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			@ -10,164 +10,156 @@ 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 a particular development environment.  If you are on a Unix-like system such
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as Linux or FreeBSD or have a package system like Fink, MacPorts, Cygwin or
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Homebrew, you can install its CMake package.  If not, you can download
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installers for Windows and macOS from the
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[CMake website](https://cmake.org/).
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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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@note CMake only generates project files or makefiles.  It does not compile the
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actual GLFW library.  To compile GLFW, first generate these files for your
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chosen development environment and then use them to compile the actual GLFW
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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 Dependencies
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@subsection compile_deps Installing dependencies
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Once you have installed CMake, make sure that all other dependencies are
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available.  On some platforms, GLFW needs a few additional packages to be
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installed.  See the section for your chosen platform and development environment
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below.
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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_msvc Dependencies for Visual C++ on Windows
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@subsubsection compile_deps_x11 Dependencies for X11 on Unix-like systems
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The Windows SDK bundled with Visual C++ already contains all the necessary
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headers, link libraries and tools except for CMake.  Move on to @ref
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compile_generate.
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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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@subsubsection compile_deps_mingw Dependencies for MinGW or MinGW-w64 on Windows
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Both the MinGW and the MinGW-w64 packages already contain all the necessary
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headers, link libraries and tools except for CMake.  Move on to @ref
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compile_generate.
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@subsubsection compile_deps_mingw_cross Dependencies for 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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GLFW has CMake toolchain files in the `CMake/` directory that set up
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cross-compilation of Windows binaries.  To use these files you add an option
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when running `cmake` to generate the project files or makefiles:
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On Debian and derivates like Ubuntu the `xorg-dev` meta-package pulls in the
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development packages for all of X11.
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@code{.sh}
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cmake -DCMAKE_TOOLCHAIN_FILE=<toolchain-file> .
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sudo apt install xorg-dev
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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 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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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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cmake -DCMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake .
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pkg install xorgproto
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@endcode
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For more details see the article
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[CMake Cross Compiling](https://gitlab.kitware.com/cmake/community/wikis/doc/cmake/CrossCompiling) on
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the CMake wiki.
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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 this set up, move on to @ref compile_generate.
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Once you have the required depdendencies, move on to @ref compile_generate.
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@subsubsection compile_deps_xcode Dependencies for Xcode on macOS
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@subsubsection compile_deps_wayland Dependencies for Wayland on Unix-like systems
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Xcode comes with all necessary tools except for CMake.  The required headers
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and libraries are included in the core macOS frameworks.  Xcode can be
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downloaded from the Mac App Store or from the ADC Member Center.
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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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Once you have Xcode installed, move on to @ref compile_generate.
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On Debian and derivates like Ubuntu you will need the `libwayland-dev`,
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`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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@subsubsection compile_deps_x11 Dependencies for Linux and X11
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On FreeBSD you will need the `wayland`, `libxkbcommon` and `wayland-protocols`
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packages.
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To compile GLFW for X11, you need to have the X11 packages installed, as well as
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the basic development tools like GCC and make.  For example, on Ubuntu and other
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distributions based on Debian GNU/Linux, you need to install the `xorg-dev`
 | 
			
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package, which pulls in all X.org header 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 installed the necessary packages, move on to @ref
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compile_generate.
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@subsubsection compile_deps_wayland Dependencies for Linux and Wayland
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To compile GLFW for Wayland, you need to have the Wayland packages installed,
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		||||
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 `libwayland-dev` package, which contains all Wayland headers and pulls in
 | 
			
		||||
wayland-scanner, as well as the `wayland-protocols` package.
 | 
			
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Once you have installed the necessary packages, move on to @ref
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compile_generate.
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@subsubsection compile_deps_osmesa Dependencies for Linux and OSMesa
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To compile GLFW for OSMesa, you need to install the OSMesa library and header
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packages.  For example, on Ubuntu and other distributions based on Debian
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GNU/Linux, you need to install the `libosmesa6-dev` package.  The OSMesa library
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is required at runtime for context creation and is loaded on demand.
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Once you have installed the necessary packages, move on to @ref
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compile_generate.
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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
 | 
			
		||||
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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files or makefiles for your development environment.  CMake needs two paths for
 | 
			
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this:
 | 
			
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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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 - 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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@note This section is about generating the project files or makefiles necessary
 | 
			
