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author | Andreas Grois <andi@grois.info> | 2018-03-09 21:36:10 +0100 |
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committer | Andreas Grois <andi@grois.info> | 2018-03-09 21:36:10 +0100 |
commit | 3b734f0d6b9e28c1f2c4ae54e3f46e573e02f4a5 (patch) | |
tree | 444542870666e41594e7b493f625ade81d64f885 /glfw-3.2.1/docs/build.dox |
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-rw-r--r-- | glfw-3.2.1/docs/build.dox | 347 |
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diff --git a/glfw-3.2.1/docs/build.dox b/glfw-3.2.1/docs/build.dox new file mode 100644 index 0000000..ff9ed86 --- /dev/null +++ b/glfw-3.2.1/docs/build.dox @@ -0,0 +1,347 @@ +/*! + +@page build_guide Building applications + +@tableofcontents + +This is about compiling and linking applications that use GLFW. For information on +how to write such applications, start with the +[introductory tutorial](@ref quick_guide). For information on how to compile +the GLFW library itself, see @ref compile_guide. + +This is not a tutorial on compilation or linking. It assumes basic +understanding of how to compile and link a C program as well as how to use the +specific compiler of your chosen development environment. The compilation +and linking process should be explained in your C programming material and in +the documentation for your development environment. + +@section build_include Including the GLFW header file + +In the source files of your application where you use OpenGL or GLFW, you should +include the GLFW header file, i.e.: + +@code +#include <GLFW/glfw3.h> +@endcode + +The GLFW header declares the GLFW API and by default also includes the OpenGL +header of your development environment, which in turn defines all the constants, +types and function prototypes of the OpenGL API. + +The GLFW header also defines everything necessary for your OpenGL header to +function. For example, under Windows you are normally required to include +`windows.h` before the OpenGL header, which would pollute your code namespace +with the entire Win32 API. + +Instead, the GLFW header takes care of this for you, not by including +`windows.h`, but by duplicating only the very few necessary parts of it. It +does this only when needed, so if `windows.h` _is_ included, the GLFW header +does not try to redefine those symbols. The reverse is not true, i.e. +`windows.h` cannot cope if any of its symbols have already been defined. + +In other words: + + - Do _not_ include the OpenGL headers yourself, as GLFW does this for you + - Do _not_ include `windows.h` or other platform-specific headers unless you + plan on using those APIs directly + - If you _do_ need to include such headers, do it _before_ including + the GLFW header and it will handle this + +If you are using an OpenGL extension loading library such as +[glad](https://github.com/Dav1dde/glad), the extension loader header should +either be included _before_ the GLFW one, or the `GLFW_INCLUDE_NONE` macro +(described below) should be defined. + + +@subsection build_macros GLFW header option macros + +These macros may be defined before the inclusion of the GLFW header and affect +its behavior. + +`GLFW_DLL` is required on Windows when using the GLFW DLL, to tell the compiler +that the GLFW functions are defined in a DLL. + +The following macros control which OpenGL or OpenGL ES API header is included. +Only one of these may be defined at a time. + +`GLFW_INCLUDE_GLCOREARB` makes the GLFW header include the modern +`GL/glcorearb.h` header (`OpenGL/gl3.h` on OS X) instead of the regular OpenGL +header. + +`GLFW_INCLUDE_ES1` makes the GLFW header include the OpenGL ES 1.x `GLES/gl.h` +header instead of the regular OpenGL header. + +`GLFW_INCLUDE_ES2` makes the GLFW header include the OpenGL ES 2.0 `GLES2/gl2.h` +header instead of the regular OpenGL header. + +`GLFW_INCLUDE_ES3` makes the GLFW header include the OpenGL ES 3.0 `GLES3/gl3.h` +header instead of the regular OpenGL header. + +`GLFW_INCLUDE_ES31` makes the GLFW header include the OpenGL ES 3.1 `GLES3/gl31.h` +header instead of the regular OpenGL header. + +`GLFW_INCLUDE_VULKAN` makes the GLFW header include the Vulkan `vulkan/vulkan.h` +header instead of the regular OpenGL header. + +`GLFW_INCLUDE_NONE` makes the GLFW header not include any OpenGL or OpenGL ES API +header. This is useful in combination with an extension loading library. + +If none of the above inclusion macros are defined, the standard OpenGL `GL/gl.h` +header (`OpenGL/gl.h` on OS X) is included. + +The following macros control the inclusion of additional API headers. Any +number of these may be defined simultaneously, and/or together with one of the +above macros. + +`GLFW_INCLUDE_GLEXT` makes the GLFW header include the appropriate extension +header for the OpenGL or OpenGL ES header selected above after and in addition +to that header. + +`GLFW_INCLUDE_GLU` makes the