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	This replaces some workarounds and manual logic with new features available with CMake 3.16, including list(FILTER), list(JOIN), foreach(IN LISTS) and enable_language(OBJC). Policy settings no longer needed with 3.16 have been removed. Related to #2541
		
			
				
	
	
		
			372 lines
		
	
	
		
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			Markdown
		
	
	
	
	
	
			
		
		
	
	
			372 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
| # Compiling GLFW {#compile_guide}
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| 
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| [TOC]
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| 
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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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| 
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| GLFW uses some C99 features and does not support Visual Studio 2012 and earlier.
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| 
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| 
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| ## Using CMake {#compile_cmake}
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| 
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| GLFW behaves like most other libraries that use CMake so this guide mostly
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| describes the standard configure, generate and 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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| 
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| GLFW uses [CMake](https://cmake.org/) to generate project files or makefiles
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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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| 
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| If you are on Windows and macOS you can [download
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| CMake](https://cmake.org/download/) from their site.
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| 
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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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| 
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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][cmake-guide] that includes everything in this guide not
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| specific to GLFW.  It may be a useful companion to this one.
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| 
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| [cmake-guide]: https://cmake.org/cmake/help/latest/guide/user-interaction/
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| 
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| 
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| ### Installing dependencies {#compile_deps}
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| 
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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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| 
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| 
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| #### Dependencies for Wayland and X11 {#compile_deps_wayland}
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| 
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| By default, both the Wayland and X11 backends are enabled on Linux and other Unix-like
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| systems (except macOS).  To disable one or both of these, set the @ref GLFW_BUILD_WAYLAND
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| or @ref GLFW_BUILD_X11 CMake options in the next step when generating build files.
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| 
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| To compile GLFW for both Wayland and X11, you need to have the X11, Wayland and xkbcommon
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| development packages installed.  On some systems a few other packages are also required.
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| None of the development packages above are needed to build or run programs that use an
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| already compiled GLFW library.
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| 
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| On Debian and derivatives like Ubuntu and Linux Mint you will need the `libwayland-dev`
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| and `libxkbcommon-dev` packages to compile for Wayland and the `xorg-dev` meta-package to
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| compile for X11.  These will pull in all other dependencies.
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| 
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| ```sh
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| sudo apt install libwayland-dev libxkbcommon-dev xorg-dev
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| ```
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| 
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| On Fedora and derivatives like Red Hat you will need the `wayland-devel` and
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| `libxkbcommon-devel` packages to compile for Wayland and the `libXcursor-devel`,
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| `libXi-devel`, `libXinerama-devel` and `libXrandr-devel` packages to compile for X11.
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| These will pull in all other dependencies.
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| 
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| ```sh
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| sudo dnf install wayland-devel libxkbcommon-devel libXcursor-devel libXi-devel libXinerama-devel libXrandr-devel
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| ```
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| 
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| On FreeBSD you will need the `wayland`, `libxkbcommon` and `evdev-proto` packages to
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| compile for Wayland.  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, install the
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| `xorgproto` package to compile for X11.
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| 
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| ```sh
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| pkg install wayland libxkbcommon evdev-proto xorgproto
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| ```
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| 
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| On Cygwin Wayland is not supported but you will need the `libXcursor-devel`,
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| `libXi-devel`, `libXinerama-devel`, `libXrandr-devel` and `libXrender-devel` packages to
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| compile for X11.  These can be found in the Libs section of the GUI installer and will
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| pull in all other dependencies.
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| 
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| Once you have the required dependencies, move on to @ref compile_generate.
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| 
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| 
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| ### Generating build files with CMake {#compile_generate}
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| 
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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 two paths for
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| this:
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| 
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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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| 
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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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| 
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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
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| configurations all using the same source tree.
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| 
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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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| 
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| 
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| #### Generating with the CMake GUI {#compile_generate_gui}
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| 
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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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| 
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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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| By default, GLFW will use Wayland and X11 on Linux and other Unix-like systems other than
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| macOS.  To disable support for one or both of these, set the @ref GLFW_BUILD_WAYLAND
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| and/or @ref GLFW_BUILD_X11 option in the GLFW section of the variable list, then apply the
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| new value as described above.
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| 
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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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| 
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| 
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| #### Generating with command-line CMake {#compile_generate_cli}
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| 
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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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| 
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| ```sh
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| cmake -S path/to/glfw -B path/to/build
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| ```
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| 
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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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| 
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| ```sh
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| cd path/to/glfw
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| cmake -S . -B build
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| ```
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| 
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| Without other flags these will generate Visual Studio project files on Windows
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| 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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| ```sh
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| cmake -S path/to/glfw -B path/to/build -G Xcode
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| ```
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| 
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| By default, GLFW will use Wayland and X11 on Linux and other Unix-like systems other than
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| macOS.  To disable support for one or both of these, set the @ref GLFW_BUILD_WAYLAND
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| and/or @ref GLFW_BUILD_X11 CMake option.
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| 
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| ```sh
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| cmake -S path/to/glfw -B path/to/build -D GLFW_BUILD_X11=0
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| ```
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| 
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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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| 
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| 
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| ### Compiling the library {#compile_compile}
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| 
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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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| 
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| With Visual Studio open `GLFW.sln` and use the Build menu.  With Xcode open
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| `GLFW.xcodeproj` and use the Project menu.
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| 
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| With Linux, macOS and other forms of Unix, run `make`.
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| 
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| ```sh
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| cd path/to/build
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| make
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| ```
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| 
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| With MinGW, it is `mingw32-make`.
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| 
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| ```sh
