environment 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 OS X |
| |
| Xcode comes with all necessary tools except for CMake. The required headers |
| and libraries are included in the core OS X 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 and OpenGL header 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` and `libglu1-mesa-dev` packages. The former pulls in |
| all X.org header packages and the latter pulls in the Mesa OpenGL and GLU |
| packages. GLFW itself doesn't need or use GLU, but some of the examples do. |
| Note that using header files and libraries from Mesa during compilation |
| _will not_ tie your binaries to the Mesa implementation of OpenGL. |
| |
| 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 another directory, enter it and run CMake |
| with the (relative or absolute) path to the root of the source tree as an |
| argument. |
| |
| @code{.sh} |
| cd <glfw-root-dir> |
| mkdir build |
| cd build |
| cmake .. |
| @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 the @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, use the `ccmake` tool. |
| Some package systems like Ubuntu and other distributions based on Debian |
| GNU/Linux have this tool in a separate `cmake-curses-gui` package. |
| |
| |
| @subsubsection compile_options_shared Shared CMake options |
| |
| `BUILD_SHARED_LIBS` determines whether GLFW is built as a static |
| library or as a DLL / shared library / dynamic library. |
| |
| `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`. |
| |
| `GLFW_CLIENT_LIBRARY` determines which client API library to use. If set to |
| `opengl` the OpenGL library is used, if set to `glesv1` for the OpenGL ES 1.x |
| library is used, or if set to `glesv2` the OpenGL ES 2.0 library is used. The |
| selected library and its header files must be present on the system for this to |
| work. |
| |
| `GLFW_BUILD_EXAMPLES` determines whether the GLFW examples are built |
| along with the library. |
| |
| `GLFW_BUILD_TESTS` determines whether the GLFW test programs are |
| built along with the library. |
| |
| `GLFW_BUILD_DOCS` determines whether the GLFW documentation is built along with |
| the library. |
| |
| |
| @subsubsection compile_options_osx OS X specific CMake options |
| |
| `GLFW_USE_CHDIR` determines whether `glfwInit` changes the current |
| directory of bundled applications to the `Contents/Resources` directory. |
| |
| `GLFW_USE_MENUBAR` determines whether the first call to |
| `glfwCreateWindow` sets up a minimal menu bar. |
| |
| `GLFW_USE_RETINA` determines whether windows will use the full resolution of |
| Retina displays. |
| |
| `GLFW_BUILD_UNIVERSAL` determines whether to build Universal Binaries. |
| |
| |
| @subsubsection compile_options_win32 Windows specific CMake options |
| |
| `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. It is recommended to set this to |
| `ON`, as this keeps the executable smaller and benefits from security and bug |
| fix updates of the Visual C++ runtime. |
| |
| `GLFW_USE_DWM_SWAP_INTERVAL` determines whether the swap interval is set even |
| when DWM compositing is enabled. If this is `ON`, the swap interval is set even |
| if DWM is enabled. It is recommended to set this to `OFF`, as doing otherwise |
| can lead to severe jitter. |
| |
| `GLFW_USE_OPTIMUS_HPG` determines whether to export the `NvOptimusEnablement` |
| symbol, which forces the use of the high-performance GPU on nVidia Optimus |
| systems. |
| |
| |
| @subsubsection compile_options_egl EGL specific CMake options |
| |
| `GLFW_USE_EGL` determines whether to use EGL instead of the platform-specific |
| context creation API. Note that EGL is not yet provided on all supported |
| platforms. |
| |
| |
| @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 number of configuration macros to be defined in order to know what it's being |
| compiled for and has many 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 `_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. |
| |
| Three macros _must_ be defined when compiling GLFW: one for selecting the window |
| creation API, one selecting the context creation API and one client library. |
| Exactly one of each kind must be defined for GLFW to compile and link. |
| |
| The window creation API is used to create windows, handle input, monitors, gamma |
| ramps and clipboard. The options are: |
| |
| - `_GLFW_COCOA` to use the Cocoa frameworks |
| - `_GLFW_WIN32` to use the Win32 API |
| - `_GLFW_X11` to use the X Window System |
| - `_GLFW_WAYLAND` to use the Wayland API (experimental and incomplete) |
| |
| The context creation API is used to enumerate pixel formats / framebuffer |
| configurations and to create contexts. The options are: |
| |
| - `_GLFW_NSGL` to use the Cocoa OpenGL framework |
| - `_GLFW_WGL` to use the Win32 WGL API |
| - `_GLFW_GLX` to use the X11 GLX API |
| - `_GLFW_EGL` to use the EGL API |
| |
| The client library is the one providing the OpenGL or OpenGL ES API, which is |
| used by GLFW to probe the created context. This is not the same thing as the |
| client API, as many desktop OpenGL client libraries now expose the OpenGL ES API |
| through extensions. The options are: |
| |
| - `_GLFW_USE_OPENGL` for the desktop OpenGL (opengl32.dll, libGL.so or |
| OpenGL.framework) |
| - `_GLFW_USE_GLESV1` for OpenGL ES 1.x (experimental) |
| - `_GLFW_USE_GLESV2` for OpenGL ES 2.x (experimental) |
| |
| Note that `_GLFW_USE_GLESV1` and `_GLFW_USE_GLESV2` may only be used with EGL, |
| as the other context creation APIs do not interface with OpenGL ES client |
| libraries. |
| |
| If you are building GLFW as a shared library / dynamic library / DLL then you |
| must also define `_GLFW_BUILD_DLL`. Otherwise, you may not define it. |
| |
| If you are using the X11 window creation API then you _must_ also select an entry |
| point retrieval mechanism. |
| |
| - `_GLFW_HAS_GLXGETPROCADDRESS` to use `glXGetProcAddress` (recommended) |
| - `_GLFW_HAS_GLXGETPROCADDRESSARB` to use `glXGetProcAddressARB` (legacy) |
| - `_GLFW_HAS_GLXGETPROCADDRESSEXT` to use `glXGetProcAddressEXT` (legacy) |
| - `_GLFW_HAS_DLOPEN` to do manual retrieval with `dlopen` (fallback) |
| |
| If you are using the Cocoa window creation API, the following options are |
| available: |
| |
| - `_GLFW_USE_CHDIR` to `chdir` to the `Resources` subdirectory of the |
| application bundle during @ref glfwInit (recommended) |
| - `_GLFW_USE_MENUBAR` to create and populate the menu bar when the first window |
| is created (recommended) |
| - `_GLFW_USE_RETINA` to have windows use the full resolution of Retina displays |
| (recommended) |
| |
| */ |