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Related to #1931.
353 lines
13 KiB
Plaintext
353 lines
13 KiB
Plaintext
/*!
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@page compile_guide Compiling GLFW
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@tableofcontents
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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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@section compile_cmake Using CMake
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@note GLFW behaves like most other libraries that use CMake so this guide mostly
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describes the basic configure/generate/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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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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If you are on Windows and macOS you can
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[download CMake](https://cmake.org/download/) from their site.
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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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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](https://cmake.org/cmake/help/latest/guide/user-interaction/)
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that includes everything in this guide not specific to GLFW. It may be a useful
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companion to this one.
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@subsection compile_deps Installing dependencies
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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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@subsubsection compile_deps_x11 Dependencies for X11 on Unix-like systems
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To compile GLFW for X11, you need to have the X11 development packages
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installed. They are not needed to build or run programs that use GLFW.
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On Debian and derivates like Ubuntu the `xorg-dev` meta-package pulls in the
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development packages for all of X11.
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@code{.sh}
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sudo apt install xorg-dev
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@endcode
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On FreeBSD 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,
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install the `xorgproto` package.
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@code{.sh}
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pkg install xorgproto
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@endcode
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On Cygwin the `xorgproto` package in the Devel section of the GUI installer will
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install the headers and other development related files for all of X11.
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Once you have the required depdendencies, move on to @ref compile_generate.
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@subsubsection compile_deps_wayland Dependencies for Wayland on Unix-like systems
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To compile GLFW for Wayland, you need to have the Wayland and xkbcommon
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development packages installed. They are not needed to build or run programs
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that use GLFW.
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On Debian and derivates like Ubuntu you will need the `libwayland-dev`,
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`libxkbcommon-dev` and `wayland-protocols` packages.
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@code{.sh}
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sudo apt install libwayland-dev libxkbcommon-dev wayland-protocols
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@endcode
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On FreeBSD you will need the `wayland`, `libxkbcommon` and `wayland-protocols`
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packages.
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@code{.sh}
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pkg install wayland libxkbcommon wayland-protocols
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@endcode
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Once you have the required depdendencies, move on to @ref compile_generate.
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@subsection compile_generate Generating build files with CMake
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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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- 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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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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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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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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@subsubsection compile_generate_gui Generating files with the CMake GUI
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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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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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By default GLFW will use X11 on Linux and other Unix-like systems other
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than macOS. To use Wayland instead, set the `GLFW_USE_WAYLAND` option in the
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GLFW section of the variable list, then apply the new value as described above.
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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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@subsubsection compile_generate_cli Generating files with the CMake command-line tool
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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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@code{.sh}
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cmake -S path/to/glfw -B path/to/build
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@endcode
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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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@code{.sh}
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cd path/to/glfw
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cmake -S . -B build
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@endcode
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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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@code{.sh}
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cmake -S path/to/glfw -B path/to/build -G Xcode
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@endcode
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By default GLFW will use X11 on Linux and other Unix-like systems other
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than macOS. To use Wayland instead, set the `GLFW_USE_WAYLAND` CMake option.
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@code{.sh}
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cmake -S path/to/glfw -B path/to/build -D GLFW_USE_WAYLAND=1
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@endcode
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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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@subsection compile_compile Compiling the library
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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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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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With Linux, macOS and other forms of Unix, run `make`.
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@code{.sh}
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cd path/to/build
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make
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@endcode
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With MinGW, it is `mingw32-make`.
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@code{.sh}
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cd path/to/build
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mingw32-make
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@endcode
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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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@code{.sh}
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cmake --build path/to/build
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@endcode
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This will run the platform specific build tool the directory was generated for.
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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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@section compile_options CMake options
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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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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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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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@code{.sh}
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cmake -S path/to/glfw -B path/to/build -D BUILD_SHARED_LIBS=ON
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@endcode
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@subsection compile_options_shared Shared CMake options
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@anchor BUILD_SHARED_LIBS
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__BUILD_SHARED_LIBS__ determines whether GLFW is built as a static
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library or as a DLL / shared library / dynamic library. This is disabled by
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default, producing a static GLFW library.
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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 sub-project of a larger CMake project.
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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 sub-project of a larger CMake project.
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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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@anchor GLFW_VULKAN_STATIC
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__GLFW_VULKAN_STATIC__ determines whether to use the Vulkan loader linked
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directly with the application. This is disabled by default.
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@subsection compile_options_win32 Windows specific CMake options
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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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On CMake 3.15 and later you can set the standard CMake
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[CMAKE_MSVC_RUNTIME_LIBRARY](https://cmake.org/cmake/help/latest/variable/CMAKE_MSVC_RUNTIME_LIBRARY.html)
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variable instead of this GLFW-specific option.
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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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@subsection compile_options_wayland Wayland specific CMake options
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@anchor GLFW_USE_WAYLAND
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__GLFW_USE_WAYLAND__ determines whether to compile the library for Wayland.
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This option is only available on Linux and other Unix-like systems other than
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macOS. This is disabled by default.
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@section compile_mingw_cross Cross-compilation with CMake and MinGW
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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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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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@code{.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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@endcode
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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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@code{.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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@endcode
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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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For more details see the
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[CMake toolchain guide](https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html).
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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 configuration macro to be defined in order to know what window system it is
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being compiled for and also has optional, platform-specific ones for various
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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 @b 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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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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- @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_X11 to use the X Window System
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- @b _GLFW_WAYLAND to use the Wayland API (experimental and incomplete)
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- @b _GLFW_OSMESA to use the OSMesa API (headless and non-interactive)
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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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If you are linking the Vulkan loader directly with your application then you
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must also define @b _GLFW_VULKAN_STATIC. Otherwise, GLFW will attempt to use the
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external version.
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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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@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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