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420 lines
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Markdown
420 lines
16 KiB
Markdown
# Building applications {#build_guide}
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[TOC]
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This is about compiling and linking applications that use GLFW. For information on
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how to write such applications, start with the
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[introductory tutorial](@ref quick_guide). For information on how to compile
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the GLFW library itself, see @ref compile_guide.
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This is not a tutorial on compilation or linking. It assumes basic
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understanding of how to compile and link a C program as well as how to use the
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specific compiler of your chosen development environment. The compilation
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and linking process should be explained in your C programming material and in
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the documentation for your development environment.
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## Including the GLFW header file {#build_include}
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You should include the GLFW header in the source files where you use OpenGL or
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GLFW.
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```c
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#include <GLFW/glfw3.h>
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```
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This header defines all the constants and declares all the types and function
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prototypes of the GLFW API. By default, it also includes the OpenGL header from
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your development environment. See [option macros](@ref build_macros) below for
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how to select OpenGL ES headers and more.
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The GLFW header also defines any platform-specific macros needed by your OpenGL
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header, so that it can be included without needing any window system headers.
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It does this only when needed, so if window system headers are included, the
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GLFW header does not try to redefine those symbols. The reverse is not true,
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i.e. `windows.h` cannot cope if any Win32 symbols have already been defined.
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In other words:
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- Use the GLFW header to include OpenGL or OpenGL ES headers portably
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- Do not include window system headers unless you will use those APIs directly
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- If you do need such headers, include them before the GLFW header
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If you are using an OpenGL extension loading library such as [glad][], the
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extension loader header should be included before the GLFW one. GLFW attempts
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to detect any OpenGL or OpenGL ES header or extension loader header included
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before it and will then disable the inclusion of the default OpenGL header.
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Most extension loaders also define macros that disable similar headers below it.
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[glad]: https://github.com/Dav1dde/glad
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```c
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#include <glad/gl.h>
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#include <GLFW/glfw3.h>
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```
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Both of these mechanisms depend on the extension loader header defining a known
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macro. If yours doesn't or you don't know which one your users will pick, the
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@ref GLFW_INCLUDE_NONE macro will explicitly prevent the GLFW header from
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including the OpenGL header. This will also allow you to include the two
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headers in any order.
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```c
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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#include <glad/gl.h>
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```
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### GLFW header option macros {#build_macros}
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These macros may be defined before the inclusion of the GLFW header and affect
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its behavior.
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@anchor GLFW_DLL
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__GLFW_DLL__ is required on Windows when using the GLFW DLL, to tell the
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compiler that the GLFW functions are defined in a DLL.
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The following macros control which OpenGL or OpenGL ES API header is included.
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Only one of these may be defined at a time.
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@note GLFW does not provide any of the API headers mentioned below. They are
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provided by your development environment or your OpenGL, OpenGL ES or Vulkan
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SDK, and most of them can be downloaded from the [Khronos Registry][registry].
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[registry]: https://www.khronos.org/registry/
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@anchor GLFW_INCLUDE_GLCOREARB
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__GLFW_INCLUDE_GLCOREARB__ makes the GLFW header include the modern
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`GL/glcorearb.h` header (`OpenGL/gl3.h` on macOS) instead of the regular OpenGL
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header.
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@anchor GLFW_INCLUDE_ES1
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__GLFW_INCLUDE_ES1__ makes the GLFW header include the OpenGL ES 1.x `GLES/gl.h`
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header instead of the regular OpenGL header.
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@anchor GLFW_INCLUDE_ES2
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__GLFW_INCLUDE_ES2__ makes the GLFW header include the OpenGL ES 2.0
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`GLES2/gl2.h` header instead of the regular OpenGL header.
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@anchor GLFW_INCLUDE_ES3
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__GLFW_INCLUDE_ES3__ makes the GLFW header include the OpenGL ES 3.0
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`GLES3/gl3.h` header instead of the regular OpenGL header.
