| /*! |
| |
| @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. |
| |
| GLFW uses some C99 features and does not support Visual Studio 2012 and earlier. |
| |
| |
| @section compile_cmake Using CMake |
| |
| GLFW behaves like most other libraries that use CMake so this guide mostly |
| describes the standard configure, generate and compile sequence. If you are already |
| familiar with this from other projects, you may want to focus on the @ref |
| compile_deps and @ref compile_options sections for GLFW-specific information. |
| |
| GLFW uses [CMake](https://cmake.org/) to generate project files or makefiles |
| for your chosen development environment. To compile GLFW, first generate these |
| files with CMake and then use them to compile the GLFW library. |
| |
| If you are on Windows and macOS you can |
| [download CMake](https://cmake.org/download/) from their site. |
| |
| If you are on a Unix-like system such as Linux, FreeBSD or Cygwin or have |
| a package system like Fink, MacPorts or Homebrew, you can install its CMake |
| package. |
| |
| CMake is a complex tool and this guide will only show a few of the possible ways |
| to set up and compile GLFW. The CMake project has their own much more detailed |
| [CMake user guide](https://cmake.org/cmake/help/latest/guide/user-interaction/) |
| that includes everything in this guide not specific to GLFW. It may be a useful |
| companion to this one. |
| |
| |
| @subsection compile_deps Installing dependencies |
| |
| The C/C++ development environments in Visual Studio, Xcode and MinGW come with |
| all necessary dependencies for compiling GLFW, but on Unix-like systems like |
| Linux and FreeBSD you will need a few extra packages. |
| |
| |
| @subsubsection compile_deps_wayland Dependencies for Wayland and X11 |
| |
| By default, both the Wayland and X11 backends are enabled on Linux and other Unix-like |
| systems (except macOS). To disable one or both of these, set the @ref GLFW_BUILD_WAYLAND |
| or @ref GLFW_BUILD_X11 CMake options in the next step when generating build files. |
| |
| To compile GLFW for both Wayland and X11, you need to have the X11, Wayland and xkbcommon |
| development packages installed. On some systems a few other packages are also required. |
| None of the development packages above are needed to build or run programs that use an |
| already compiled GLFW library. |
| |
| On Debian and derivatives like Ubuntu and Linux Mint you will need the `libwayland-dev` |
| and `libxkbcommon-dev` packages to compile for Wayland and the `xorg-dev` meta-package to |
| compile for X11. These will pull in all other dependencies. |
| |
| @code{.sh} |
| sudo apt install libwayland-dev libxkbcommon-dev xorg-dev |
| @endcode |
| |
| On Fedora and derivatives like Red Hat you will need the `wayland-devel` and |
| `libxkbcommon-devel` packages to compile for Wayland and the `libXcursor-devel`, |
| `libXi-devel`, `libXinerama-devel` and `libXrandr-devel` packages to compile for X11. |
| These will pull in all other dependencies. |
| |
| @code{.sh} |
| sudo dnf install wayland-devel libxkbcommon-devel libXcursor-devel libXi-devel libXinerama-devel libXrandr-devel |
| @endcode |
| |
| On FreeBSD you will need the `wayland`, `libxkbcommon` and `evdev-proto` packages to |
| compile for Wayland. The X11 headers are installed along the end-user X11 packages, so if |
| you have an X server running you should have the headers as well. If not, install the |
| `xorgproto` package to compile for X11. |
| |
| @code{.sh} |
| pkg install wayland libxkbcommon evdev-proto xorgproto |
| @endcode |
| |
| On Cygwin Wayland is not supported but you will need the `libXcursor-devel`, |
| `libXi-devel`, `libXinerama-devel`, `libXrandr-devel` and `libXrender-devel` packages to |
| compile for X11. These can be found in the Libs section of the GUI installer and will |
| pull in all other dependencies. |
| |
| Once you have the required dependencies, 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 two paths for |
| this: |
| |
| - the path to the root directory of the GLFW source tree (not its `src` |
| subdirectory) |
| - the path to the directory where the generated build files and compiled |
| binaries will be placed |
| |
| If these are the same, it is called an in-tree build, otherwise it is called an |
| out-of-tree build. |
| |
| Out-of-tree builds are recommended as they avoid cluttering up the source tree. |
| They also allow you to have several build directories for different |
| configurations all using the same source tree. |
| |
| A common pattern when building a single configuration is to have a build |
| directory named `build` in the root of the source tree. |
| |
| |
| @subsubsection compile_generate_gui Generating with the CMake GUI |
| |
| Start the CMake GUI and set the paths to the source and build directories |
| described above. Then press _Configure_ and _Generate_. |
| |
| If you wish change any CMake variables in the list, press _Configure_ and then |
| _Generate_ to have the new values take effect. The variable list will be |
| populated after the first configure step. |
| |
| By default, GLFW will use Wayland and X11 on Linux and other Unix-like systems other than |
| macOS. To disable support for one or both of these, set the @ref GLFW_BUILD_WAYLAND |
| and/or @ref GLFW_BUILD_X11 option in the GLFW section of the variable list, then apply the |
