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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/compile.dox |
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diff --git a/glfw-3.2.1/docs/compile.dox b/glfw-3.2.1/docs/compile.dox new file mode 100644 index 0000000..c77a26c --- /dev/null +++ b/glfw-3.2.1/docs/compile.dox @@ -0,0 +1,284 @@ +/*! + +@page compile_guide Compiling GLFW + +@tableofcontents + +This is about compiling the GLFW library itself. For information on how to +build applications that use GLFW, see @ref build_guide. + + +@section compile_cmake Using CMake + +GLFW uses [CMake](http://www.cmake.org/) to generate project files or makefiles +for a particular development environment. If you are on a Unix-like system such +as Linux or FreeBSD or have a package system like Fink, MacPorts, Cygwin or +Homebrew, you can simply install its CMake package. If not, you can download +installers for Windows and OS X from the [CMake website](http://www.cmake.org/). + +@note CMake only generates project files or makefiles. It does not compile the +actual GLFW library. To compile GLFW, first generate these files for your +chosen development environment and then use them to compile the actual GLFW +library. + + +@subsection compile_deps Dependencies + +Once you have installed CMake, make sure that all other dependencies are +available. On some platforms, GLFW needs a few additional packages to be +installed. See the section for your chosen platform and development environment +below. + + +@subsubsection compile_deps_msvc Dependencies for Visual C++ on Windows + +The Microsoft Platform SDK that is installed along with Visual C++ already +contains all the necessary headers, link libraries and tools except for CMake. +Move on to @ref compile_generate. + + +@subsubsection compile_deps_mingw Dependencies for MinGW or MinGW-w64 on Windows + +Both the MinGW and the MinGW-w64 packages already contain all the necessary +headers, link libraries and tools except for CMake. Move on to @ref +compile_generate. + + +@subsubsection compile_deps_mingw_cross Dependencies for MinGW or MinGW-w64 cross-compilation + +Both Cygwin and many Linux distributions have MinGW or MinGW-w64 packages. For +example, Cygwin has the `mingw64-i686-gcc` and `mingw64-x86_64-gcc` packages +for 32- and 64-bit version of MinGW-w64, while Debian GNU/Linux and derivatives +like Ubuntu have the `mingw-w64` package for both. + +GLFW has CMake toolchain files in the `CMake/` directory that allow for easy +cross-compilation of Windows binaries. To use these files you need to add a +special parameter when generating the project files or makefiles: + +@code{.sh} +cmake -DCMAKE_TOOLCHAIN_FILE=<toolchain-file> . +@endcode + +The exact toolchain file to use depends on the prefix used by the MinGW or +MinGW-w64 binaries on your system. You can usually see this in the /usr +directory. For example, both the Debian/Ubuntu and Cygwin MinGW-w64 packages +have `/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct +invocation would be: + +@code{.sh} +cmake -DCMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake . +@endcode + +For more details see the article +[CMake Cross Compiling](http://www.paraview.org/Wiki/CMake_Cross_Compiling) on +the CMake wiki. + +Once you have this set up, move on to @ref compile_generate. + + +@subsubsection compile_deps_xcode Dependencies for Xcode on OS X + +Xcode comes with all necessary tools except for CMake. The required headers +and libraries are included in the core OS X frameworks. Xcode can be downloaded +from the Mac App Store or from the ADC Member Center. + +Once you have Xcode installed, move on to @ref compile_generate. + + +@subsubsection compile_deps_x11 Dependencies for Linux and X11 + +To compile GLFW for X11, you need to have the X11 packages installed, as well as +the basic development tools like GCC and make. For example, on Ubuntu and other +distributions based on Debian GNU/Linux, you need to install the `xorg-dev` +package, which pulls in all X.org header packages. + +Once you have installed the necessary packages, move on to @ref +compile_generate. + + +@subsection compile_generate Generating build files with CMake + +Once you have all necessary dependencies it is time to generate the project +files or makefiles for your development environment. CMake needs to know two +paths for this: the path to the _root_ directory of the GLFW source tree (i.e. +_not_ the `src` subdirectory) and the target path for the generated files and +compiled binaries. If these are the same, it is called an in-tree build, +otherwise it is called an out-of-tree build. + +One of several advantages of out-of-tree builds is that you can generate files +and compile for different development environments using a single source tree. + +@note This section is about generating the project files or makefiles necessary +to compile the GLFW library, not about compiling the actual library. + + +@subsubsection compile_generate_cli Generating files with the CMake command-line tool + +To make an in-tree build, enter the _root_ directory of the GLFW source tree +(i.e. _not_ the `src` subdirectory) and run CMake. The current directory is +used as target path, while the path provided as an argument is used to find the +source tree. + +@code{.sh} +cd <glfw-root-dir> +cmake . +@endcode + +To make an out-of-tree build, make a directory outside of the source tree, enter +it and run CMake with the (relative or absolute) path