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| cd path/to/build
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| mingw32-make
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| ```
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| 
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| Any CMake build directory can also be built with the `cmake` command and the
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| `--build` flag.
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| 
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| ```sh
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| cmake --build path/to/build
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| ```
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| 
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| This will run the platform specific build tool the directory was generated for.
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| 
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| Once the GLFW library is compiled you are ready to build your application,
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| linking it to the GLFW library.  See @ref build_guide for more information.
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| 
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| 
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| ## CMake options {#compile_options}
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| 
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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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| 
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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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| 
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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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| 
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| ```sh
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| cmake -S path/to/glfw -B path/to/build -D BUILD_SHARED_LIBS=ON
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| ```
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| 
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| 
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| ### Shared CMake options {#compile_options_shared}
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| 
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| @anchor BUILD_SHARED_LIBS
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| __BUILD_SHARED_LIBS__ determines whether GLFW is built as a static library or as
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| a DLL / shared library / dynamic library.  This is disabled by default,
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| producing a static GLFW library.  This variable has no `GLFW_` prefix because it
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| is defined by CMake.  If you want to change the library only for GLFW when it is
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| part of a larger project, see @ref GLFW_LIBRARY_TYPE.
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| 
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| @anchor GLFW_LIBRARY_TYPE
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| __GLFW_LIBRARY_TYPE__ allows you to override @ref BUILD_SHARED_LIBS only for
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| GLFW, without affecting other libraries in a larger project.  When set, the
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| value of this option must be a valid CMake library type.  Set it to `STATIC` to
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| build GLFW as a static library, `SHARED` to build it as a shared library
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| / dynamic library / DLL, or `OBJECT` to make GLFW a CMake object library.
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| 
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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 subproject of a larger CMake project.
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| 
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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 subproject of a larger CMake project.
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| 
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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.  This is enabled by default if
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| [Doxygen](https://www.doxygen.nl/) is found by CMake during configuration.
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| 
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| 
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| ### Win32 specific CMake options {#compile_options_win32}
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| 
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| @anchor GLFW_BUILD_WIN32
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| __GLFW_BUILD_WIN32__ determines whether to include support for Win32 when compiling the
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| library.  This option is only available when compiling for Windows.  This is enabled by
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| default.
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| 
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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.  When enabled, the
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| DLL version of the Visual C++ library is used.  This is enabled by default.
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| 
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| It is recommended to set the standard CMake variable [CMAKE_MSVC_RUNTIME_LIBRARY][]
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| instead of this GLFW-specific option.
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| 
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| [CMAKE_MSVC_RUNTIME_LIBRARY]: https://cmake.org/cmake/help/latest/variable/CMAKE_MSVC_RUNTIME_LIBRARY.html
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| 
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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.  This is disabled by default, letting
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| the operating system and driver decide.
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| 
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| 
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| ### macOS specific CMake options {#compile_options_macos}
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| 
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| @anchor GLFW_BUILD_COCOA
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| __GLFW_BUILD_COCOA__ determines whether to include support for Cocoa when compiling the
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| library.  This option is only available when compiling for macOS.  This is enabled by
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| default.
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| 
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| 
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| ### Unix-like system specific CMake options {#compile_options_unix}
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| 
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| @anchor GLFW_BUILD_WAYLAND
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| __GLFW_BUILD_WAYLAND__ determines whether to include support for Wayland when compiling
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| the library.  This option is only available when compiling for Linux and other Unix-like
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| systems other than macOS.  This is enabled by default.
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| 
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| @anchor GLFW_BUILD_X11
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| __GLFW_BUILD_X11__ determines whether to include support for X11 when compiling the
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| library.  This option is only available when compiling for Linux and other Unix-like
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| systems other than macOS.  This is enabled by default.
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| 
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| 
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| ## Cross-compilation with CMake and MinGW {#compile_mingw_cross}
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| 
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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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| 
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| GLFW has CMake toolchain files in the `CMake` subdirectory that set up
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| cross-compilation of Windows binaries.  To use these files you set the
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| `CMAKE_TOOLCHAIN_FILE` CMake variable with the `-D` flag add an option when
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| configuring and generating the build files.
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| 
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| ```sh
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| cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=path/to/file
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| ```
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| 
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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 Ubuntu and Cygwin MinGW-w64 packages have
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| `/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct invocation
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| would be:
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| 
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| ```sh
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| cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake
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| ```
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| 
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| The path to the toolchain file is relative to the path to the GLFW source tree
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| passed to the `-S` flag, not to the current directory.
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| 
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| For more details see the [CMake toolchain guide][cmake-toolchains].
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| 
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| [cmake-toolchains]: https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html
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| 
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| 
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| ## Compiling GLFW manually {#compile_manual}
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| 
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| If you wish to compile GLFW without its CMake build environment then you will have to do
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| at least some platform-detection yourself.  There are preprocessor macros for
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| enabling support for the platforms (window systems) available.  There are also optional,
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| platform-specific macros for various features.
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| 
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| When building, GLFW will expect the necessary configuration macros to be defined
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| on the command-line.  The GLFW CMake files set these as private compile
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| definitions on the GLFW target but if you compile the GLFW sources manually you
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| will need to define them yourself.
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| 
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| The window system is used to create windows, handle input, monitors, gamma ramps and
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| clipboard.  The options are:
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| 
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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_WAYLAND to use the Wayland protocol
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|  - @b _GLFW_X11 to use the X Window System
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| 
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| The @b _GLFW_WAYLAND and @b _GLFW_X11 macros may be combined and produces a library that
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| attempts to detect the appropriate platform at initialization.
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| 
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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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| 
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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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| 
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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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