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292 lines
11 KiB
Plaintext
292 lines
11 KiB
Plaintext
/*!
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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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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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@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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@subsection compile_deps 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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@subsubsection compile_deps_msvc Dependencies for Visual C++ on Windows
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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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@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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@code{.sh}
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cmake -DCMAKE_TOOLCHAIN_FILE=<toolchain-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 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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@code{.sh}
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cmake -DCMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake .
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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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Once you have this set up, move on to @ref compile_generate.
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@subsubsection compile_deps_xcode Dependencies for Xcode on macOS
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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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Once you have Xcode installed, move on to @ref compile_generate.
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@subsubsection compile_deps_x11 Dependencies for Linux and X11
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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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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
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Ubuntu and other distributions based on Debian GNU/Linux, you need to install
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the `libwayland-dev` package, which contains all Wayland headers and pulls in
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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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@subsection 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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@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 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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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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@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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@subsubsection compile_generate_cli Generating files with the CMake command-line tool
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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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@code{.sh}
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cd <glfw-root-dir>
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cmake .
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@endcode
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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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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_gui Generating files with the CMake GUI
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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
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destination for binaries. Choose _Configure_, change any options you wish to,
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_Configure_ again to let the changes take effect and then _Generate_.
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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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Once the GLFW library is compiled, you are ready to build your applications,
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linking it to the GLFW library. See @ref build_guide for more information.
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@subsection 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 -DBUILD_SHARED_LIBS=ON .
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@endcode
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@subsubsection 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
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library or as a DLL / shared library / dynamic 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.
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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.
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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.
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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.
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@subsubsection 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. If set to `ON`, the
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DLL version of the Visual C++ library is used.
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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.
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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's
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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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For the EGL context creation API, the following options are available:
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- @b _GLFW_USE_EGLPLATFORM_H to use an existing `EGL/eglplatform.h` header file
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for native handle types (fallback)
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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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