Added manual compilation guide.

This commit is contained in:
Camilla Berglund 2013-11-20 14:27:05 +01:00
parent 0ccbddf767
commit 8b1b322771

View File

@ -190,4 +190,71 @@ systems.
context creation API. Note that EGL is not yet provided on all supported
platforms.
@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 number of configuration macros to be defined in order to know what it's being
compiled for and has many 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.
Three macros *must* be defined when compiling GLFW: one for selecting the window
creation API, one selecting the context creation API and one client library.
Exactly one of each kind must be defined for GLFW to compile and link.
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
The context creation API is used to enumerate pixel formats / framebuffer
configurations and to create contexts. The options are:
- `_GLFW_NSGL` to use the Cocoa OpenGL framework
- `_GLFW_WGL` to use the Win32 WGL API
- `_GLFW_GLX` to use the X11 GLX API
- `_GLFW_EGL` to use the EGL API
The client library is the one providing the OpenGL or OpenGL ES API, which is
used by GLFW to probe the created context. This is not the same thing as the
client API, as many desktop OpenGL client libraries now expose the OpenGL ES API
through extensions. The options are:
- `_GLFW_USE_OPENGL` for the desktop OpenGL
- `_GLFW_USE_GLESV1` for OpenGL ES 1.x
- `_GLFW_USE_GLESV2` for OpenGL ES 2.x
Note that `_GLFW_USE_GLESV1` and `_GLFW_USE_GLESV2` may only be used with EGL,
as the other context creation APIs do not interface with
If you are building GLFW as a shared library / dynamic library / DLL then you
must also define `_GLFW_BUILD_DLL`. Otherwise, you may not define it.
If you are using the X11 window creation API then you *must* also select an entry
point retrieval mechanism.
- `_GLFW_HAS_GLXGETPROCADDRESS` to use glXGetProcAddress (recommended)
- `_GLFW_HAS_GLXGETPROCADDRESSARB` to use glXGetProcAddressARB
- `_GLFW_HAS_GLXGETPROCADDRESSEXT` to use glXGetProcAddressEXT
- `_GLFW_HAS_DLOPEN` to do manual retrieval with `dlopen`
On modern systems it is usually safe to assume that
`_GLFW_HAS_GLXGETPROCADDRESS` is present.
If you are using the Cocoa window creation API, the following options are
available:
- `_GLFW_USE_CHDIR` to `chdir` into the `Resources` directory 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)
*/