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@anchor GLFW_INCLUDE_ES31
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__GLFW_INCLUDE_ES31__ makes the GLFW header include the OpenGL ES 3.1
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`GLES3/gl31.h` header instead of the regular OpenGL header.
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@anchor GLFW_INCLUDE_ES32
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__GLFW_INCLUDE_ES32__ makes the GLFW header include the OpenGL ES 3.2
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`GLES3/gl32.h` header instead of the regular OpenGL header.
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@anchor GLFW_INCLUDE_NONE
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__GLFW_INCLUDE_NONE__ makes the GLFW header not include any OpenGL or OpenGL ES
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API header. This is useful in combination with an extension loading library.
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If none of the above inclusion macros are defined, the standard OpenGL `GL/gl.h`
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header (`OpenGL/gl.h` on macOS) is included, unless GLFW detects the inclusion
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guards of any OpenGL, OpenGL ES or extension loader header it knows about.
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The following macros control the inclusion of additional API headers. Any
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number of these may be defined simultaneously, and/or together with one of the
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above macros.
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@anchor GLFW_INCLUDE_VULKAN
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__GLFW_INCLUDE_VULKAN__ makes the GLFW header include the Vulkan
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`vulkan/vulkan.h` header in addition to any selected OpenGL or OpenGL ES header.
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@anchor GLFW_INCLUDE_GLEXT
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__GLFW_INCLUDE_GLEXT__ makes the GLFW header include the appropriate extension
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header for the OpenGL or OpenGL ES header selected above after and in addition
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to that header.
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@anchor GLFW_INCLUDE_GLU
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__GLFW_INCLUDE_GLU__ makes the header include the GLU header in addition to the
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header selected above. This should only be used with the standard OpenGL header
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and only for compatibility with legacy code. GLU has been deprecated and should
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not be used in new code.
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@note None of these macros may be defined during the compilation of GLFW itself.
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If your build includes GLFW and you define any these in your build files, make
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sure they are not applied to the GLFW sources.
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## Link with the right libraries {#build_link}
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GLFW is essentially a wrapper of various platform-specific APIs and therefore
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needs to link against many different system libraries. If you are using GLFW as
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a shared library / dynamic library / DLL then it takes care of these links.
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However, if you are using GLFW as a static library then your executable will
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need to link against these libraries.
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On Windows and macOS, the list of system libraries is static and can be
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hard-coded into your build environment. See the section for your development
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environment below. On Linux and other Unix-like operating systems, the list
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varies but can be retrieved in various ways as described below.
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A good general introduction to linking is [Beginner's Guide to
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Linkers][linker_guide] by David Drysdale.
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[linker_guide]: https://www.lurklurk.org/linkers/linkers.html
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### With Visual C++ and GLFW binaries {#build_link_win32}
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If you are using a downloaded [binary
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archive](https://www.glfw.org/download.html), first make sure you have the
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archive matching the architecture you are building for (32-bit or 64-bit), or
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you will get link errors. Also make sure you are using the binaries for your
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version of Visual C++ or you may get other link errors.
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There are two version of the static GLFW library in the binary archive, because
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it needs to use the same base run-time library variant as the rest of your
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executable.
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One is named `glfw3.lib` and is for projects with the _Runtime Library_ project
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option set to _Multi-threaded DLL_ or _Multi-threaded Debug DLL_. The other is
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named `glfw3_mt.lib` and is for projects with _Runtime Library_ set to
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_Multi-threaded_ or _Multi-threaded Debug_. To use the static GLFW library you
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will need to add `path/to/glfw3.lib` or `path/to/glfw3_mt.lib` to the
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_Additional Dependencies_ project option.
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If you compiled a GLFW static library yourself then there will only be one,
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named `glfw3.lib`, and you have to make sure the run-time library variant
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matches.
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The DLL version of the GLFW library is named `glfw3.dll`, but you will be
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linking against the `glfw3dll.lib` link library. To use the DLL you will need
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to add `path/to/glfw3dll.lib` to the _Additional Dependencies_ project option.