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to compile the GLFW library, not about compiling the actual library.
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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
 | 
			
		||||
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_cli Generating files with the CMake command-line tool
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@subsubsection compile_generate_gui Generating files with the CMake GUI
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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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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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@code{.sh}
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cd <glfw-root-dir>
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cmake .
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@endcode
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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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 | 
			
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To make an out-of-tree build, make a directory outside of the source tree, enter
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it and run CMake with the (relative or absolute) path to the root of the source
 | 
			
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tree as an argument.
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@code{.sh}
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mkdir glfw-build
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cd glfw-build
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cmake <glfw-root-dir>
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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` 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
 | 
			
		||||
development environment, move on to @ref compile_compile.
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@subsubsection compile_generate_gui Generating files with the CMake GUI
 | 
			
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@subsubsection compile_generate_cli Generating files with the CMake command-line tool
 | 
			
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 | 
			
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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
 | 
			
		||||
destination for binaries.  Choose _Configure_, change any options you wish to,
 | 
			
		||||
_Configure_ again to let the changes take effect and then _Generate_.
 | 
			
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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
 | 
			
		||||
and makefiles on other platforms.  You can choose other targets using the `-G`
 | 
			
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flag.
 | 
			
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 | 
			
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@code{.sh}
 | 
			
		||||
cmake -S path/to/glfw -B path/to/build -G Xcode
 | 
			
		||||
@endcode
 | 
			
		||||
 | 
			
		||||
By default GLFW will use X11 on Linux and other Unix-like systems other
 | 
			
		||||
than macOS.  To use Wayland instead, set the `GLFW_USE_WAYLAND` CMake option.
 | 
			
		||||
 | 
			
		||||
@code{.sh}
 | 
			
		||||
cmake -S path/to/glfw -B path/to/build -D GLFW_USE_WAYLAND=1
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		||||
@endcode
 | 
			
		||||
 | 
			
		||||
Once you have generated the project files or makefiles for your chosen
 | 
			
		||||
development environment, move on to @ref compile_compile.
 | 
			
		||||
| 
						 | 
				
			
			@ -177,20 +169,39 @@ development environment, move on to @ref compile_compile.
 | 
			
		|||
 | 
			
		||||
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:
 | 
			
		||||
these files as you would with any other project.
 | 
			
		||||
 | 
			
		||||
With Visual Studio open `GLFW.sln` and use the Build menu.  With Xcode open
 | 
			
		||||
`GLFW.xcodeproj` and use the Project menu.
 | 
			
		||||
 | 
			
		||||
With Linux, macOS and other forms of Unix, run `make`.
 | 
			
		||||
 | 
			
		||||
e.g. on linux or unix,
 | 
			
		||||
@code{.sh}
 | 
			
		||||
cd <glfw-root-dir>
 | 
			
		||||
make install
 | 
			
		||||
cd path/to/build
 | 
			
		||||
make
 | 
			
		||||
@endcode
 | 
			
		||||
or on Windows, open the .sln file in Visual Studio and build via the file menu.
 | 
			
		||||
 | 
			
		||||
Once the GLFW library is compiled, you are ready to build your applications,
 | 
			
		||||
With MinGW, it is `mingw32-make`.
 | 
			
		||||
 | 
			
		||||
@code{.sh}
 | 
			
		||||
cd path/to/build
 | 
			
		||||
mingw32-make
 | 
			
		||||
@endcode
 | 
			
		||||
 | 
			
		||||
Any CMake build directory can also be built with the `cmake` command and the
 | 
			
		||||
`--build` flag.
 | 
			
		||||
 | 
			
		||||
@code{.sh}
 | 
			
		||||
cmake --build path/to/build
 | 
			
		||||
@endcode
 | 
			
		||||
 | 
			
		||||
This will run the platform specific build tool the directory was generated for.
 | 
			
		||||
 | 
			
		||||
Once the GLFW library is compiled you are ready to build your application,
 | 
			
		||||
linking it to the GLFW library.  See @ref build_guide for more information.
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@subsection compile_options CMake options
 | 
			
		||||
@section 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
 | 
			
		||||
| 
						 | 
				
			
			@ -206,59 +217,103 @@ 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 .
 | 
			
		||||
cmake -S path/to/glfw -B path/to/build -D BUILD_SHARED_LIBS=ON
 | 
			
		||||
@endcode
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@subsubsection compile_options_shared Shared CMake options
 | 
			
