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Added manual compilation guide.
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@ -190,4 +190,71 @@ systems.
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context creation API. Note that EGL is not yet provided on all supported
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context creation API. Note that EGL is not yet provided on all supported
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platforms.
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platforms.
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@section compile_manual Compiling GLFW manually
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If you wish to compile GLFW without its CMake build environment then you will
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have to do at least some of the platform detection yourself. GLFW needs
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a number of configuration macros to be defined in order to know what it's being
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compiled for and has many optional, platform-specific ones for various features.
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When building with CMake, the `glfw_config.h` configuration header is generated
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based on the current platform and CMake options. The GLFW CMake environment
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defines `_GLFW_USE_CONFIG_H`, which causes this header to be included by
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`internal.h`. Without this macro, GLFW will expect the necessary configuration
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macros to be defined on the command-line.
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Three macros *must* be defined when compiling GLFW: one for selecting the window
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creation API, one selecting the context creation API and one client library.
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Exactly one of each kind must be defined for GLFW to compile and link.
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The window creation API is used to create windows, handle input, monitors, gamma
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ramps and clipboard. The options are:
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- `_GLFW_COCOA` to use the Cocoa frameworks
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- `_GLFW_WIN32` to use the Win32 API
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- `_GLFW_X11` to use the X Window System
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The context creation API is used to enumerate pixel formats / framebuffer
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configurations and to create contexts. The options are:
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- `_GLFW_NSGL` to use the Cocoa OpenGL framework
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- `_GLFW_WGL` to use the Win32 WGL API
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- `_GLFW_GLX` to use the X11 GLX API
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- `_GLFW_EGL` to use the EGL API
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The client library is the one providing the OpenGL or OpenGL ES API, which is
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used by GLFW to probe the created context. This is not the same thing as the
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client API, as many desktop OpenGL client libraries now expose the OpenGL ES API
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through extensions. The options are:
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- `_GLFW_USE_OPENGL` for the desktop OpenGL
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- `_GLFW_USE_GLESV1` for OpenGL ES 1.x
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- `_GLFW_USE_GLESV2` for OpenGL ES 2.x
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Note that `_GLFW_USE_GLESV1` and `_GLFW_USE_GLESV2` may only be used with EGL,
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as the other context creation APIs do not interface with
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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 `_GLFW_BUILD_DLL`. Otherwise, you may not define it.
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If you are using the X11 window creation API then you *must* also select an entry
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point retrieval mechanism.
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- `_GLFW_HAS_GLXGETPROCADDRESS` to use glXGetProcAddress (recommended)
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- `_GLFW_HAS_GLXGETPROCADDRESSARB` to use glXGetProcAddressARB
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- `_GLFW_HAS_GLXGETPROCADDRESSEXT` to use glXGetProcAddressEXT
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- `_GLFW_HAS_DLOPEN` to do manual retrieval with `dlopen`
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On modern systems it is usually safe to assume that
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`_GLFW_HAS_GLXGETPROCADDRESS` is present.
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If you are using the Cocoa window creation API, the following options are
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available:
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- `_GLFW_USE_CHDIR` to `chdir` into the `Resources` directory of the
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application bundle during @ref glfwInit (recommended)
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- `_GLFW_USE_MENUBAR` to create and populate the menu bar when the first window
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is created (recommended)
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*/
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*/
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