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- /*!
-
- @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 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 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 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 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_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
-
- `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_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.
-
- `GLFW_VULKAN_STATIC` determines whether to use the Vulkan loader linked
- statically into the application.
-
-
- @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.
-
-
- @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.
-
- `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 `_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:
-
- - `_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)
- - `_GLFW_MIR` to use the Mir API (experimental and incomplete)
-
- If you are building GLFW as a shared library / dynamic library / DLL then you
- must also define `_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 `_GLFW_VULKAN_STATIC`. Otherwise, GLFW will attempt to use the
- external version.
-
- For the EGL context creation API, the following options are available:
-
- - `_GLFW_USE_EGLPLATFORM_H` to use `EGL/eglplatform.h` for native handle
- definitions (fallback)
-
- If you are using the X11 window creation API, support for the following X11
- extensions can be enabled:
-
- - `_GLFW_HAS_XF86VM` to use Xxf86vm as a fallback when RandR gamma is broken
- (recommended)
-
- 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)
-
- @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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