header include the GLU header in addition to the +header selected above. This should only be used with the standard OpenGL header +and only for compatibility with legacy code. GLU has been deprecated and should +not be used in new code. + +@note GLFW does not provide any of the API headers mentioned above. They must +be provided by your development environment or your OpenGL, OpenGL ES or Vulkan +SDK. + +@note None of these macros may be defined during the compilation of GLFW itself. +If your build includes GLFW and you define any these in your build files, make +sure they are not applied to the GLFW sources. + + +@section build_link Link with the right libraries + +GLFW is essentially a wrapper of various platform-specific APIs and therefore +needs to link against many different system libraries. If you are using GLFW as +a shared library / dynamic library / DLL then it takes care of these links. +However, if you are using GLFW as a static library then your executable will +need to link against these libraries. + +On Windows and OS X, the list of system libraries is static and can be +hard-coded into your build environment. See the section for your development +environment below. On Linux and other Unix-like operating systems, the list +varies but can be retrieved in various ways as described below. + +A good general introduction to linking is +[Beginner's Guide to Linkers](http://www.lurklurk.org/linkers/linkers.html) by +David Drysdale. + + +@subsection build_link_win32 With MinGW or Visual C++ on Windows + +The static version of the GLFW library is named `glfw3`. When using this +version, it is also necessary to link with some libraries that GLFW uses. + +When linking an application under Windows that uses the static version of GLFW, +you must link with `opengl32`. On some versions of MinGW, you must also +explicitly link with `gdi32`, while other versions of MinGW include it in the +set of default libraries along with other dependencies like `user32` and +`kernel32`. If you are using GLU, you must also link with `glu32`. + +The link library for the GLFW DLL is named `glfw3dll`. When compiling an +application that uses the DLL version of GLFW, you need to define the `GLFW_DLL` +macro _before_ any inclusion of the GLFW header. This can be done either with +a compiler switch or by defining it in your source code. + +An application using the GLFW DLL does not need to link against any of its +dependencies, but you still have to link against `opengl32` if your application +uses OpenGL and `glu32` if it uses GLU. + + +@subsection build_link_cmake_source With CMake and GLFW source + +This section is about using CMake to compile and link GLFW along with your +application. If you want to use an installed binary instead, see @ref +build_link_cmake_package. + +With just a few changes to your `CMakeLists.txt` you can have the GLFW source +tree built along with your application. + +When including GLFW as part of your build, you probably don't want to build the +GLFW tests, examples and documentation. To disable these, set the corresponding +cache variables before adding the GLFW source tree. + +@code +set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE) +set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE) +set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) +@endcode + +Then add the root directory of the GLFW source tree to your project. This +will add the `glfw` target and the necessary cache variables to your project. + +@code{.cmake} +add_subdirectory(path/to/glfw) +@endcode + +Once GLFW has been added to the project, link against it with the `glfw` target. +This adds all link-time dependencies of GLFW as it is currently configured, +the include directory for the GLFW header and, when applicable, the +[GLFW_DLL](@ref build_macros) macro. + +@code{.cmake} +target_link_libraries(myapp glfw) +@endcode + +Note that the dependencies do not include OpenGL or GLU, as GLFW loads any +OpenGL, OpenGL ES or Vulkan libraries it needs at runtime and does not use GLU. +If your application calls OpenGL directly, instead of using a modern +[extension loader library](@ref context_glext_auto) you can find it by requiring +the OpenGL package. + +@code{.cmake} +find_package(OpenGL REQUIRED) +@endcode + +If OpenGL is found, the `OPENGL_FOUND` variable is true and the +`OPENGL_INCLUDE_DIR` and `OPENGL_gl_LIBRARY` cache variables can be used. + +@code{.cmake} +target_include_directories(myapp ${OPENGL_INCLUDE_DIR}) +target_link_libraries(myapp ${OPENGL_gl_LIBRARY}) +@endcode + +The OpenGL CMake package also looks for GLU. If GLU is found, the +`OPENGL_GLU_FOUND` variable is true and the `OPENGL_INCLUDE_DIR` and +`OPENGL_glu_LIBRARY` cache variables can be used. + +@code{.cmake} +target_link_libraries(myapp ${OPENGL_glu_LIBRARY}) +@endcode + +@note GLU has been deprecated and should not be used in new code, but some +legacy code requires it. + + +@subsection