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All of its dependencies are already listed there by default, but when building
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with the DLL version of GLFW, you also need to define the @ref GLFW_DLL. This
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can be done either in the _Preprocessor Definitions_ project option or by
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defining it in your source code before including the GLFW header.
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```c
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#define GLFW_DLL
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#include <GLFW/glfw3.h>
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```
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All link-time dependencies for GLFW are already listed in the _Additional
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Dependencies_ option by default.
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### With MinGW-w64 and GLFW binaries {#build_link_mingw}
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This is intended for building a program from the command-line or by writing
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a makefile, on Windows with [MinGW-w64][] and GLFW binaries. These can be from
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a downloaded and extracted [binary archive](https://www.glfw.org/download.html)
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or by compiling GLFW yourself. The paths below assume a binary archive is used.
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If you are using a downloaded binary archive, first make sure you have the
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archive matching the architecture you are building for (32-bit or 64-bit) or you
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will get link errors.
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Note that the order of source files and libraries matter for GCC. Dependencies
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must be listed after the files that depend on them. Any source files that
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depend on GLFW must be listed before the GLFW library. GLFW in turn depends on
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`gdi32` and must be listed before it.
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[MinGW-w64]: https://www.mingw-w64.org/
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If you are using the static version of the GLFW library, which is named
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`libglfw3.a`, do:
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```sh
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gcc -o myprog myprog.c -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3.a -lgdi32
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```
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If you are using the DLL version of the GLFW library, which is named
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`glfw3.dll`, you will need to use the `libglfw3dll.a` link library.
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```sh
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gcc -o myprog myprog.c -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3dll.a -lgdi32
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```
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The resulting executable will need to find `glfw3.dll` to run, typically by
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keeping both files in the same directory.
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When you are building with the DLL version of GLFW, you will also need to define
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the @ref GLFW_DLL macro. This can be done in your source files, as long as it
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done before including the GLFW header:
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```c
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#define GLFW_DLL
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#include <GLFW/glfw3.h>
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```
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It can also be done on the command-line:
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```sh
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gcc -o myprog myprog.c -D GLFW_DLL -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3dll.a -lgdi32
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```
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### With CMake and GLFW source {#build_link_cmake_source}
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This section is about using CMake to compile and link GLFW along with your
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application. If you want to use an installed binary instead, see @ref
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build_link_cmake_package.
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With a few changes to your `CMakeLists.txt` you can have the GLFW source tree
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built along with your application.
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Add the root directory of the GLFW source tree to your project. This will add
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the `glfw` target to your project.
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```cmake
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add_subdirectory(path/to/glfw)
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```
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Once GLFW has been added, link your application against the `glfw` target.
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This adds the GLFW library and its link-time dependencies as it is currently
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configured, the include directory for the GLFW header and, when applicable, the
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@ref GLFW_DLL macro.
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```cmake
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target_link_libraries(myapp glfw)
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```
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Note that the `glfw` target does not depend on OpenGL, as GLFW loads any OpenGL,
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OpenGL ES or Vulkan libraries it needs at runtime. If your application calls
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OpenGL directly, instead of using a modern
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[extension loader library](@ref context_glext_auto), use the OpenGL CMake
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package.
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```cmake
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find_package(OpenGL REQUIRED)
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```
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If OpenGL is found, the `OpenGL::GL` target is added to your project, containing
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library and include directory paths. Link against this like any other library.
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```cmake
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target_link_libraries(myapp OpenGL::GL)
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```
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For a minimal example of a program and GLFW sources built with CMake, see the
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[GLFW CMake Starter][cmake_starter] on GitHub.
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[cmake_starter]: https://github.com/juliettef/GLFW-CMake-starter
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### With CMake and installed GLFW binaries {#build_link_cmake_package}
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This section is about using CMake to link GLFW after it has been built and
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installed. If you want to build it along with your application instead, see
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@ref build_link_cmake_source.
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With a few changes to your `CMakeLists.txt` you can locate the package and
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target files generated when GLFW is installed.