to the root of the source +tree as an argument. + +@code{.sh} +mkdir glfw-build +cd glfw-build +cmake <glfw-root-dir> +@endcode + +Once you have generated the project files or makefiles for your chosen +development environment, move on to @ref compile_compile. + + +@subsubsection compile_generate_gui Generating files with the CMake GUI + +If you are using the GUI version, choose the root of the GLFW source tree as +source location and the same directory or another, empty directory as the +destination for binaries. Choose _Configure_, change any options you wish to, +_Configure_ again to let the changes take effect and then _Generate_. + +Once you have generated the project files or makefiles for your chosen +development environment, move on to @ref compile_compile. + + +@subsection compile_compile Compiling the library + +You should now have all required dependencies and the project files or makefiles +necessary to compile GLFW. Go ahead and compile the actual GLFW library with +these files, as you would with any other project. + +Once the GLFW library is compiled, you are ready to build your applications, +linking it to the GLFW library. See @ref build_guide for more information. + + +@subsection compile_options CMake options + +The CMake files for GLFW provide a number of options, although not all are +available on all supported platforms. Some of these are de facto standards +among projects using CMake and so have no `GLFW_` prefix. + +If you are using the GUI version of CMake, these are listed and can be changed +from there. If you are using the command-line version of CMake you can use the +`ccmake` ncurses GUI to set options. Some package systems like Ubuntu and other +distributions based on Debian GNU/Linux have this tool in a separate +`cmake-curses-gui` package. + +Finally, if you don't want to use any GUI, you can set options from the `cmake` +command-line with the `-D` flag. + +@code{.sh} +cmake -DBUILD_SHARED_LIBS=ON . +@endcode + + +@subsubsection compile_options_shared Shared CMake options + +`BUILD_SHARED_LIBS` determines whether GLFW is built as a static +library or as a DLL / shared library / dynamic library. + +`LIB_SUFFIX` affects where the GLFW shared /dynamic library is installed. If it +is empty, it is installed to `${CMAKE_INSTALL_PREFIX}/lib`. If it is set to +`64`, it is installed to `${CMAKE_INSTALL_PREFIX}/lib64`. + +`GLFW_BUILD_EXAMPLES` determines whether the GLFW examples are built +along with the library. + +`GLFW_BUILD_TESTS` determines whether the GLFW test programs are +built along with the library. + +`GLFW_BUILD_DOCS` determines whether the GLFW documentation is built along with +the library. + +`GLFW_VULKAN_STATIC` determines whether to use the Vulkan loader linked +statically into the application. + + +@subsubsection compile_options_osx OS X specific CMake options + +`GLFW_USE_CHDIR` determines whether `glfwInit` changes the current +directory of bundled applications to the `Contents/Resources` directory. + +`GLFW_USE_MENUBAR` determines whether the first call to +`glfwCreateWindow` sets up a minimal menu bar. + +`GLFW_USE_RETINA` determines whether windows will use the full resolution of +Retina displays. + + +@subsubsection compile_options_win32 Windows specific CMake options + +`USE_MSVC_RUNTIME_LIBRARY_DLL` determines whether to use the DLL version or the +static library version of the Visual C++ runtime library. If set to `ON`, the +DLL version of the Visual C++ library is used. + +`GLFW_USE_HYBRID_HPG` determines whether to export the `NvOptimusEnablement` and +`AmdPowerXpressRequestHighPerformance` symbols, which force the use of the +high-performance GPU on Nvidia Optimus and AMD PowerXpress systems. These symbols +need to be exported by the EXE to be detected by the driver, so the override +will not work if GLFW is built as a DLL. + + +@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 configuration macro to be defined in order to know what window system it's +being compiled for and also has 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. + +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 + - `_GLFW_WAYLAND` to use the Wayland API (experimental and incomplete) + - `_GLFW_MIR` to use the Mir API (experimental and incomplete) + +If you are building GLFW as a shared library / dynamic library / DLL then you +must also define `_GLFW_BUILD_DLL`. Otherwise, you must not define it. + +If you are linking the Vulkan loader statically into your application then you +must also define `_GLFW_VULKAN_STATIC`. Otherwise, GLFW will attempt to use the +external version. + +For the EGL context creation API, the following options are available: + + - `_GLFW_USE_EGLPLATFORM_H` to use `EGL/eglplatform.h` for native handle + definitions (fallback) + +If you are using the X11 window creation API, support for the following X11 +extensions can be enabled: + + - `_GLFW_HAS_XF86VM` to use Xxf86vm as a fallback when RandR gamma is broken + (recommended) + +If you are using the Cocoa window creation API, the following options are +available: + + - `_GLFW_USE_CHDIR` to `chdir` to the `Resources` subdirectory 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) + - `_GLFW_USE_RETINA` to have windows use the full resolution of Retina displays + (recommended) + +@note None of the @ref build_macros may be defined during the compilation of +GLFW. If you define any of these in your build files, make sure they are not +applied to the GLFW sources. + +*/ |