mirror of
https://github.com/glfw/glfw.git
synced 2024-11-26 20:11:58 +00:00
2e12ef00bb
This fixes spelling, grammar and punctuation issues, missing words and stray words across the documentation. A confusing sentence was removed from the tutorial. Closes #2085
395 lines
15 KiB
Plaintext
395 lines
15 KiB
Plaintext
/*!
|
|
|
|
@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 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_x11 Dependencies for X11
|
|
|
|
To compile GLFW for X11, you need to have the X11 development packages
|
|
installed. They are not needed to build or run programs that use GLFW.
|
|
|
|
On Debian and derivatives like Ubuntu and Linux Mint the `xorg-dev` meta-package
|
|
pulls in the development packages for all of X11.
|
|
|
|
@code{.sh}
|
|
sudo apt install xorg-dev
|
|
@endcode
|
|
|
|
On Fedora and derivatives like Red Hat the X11 extension packages
|
|
`libXcursor-devel`, `libXi-devel`, `libXinerama-devel` and `libXrandr-devel`
|
|
required by GLFW pull in all its other dependencies.
|
|
|
|
@code{.sh}
|
|
sudo dnf install libXcursor-devel libXi-devel libXinerama-devel libXrandr-devel
|
|
@endcode
|
|
|
|
On FreeBSD 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.
|
|
|
|
@code{.sh}
|
|
pkg install xorgproto
|
|
@endcode
|
|
|
|
On Cygwin the `libXcursor-devel`, `libXi-devel`, `libXinerama-devel`,
|
|
`libXrandr-devel` and `libXrender-devel` packages in the Libs section of the GUI
|
|
installer will install all the headers and other development related files GLFW
|
|
requires for X11.
|
|
|
|
Once you have the required dependencies, move on to @ref compile_generate.
|
|
|
|
|
|
@subsubsection compile_deps_wayland Dependencies for Wayland and X11
|
|
|
|
To compile GLFW for both Wayland and X11, you need to have the X11, Wayland and xkbcommon
|
|
development packages installed. They are not needed to build or run programs that use
|
|
GLFW. You will also need to set the @ref GLFW_BUILD_WAYLAND CMake option in the next
|
|
step when generating build files.
|
|
|
|
On Debian and derivatives like Ubuntu and Linux Mint you will need the `libwayland-dev`,
|
|
`libxkbcommon-dev` and `wayland-protocols` packages and the `xorg-dev` meta-package.
|
|
These will pull in all other dependencies.
|
|
|
|
@code{.sh}
|
|
sudo apt install libwayland-dev libxkbcommon-dev wayland-protocols xorg-dev
|
|
@endcode
|
|
|
|
On Fedora and derivatives like Red Hat you will need the `wayland-devel`,
|
|
`libxkbcommon-devel`, `wayland-protocols-devel`, `libXcursor-devel`, `libXi-devel`,
|
|
`libXinerama-devel` and `libXrandr-devel` packages. These will pull in all other
|
|
dependencies.
|
|
|
|
@code{.sh}
|
|
sudo dnf install wayland-devel libxkbcommon-devel wayland-protocols-devel libXcursor-devel libXi-devel libXinerama-devel libXrandr-devel
|
|
@endcode
|
|
|
|
On FreeBSD you will need the `wayland`, `libxkbcommon` and `wayland-protocols` packages.
|
|
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.
|
|
|
|
@code{.sh}
|
|
pkg install wayland libxkbcommon wayland-protocols xorgproto
|
|
@endcode
|
|
|
|
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 X11 on Linux and other Unix-like systems other than macOS. To
|
|
include support for Wayland as well, set the @ref GLFW_BUILD_WAYLAND 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 X11 on Linux and other Unix-like systems other
|
|
than macOS. To also include support for Wayland, set the @ref GLFW_BUILD_WAYLAND CMake
|
|
option.
|
|
|
|
@code{.sh}
|
|
cmake -S path/to/glfw -B path/to/build -D GLFW_BUILD_WAYLAND=1
|
|
@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 disabled 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.
|
|
|
|
*/
|