		||||
@subsection 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.
 | 
			
		||||
library or as a DLL / shared library / dynamic library.  This is disabled by
 | 
			
		||||
default, producing a static GLFW library.
 | 
			
		||||
 | 
			
		||||
@anchor GLFW_BUILD_EXAMPLES
 | 
			
		||||
__GLFW_BUILD_EXAMPLES__ determines whether the GLFW examples are built
 | 
			
		||||
along with the library.  This is enabled by default unless GLFW is being built
 | 
			
		||||
as a sub-project.
 | 
			
		||||
as a sub-project of a larger CMake project.
 | 
			
		||||
 | 
			
		||||
@anchor GLFW_BUILD_TESTS
 | 
			
		||||
__GLFW_BUILD_TESTS__ determines whether the GLFW test programs are
 | 
			
		||||
built along with the library.  This is enabled by default unless GLFW is being
 | 
			
		||||
built as a sub-project.
 | 
			
		||||
built as a sub-project of a larger CMake project.
 | 
			
		||||
 | 
			
		||||
@anchor GLFW_BUILD_DOCS
 | 
			
		||||
__GLFW_BUILD_DOCS__ determines whether the GLFW documentation is built along
 | 
			
		||||
with the library.
 | 
			
		||||
with the library.  This is enabled by default if
 | 
			
		||||
[Doxygen](https://www.doxygen.nl/) is found by CMake during configuration.
 | 
			
		||||
 | 
			
		||||
@anchor GLFW_VULKAN_STATIC
 | 
			
		||||
__GLFW_VULKAN_STATIC__ determines whether to use the Vulkan loader linked
 | 
			
		||||
directly with the application.
 | 
			
		||||
directly with the application.  This is disabled by default.
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@subsubsection compile_options_win32 Windows specific CMake options
 | 
			
		||||
@subsection 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.
 | 
			
		||||
static library version of the Visual C++ runtime library.  When enabled, the
 | 
			
		||||
DLL version of the Visual C++ library is used.  This is enabled by default.
 | 
			
		||||
 | 
			
		||||
@note On CMake 3.15 and later you can set the
 | 
			
		||||
On CMake 3.15 and later you can set the standard CMake
 | 
			
		||||
[CMAKE_MSVC_RUNTIME_LIBRARY](https://cmake.org/cmake/help/latest/variable/CMAKE_MSVC_RUNTIME_LIBRARY.html)
 | 
			
		||||
variable instead of this option.
 | 
			
		||||
variable instead of this GLFW-specific option.
 | 
			
		||||
 | 
			
		||||
@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.
 | 
			
		||||
will not work if GLFW is built as a DLL.  This is disabled by default, letting
 | 
			
		||||
the operating system and driver decide.
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@subsection compile_options_wayland Wayland specific CMake options
 | 
			
		||||
 | 
			
		||||
@anchor GLFW_USE_WAYLAND
 | 
			
		||||
__GLFW_USE_WAYLAND__ determines whether to compile the library for Wayland.
 | 
			
		||||
This option is only available on Linux and other Unix-like systems other than
 | 
			
		||||
macOS.  This is disabled by default.
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@section compile_mingw_cross Cross-compilation with CMake and MinGW
 | 
			
		||||
 | 
			
		||||
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` subdirectory that set up
 | 
			
		||||
cross-compilation of Windows binaries.  To use these files you set the
 | 
			
		||||
`CMAKE_TOOLCHAIN_FILE` CMake variable with the `-D` flag add an option when
 | 
			
		||||
configuring and generating the build files.
 | 
			
		||||
 | 
			
		||||
@code{.sh}
 | 
			
		||||
cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=path/to/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 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 -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake
 | 
			
		||||
@endcode
 | 
			
		||||
 | 
			
		||||
The path to the toolchain file is relative to the path to the GLFW source tree
 | 
			
		||||
passed to the `-S` flag, not to the current directory.
 | 
			
		||||
 | 
			
		||||
For more details see the
 | 
			
		||||
[CMake toolchain guide](https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html).
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@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
 | 
			
		||||
a configuration macro to be defined in order to know what window system it is
 | 
			
		||||
being compiled for and also has optional, platform-specific ones for various
 | 
			
		||||
features.
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -290,11 +345,6 @@ 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 an existing `EGL/eglplatform.h` header file
 | 
			
		||||
   for native handle types (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.
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
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		Reference in New Issue
	
	Block a user