build_link_cmake_package With CMake and installed GLFW binaries + +This section is about using CMake to link GLFW after it has been built and +installed. If you want to build it along with your application instead, see +@ref build_link_cmake_source. + +With just a few changes to your `CMakeLists.txt`, you can locate the package and +target files generated when GLFW is installed. + +@code{.cmake} +find_package(glfw3 3.2 REQUIRED) +@endcode + +Note that the dependencies do not include OpenGL or GLU, as GLFW loads any +OpenGL, OpenGL ES or Vulkan libraries it needs at runtime and does not use GLU. +If your application calls OpenGL directly, instead of using a modern +[extension loader library](@ref context_glext_auto) you can find it by requiring +the OpenGL package. + +@code{.cmake} +find_package(OpenGL REQUIRED) +@endcode + +If OpenGL is found, the `OPENGL_FOUND` variable is true and the +`OPENGL_INCLUDE_DIR` and `OPENGL_gl_LIBRARY` cache variables can be used. + +@code{.cmake} +target_include_directories(myapp ${OPENGL_INCLUDE_DIR}) +target_link_libraries(myapp ${OPENGL_gl_LIBRARY}) +@endcode + +The OpenGL CMake package also looks for GLU. If GLU is found, the +`OPENGL_GLU_FOUND` variable is true and the `OPENGL_INCLUDE_DIR` and +`OPENGL_glu_LIBRARY` cache variables can be used. + +@code{.cmake} +target_link_libraries(myapp ${OPENGL_glu_LIBRARY}) +@endcode + +@note GLU has been deprecated and should not be used in new code, but some +legacy code requires it. + + +@subsection build_link_pkgconfig With makefiles and pkg-config on Unix + +GLFW supports [pkg-config](http://www.freedesktop.org/wiki/Software/pkg-config/), +and the `glfw3.pc` pkg-config file is generated when the GLFW library is built +and is installed along with it. A pkg-config file describes all necessary +compile-time and link-time flags and dependencies needed to use a library. When +they are updated or if they differ between systems, you will get the correct +ones automatically. + +A typical compile and link command-line when using the static version of the +GLFW library may look like this: + +@code{.sh} +cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --static --libs glfw3` +@endcode + +If you are using the shared version of the GLFW library, simply omit the +`--static` flag. + +@code{.sh} +cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --libs glfw3` +@endcode + +You can also use the `glfw3.pc` file without installing it first, by using the +`PKG_CONFIG_PATH` environment variable. + +@code{.sh} +env PKG_CONFIG_PATH=path/to/glfw/src cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --libs glfw3` +@endcode + +The dependencies do not include OpenGL or GLU, as GLFW loads any OpenGL, OpenGL +ES or Vulkan libraries it needs at runtime and does not use GLU. On OS X, GLU +is built into the OpenGL framework, so if you need GLU you don't need to do +anything extra. If you need GLU and are using Linux or BSD, you should add the +`glu` pkg-config package. + +@code{.sh} +cc `pkg-config --cflags glfw3 glu` -o myprog myprog.c `pkg-config --libs glfw3 glu` +@endcode + +@note GLU has been deprecated and should not be used in new code, but some +legacy code requires it. + +If you are using the static version of the GLFW library, make sure you don't +link statically against GLU. + +@code{.sh} +cc `pkg-config --cflags glfw3 glu` -o myprog myprog.c `pkg-config --static --libs glfw3` `pkg-config --libs glu` +@endcode + + +@subsection build_link_xcode With Xcode on OS X + +If you are using the dynamic library version of GLFW, simply add it to the +project dependencies. + +If you are using the static library version of GLFW, add it and the Cocoa, +OpenGL, IOKit and CoreVideo frameworks to the project as dependencies. They can +all be found in `/System/Library/Frameworks`. + + +@subsection build_link_osx With command-line on OS X + +It is recommended that you use [pkg-config](@ref build_link_pkgconfig) when +building from the command line on OS X. That way you will get any new +dependencies added automatically. If you still wish to build manually, you need +to add the required frameworks and libraries to your command-line yourself using +the `-l` and `-framework` switches. + +If you are using the dynamic GLFW library, which is named `libglfw.3.dylib`, do: + +@code{.sh} +cc -o myprog myprog.c -lglfw -framework Cocoa -framework OpenGL -framework IOKit -framework CoreVideo +@endcode + +If you are using the static library, named `libglfw3.a`, substitute `-lglfw3` +for `-lglfw`. + +Note that you do not add the `.framework` extension to a framework when linking +against it from the command-line. + +The OpenGL framework contains both the OpenGL and GLU APIs, so there is nothing +special to do when using GLU. Also note that even though your machine may have +`libGL`-style OpenGL libraries, they are for use with the X Window System and +will _not_ work with the OS X native version of GLFW. + +*/ |