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```cmake
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find_package(glfw3 3.5 REQUIRED)
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```
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Once GLFW has been added to the project, link against it with the `glfw` target.
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This adds the GLFW library and its link-time dependencies, the include directory
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for the GLFW header and, when applicable, the @ref GLFW_DLL macro.
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```cmake
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target_link_libraries(myapp glfw)
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```
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Note that the `glfw` target does not depend on OpenGL, as GLFW loads any OpenGL,
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OpenGL ES or Vulkan libraries it needs at runtime. If your application calls
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OpenGL directly, instead of using a modern
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[extension loader library](@ref context_glext_auto), use the OpenGL CMake
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package.
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```cmake
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find_package(OpenGL REQUIRED)
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```
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If OpenGL is found, the `OpenGL::GL` target is added to your project, containing
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library and include directory paths. Link against this like any other library.
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```cmake
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target_link_libraries(myapp OpenGL::GL)
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```
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### With pkg-config and GLFW binaries on Unix {#build_link_pkgconfig}
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This is intended for building a program from the command-line or by writing
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a makefile, on macOS or any Unix-like system like Linux, FreeBSD and Cygwin.
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GLFW supports [pkg-config][], and the `glfw3.pc` pkg-config file is generated
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when the GLFW library is built and is installed along with it. A pkg-config
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file describes all necessary compile-time and link-time flags and dependencies
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needed to use a library. When they are updated or if they differ between
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systems, you will get the correct ones automatically.
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[pkg-config]: https://www.freedesktop.org/wiki/Software/pkg-config/
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A typical compile and link command-line when using the static version of the
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GLFW library may look like this:
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```sh
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cc $(pkg-config --cflags glfw3) -o myprog myprog.c $(pkg-config --static --libs glfw3)
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```
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If you are using the shared version of the GLFW library, omit the `--static`
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flag.
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```sh
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cc $(pkg-config --cflags glfw3) -o myprog myprog.c $(pkg-config --libs glfw3)
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```
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You can also use the `glfw3.pc` file without installing it first, by using the
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`PKG_CONFIG_PATH` environment variable.
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```sh
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env PKG_CONFIG_PATH=path/to/glfw/src cc $(pkg-config --cflags glfw3) -o myprog myprog.c $(pkg-config --libs glfw3)
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```
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The dependencies do not include OpenGL, as GLFW loads any OpenGL, OpenGL ES or
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Vulkan libraries it needs at runtime. If your application calls OpenGL
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directly, instead of using a modern
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[extension loader library](@ref context_glext_auto), you should add the `gl`
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pkg-config package.
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```sh
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cc $(pkg-config --cflags glfw3 gl) -o myprog myprog.c $(pkg-config --libs glfw3 gl)
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```
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### With Xcode on macOS {#build_link_xcode}
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If you are using the dynamic library version of GLFW, add it to the project
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dependencies.
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If you are using the static library version of GLFW, add it and the Cocoa,
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OpenGL, IOKit and QuartzCore frameworks to the project as dependencies. They
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can all be found in `/System/Library/Frameworks`.
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### With command-line or makefile on macOS {#build_link_osx}
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It is recommended that you use [pkg-config](@ref build_link_pkgconfig) when
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using installed GLFW binaries from the command line on macOS. That way you will
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get any new dependencies added automatically. If you still wish to build
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manually, you need to add the required frameworks and libraries to your
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command-line yourself using the `-l` and `-framework` switches.
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If you are using the dynamic GLFW library, which is named `libglfw.3.dylib`, do:
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```sh
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cc -o myprog myprog.c -lglfw -framework Cocoa -framework OpenGL -framework IOKit -framework QuartzCore
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```
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If you are using the static library, named `libglfw3.a`, substitute `-lglfw3`
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for `-lglfw`.
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Note that you do not add the `.framework` extension to a framework when linking
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against it from the command-line.
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@note Your machine may have `libGL.*.dylib` style OpenGL library, but that is
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for the X Window System and will not work with the macOS native version of GLFW.
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