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Improved build guide slightly
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docs/build.md
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docs/build.md
@ -161,20 +161,95 @@ Linkers][linker_guide] by David Drysdale.
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[linker_guide]: https://www.lurklurk.org/linkers/linkers.html
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### With MinGW or Visual C++ on Windows {#build_link_win32}
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### With Visual C++ and GLFW binaries {#build_link_win32}
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The static version of the GLFW library is named `glfw3`. When using this
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version, it is also necessary to link with some libraries that GLFW uses.
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If you are using a downloaded [binary
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archive](https://www.glfw.org/download.html), first make sure you have the
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archive matching the architecture you are building for (32-bit or 64-bit), or
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you will get link errors. Also make sure you are using the binaries for your
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version of Visual C++ or you may get other link errors.
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When using MinGW to link an application with the static version of GLFW, you
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must also explicitly link with `gdi32`. Other toolchains including MinGW-w64
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include it in the set of default libraries along with other dependencies like
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`user32` and `kernel32`.
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There are two version of the static GLFW library in the binary archive, because
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it needs to use the same base run-time library variant as the rest of your
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executable.
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The link library for the GLFW DLL is named `glfw3dll`. When compiling an
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application that uses the DLL version of GLFW, you need to define the @ref
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GLFW_DLL macro _before_ any inclusion of the GLFW header. This can be done
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either with a compiler switch or by defining it in your source code.
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One is named `glfw3.lib` and is for projects with the _Runtime Library_ project
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option set to _Multi-threaded DLL_ or _Multi-threaded Debug DLL_. The other is
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named `glfw3_mt.lib` and is for projects with _Runtime Library_ set to
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_Multi-threaded_ or _Multi-threaded Debug_. To use the static GLFW library you
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will need to add `path/to/glfw3.lib` or `path/to/glfw3_mt.lib` to the
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_Additional Dependencies_ project option.
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If you compiled a GLFW static library yourself then there will only be one,
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named `glfw3.lib`, and you have to make sure the run-time library variant
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matches.
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The DLL version of the GLFW library is named `glfw3.dll`, but you will be
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linking against the `glfw3dll.lib` link library. To use the DLL you will need
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to add `path/to/glfw3dll.lib` to the _Additional Dependencies_ project option.
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All of its dependencies are already listed there by default, but when building
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with the DLL version of GLFW, you also need to define the @ref GLFW_DLL. This
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can be done either in the _Preprocessor Definitions_ project option or by
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defining it in your source code before including the GLFW header.
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```c
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#define GLFW_DLL
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#include <GLFW/glfw3.h>
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```
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All link-time dependencies for GLFW are already listed in the _Additional
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Dependencies_ option by default.
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### With MinGW-w64 and GLFW binaries {#build_link_mingw}
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This is intended for building a program from the command-line or by writing
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a makefile, on Windows with [MinGW-w64][] and GLFW binaries. These can be from
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a downloaded and extracted [binary archive](https://www.glfw.org/download.html)
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or by compiling GLFW yourself. The paths below assume a binary archive is used.
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If you are using a downloaded binary archive, first make sure you have the
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archive matching the architecture you are building for (32-bit or 64-bit) or you
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will get link errors.
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Note that the order of source files and libraries matter for GCC. Dependencies
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must be listed after the files that depend on them. Any source files that
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depend on GLFW must be listed before the GLFW library. GLFW in turn depends on
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`gdi32` and must be listed before it.
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[MinGW-w64]: https://www.mingw-w64.org/
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If you are using the static version of the GLFW library, which is named
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`libglfw3.a`, do:
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```sh
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gcc -o myprog myprog.c -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3.a -lgdi32
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```
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If you are using the DLL version of the GLFW library, which is named
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`glfw3.dll`, you will need to use the `libglfw3dll.a` link library.
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```sh
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gcc -o myprog myprog.c -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3dll.a -lgdi32
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```
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The resulting executable will need to find `glfw3.dll` to run, typically by
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keeping both files in the same directory.
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When you are building with the DLL version of GLFW, you will also need to define
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the @ref GLFW_DLL macro. This can be done in your source files, as long as it
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done before including the GLFW header:
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```c
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#define GLFW_DLL
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#include <GLFW/glfw3.h>
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```
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It can also be done on the command-line:
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```sh
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gcc -o myprog myprog.c -D GLFW_DLL -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3dll.a -lgdi32
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```
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### With CMake and GLFW source {#build_link_cmake_source}
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@ -264,7 +339,10 @@ target_link_libraries(myapp OpenGL::GL)
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```
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### With makefiles and pkg-config on Unix {#build_link_pkgconfig}
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### With pkg-config and GLFW binaries on Unix {#build_link_pkgconfig}
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This is intended for building a program from the command-line or by writing
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a makefile, on macOS or any Unix-like system like Linux, FreeBSD and Cygwin.
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GLFW supports [pkg-config][], and the `glfw3.pc` pkg-config file is generated
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when the GLFW library is built and is installed along with it. A pkg-config
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@ -316,13 +394,13 @@ OpenGL and IOKit frameworks to the project as dependencies. They can all be
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found in `/System/Library/Frameworks`.
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### With command-line on macOS {#build_link_osx}
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### With command-line or makefile on macOS {#build_link_osx}
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It is recommended that you use [pkg-config](@ref build_link_pkgconfig) when
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building from the command line on macOS. That way you will get any new
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dependencies added automatically. If you still wish to build manually, you need
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to add the required frameworks and libraries to your command-line yourself using
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the `-l` and `-framework` switches.
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using installed GLFW binaries from the command line on macOS. That way you will
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get any new dependencies added automatically. If you still wish to build
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manually, you need to add the required frameworks and libraries to your
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command-line yourself using the `-l` and `-framework` switches.
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If you are using the dynamic GLFW library, which is named `libglfw.3.dylib`, do:
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