| new value as described above. |
| |
| Once you have generated the project files or makefiles for your chosen |
| development environment, move on to @ref compile_compile. |
| |
| |
| @subsubsection compile_generate_cli Generating with command-line CMake |
| |
| To make a build directory, pass the source and build directories to the `cmake` |
| command. These can be relative or absolute paths. The build directory is |
| created if it doesn't already exist. |
| |
| @code{.sh} |
| cmake -S path/to/glfw -B path/to/build |
| @endcode |
| |
| It is common to name the build directory `build` and place it in the root of the |
| source tree when only planning to build a single configuration. |
| |
| @code{.sh} |
| cd path/to/glfw |
| cmake -S . -B build |
| @endcode |
| |
| 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` |
| flag. |
| |
| @code{.sh} |
| cmake -S path/to/glfw -B path/to/build -G Xcode |
| @endcode |
| |
| By default, GLFW will use Wayland and X11 on Linux and other Unix-like systems other than |
| macOS. To disable support for one or both of these, set the @ref GLFW_BUILD_WAYLAND |
| and/or @ref GLFW_BUILD_X11 CMake option. |
| |
| @code{.sh} |
| cmake -S path/to/glfw -B path/to/build -D GLFW_BUILD_X11=0 |
| @endcode |
| |
| 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. |
| |
| 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`. |
| |
| @code{.sh} |
| cd path/to/build |
| make |
| @endcode |
| |
| 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. |
| |
| |
| @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 |
| 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 -S path/to/glfw -B path/to/build -D BUILD_SHARED_LIBS=ON |
| @endcode |
| |
| |
| @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. This is disabled by default, |
| producing a static GLFW library. This variable has no `GLFW_` prefix because it |
| is defined by CMake. If you want to change the library only for GLFW when it is |
| part of a larger project, see @ref GLFW_LIBRARY_TYPE. |
| |
| @anchor GLFW_LIBRARY_TYPE |
| __GLFW_LIBRARY_TYPE__ allows you to override @ref BUILD_SHARED_LIBS only for |
| GLFW, without affecting other libraries in a larger project. When set, the |
| value of this option must be a valid CMake library type. Set it to `STATIC` to |
| build GLFW as a static library, `SHARED` to build it as a shared library |
| / dynamic library / DLL, or `OBJECT` to make GLFW a CMake object 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 subproject 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 subproject of a larger CMake project. |
| |
| @anchor GLFW_BUILD_DOCS |
| __GLFW_BUILD_DOCS__ determines whether the GLFW documentation is built along |
| with the library. This is enabled by default if |
| [Doxygen](https://www.doxygen.nl/) is found by CMake during configuration. |
| |
| |
| @subsection compile_options_win32 Win32 specific CMake options |
| |
| @anchor GLFW_BUILD_WIN32 |
| __GLFW_BUILD_WIN32__ determines whether to include support for Win32 when compiling the |
| library. This option is only available when compiling for Windows. This is enabled by |
| default. |
| |
| @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. When enabled, the |
| DLL version of the Visual C++ library is used. This is enabled by default. |
| |
| 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 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. This is disabled by default, letting |
| the operating system and driver decide. |
| |
| |
| @subsection compile_options_macos macOS specific CMake options |
| |
| @anchor GLFW_BUILD_COCOA |
| __GLFW_BUILD_COCOA__ determines whether to include support for Cocoa when compiling the |
| library. This option is only available when compiling for macOS. This is enabled by |
| default. |
| |
| |
| @subsection compile_options_unix Unix-like system specific CMake options |
| |
| @anchor GLFW_BUILD_WAYLAND |
| __GLFW_BUILD_WAYLAND__ determines whether to include support for Wayland when compiling |
| the library. This option is only available when compiling for Linux and other Unix-like |
| systems other than macOS. This is enabled by default. |
| |
| @anchor GLFW_BUILD_X11 |
| __GLFW_BUILD_X11__ determines whether to include support for X11 when compiling the |
| library. This option is only available when compiling for Linux and other Unix-like |
| systems other than macOS. This is enabled 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 platform-detection yourself. There are preprocessor macros for |
| enabling support for the platforms (window systems) available. There are also optional, |
| platform-specific macros for various features. |
| |
| When building, GLFW will expect the necessary configuration macros to be defined |
| on the command-line. The GLFW CMake files set these as private compile |
| definitions on the GLFW target but if you compile the GLFW sources manually you |
| will need to define them yourself. |
| |
| The window system 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 (incomplete) |
| |
| The @b _GLFW_WAYLAND and @b _GLFW_X11 macros may be combined and produces a library that |
| attempts to detect the appropriate platform at initialization. |
| |
| 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 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. |
| |
| @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. |
| |
| */ |