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- /*!
- @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
- You should include the GLFW header in the source files where you use OpenGL or
- GLFW.
- @code
- #include <GLFW/glfw3.h>
- @endcode
- This header defines all the constants and declares all the types and function
- prototypes of the GLFW API. By default it also includes the OpenGL header from
- your development environment. See [option macros](@ref build_macros) below for
- how to select OpenGL ES headers and more.
- The GLFW header also defines any platform-specific macros needed by your OpenGL
- header, so that it can be included without needing any window system headers.
- It does this only when needed, so if window system headers are included, the
- GLFW header does not try to redefine those symbols. The reverse is not true,
- i.e. `windows.h` cannot cope if any Win32 symbols have already been defined.
- In other words:
- - Use the GLFW header to include OpenGL or OpenGL ES headers portably
- - Do not include window system headers unless you will use those APIs directly
- - If you do need such headers, include them before the GLFW header
- If you are using an OpenGL extension loading library such as
- [glad](https://github.com/Dav1dde/glad), the extension loader header should
- be included before the GLFW one. GLFW attempts to detect any OpenGL or OpenGL
- ES header or extension loader header included before it and will then disable
- the inclusion of the default OpenGL header. Most extension loaders also define
- macros that disable similar headers below it.
- @code
- #include <glad/gl.h>
- #include <GLFW/glfw3.h>
- @endcode
- Both of these mechanisms depend on the extension loader header defining a known
- macro. If yours doesn't or you don't know which one your users will pick, the
- @ref GLFW_INCLUDE_NONE macro will explicitly to prevent the GLFW header from
- including the OpenGL header. This will also allow you to include the two
- headers in any order.
- @code
- #define GLFW_INCLUDE_NONE
- #include <GLFW/glfw3.h>
- #include <glad/gl.h>
- @endcode
- @subsection build_macros GLFW header option macros
- These macros may be defined before the inclusion of the GLFW header and affect
- its behavior.
- @anchor GLFW_DLL
- __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.
- @note GLFW does not provide any of the API headers mentioned below. They are
- provided by your development environment or your OpenGL, OpenGL ES or Vulkan
- SDK, and most of them can be downloaded from the
- [Khronos Registry](https://www.khronos.org/registry/).
- @anchor GLFW_INCLUDE_GLCOREARB
- __GLFW_INCLUDE_GLCOREARB__ makes the GLFW header include the modern
- `GL/glcorearb.h` header (`OpenGL/gl3.h` on macOS) instead of the regular OpenGL
- header.
- @anchor GLFW_INCLUDE_ES1
- __GLFW_INCLUDE_ES1__ makes the GLFW header include the OpenGL ES 1.x `GLES/gl.h`
- header instead of the regular OpenGL header.
- @anchor GLFW_INCLUDE_ES2
- __GLFW_INCLUDE_ES2__ makes the GLFW header include the OpenGL ES 2.0
- `GLES2/gl2.h` header instead of the regular OpenGL header.
- @anchor GLFW_INCLUDE_ES3
- __GLFW_INCLUDE_ES3__ makes the GLFW header include the OpenGL ES 3.0
- `GLES3/gl3.h` header instead of the regular OpenGL header.
- @anchor GLFW_INCLUDE_ES31
- __GLFW_INCLUDE_ES31__ makes the GLFW header include the OpenGL ES 3.1
- `GLES3/gl31.h` header instead of the regular OpenGL header.
- @anchor GLFW_INCLUDE_ES32
- __GLFW_INCLUDE_ES32__ makes the GLFW header include the OpenGL ES 3.2
- `GLES3/gl32.h` header instead of the regular OpenGL header.
- @anchor GLFW_INCLUDE_NONE
- __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 macOS) is included, unless GLFW detects the inclusion
- guards of any OpenGL, OpenGL ES or extension loader header it knows about.
- 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.
- @anchor GLFW_INCLUDE_VULKAN
- __GLFW_INCLUDE_VULKAN__ makes the GLFW header include the Vulkan
- `vulkan/vulkan.h` header in addition to any selected OpenGL or OpenGL ES header.
- @anchor GLFW_INCLUDE_GLEXT
- __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.
- @anchor GLFW_INCLUDE_GLU
- __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 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 macOS, 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](https://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 using MinGW to link an application with the static version of GLFW, you
- must also explicitly link with `gdi32`. Other toolchains including MinGW-w64
- include it in the set of default libraries along with other dependencies like
- `user32` and `kernel32`.
- 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 @ref
- 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.
- @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 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
- Add the root directory of the GLFW source tree to your project. This will add
- the `glfw` target to your project.
- @code{.cmake}
- add_subdirectory(path/to/glfw)
- @endcode
- Once GLFW has been added, link your application against the `glfw` target.
- This adds the GLFW library and its link-time dependencies as it is currently
- configured, the include directory for the GLFW header and, when applicable, the
- @ref GLFW_DLL macro.
- @code{.cmake}
- target_link_libraries(myapp glfw)
- @endcode
- Note that the `glfw` target does not depend on OpenGL, as GLFW loads any OpenGL,
- OpenGL ES or Vulkan libraries it needs at runtime. If your application calls
- OpenGL directly, instead of using a modern
- [extension loader library](@ref context_glext_auto), use the OpenGL CMake
- package.
- @code{.cmake}
- find_package(OpenGL REQUIRED)
- @endcode
- If OpenGL is found, the `OpenGL::GL` target is added to your project, containing
- library and include directory paths. Link against this like any other library.
- @code{.cmake}
- target_link_libraries(myapp OpenGL::GL)
- @endcode
- For a minimal example of a program and GLFW sources built with CMake, see the
- [GLFW CMake Starter](https://github.com/juliettef/GLFW-CMake-starter) on GitHub.
- @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 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 3.3 REQUIRED)
- @endcode
- Once GLFW has been added to the project, link against it with the `glfw` target.
- This adds the GLFW library and its link-time dependencies, the include directory
- for the GLFW header and, when applicable, the @ref GLFW_DLL macro.
- @code{.cmake}
- target_link_libraries(myapp glfw)
- @endcode
- Note that the `glfw` target does not depend on OpenGL, as GLFW loads any OpenGL,
- OpenGL ES or Vulkan libraries it needs at runtime. If your application calls
- OpenGL directly, instead of using a modern
- [extension loader library](@ref context_glext_auto), use the OpenGL CMake
- package.
- @code{.cmake}
- find_package(OpenGL REQUIRED)
- @endcode
- If OpenGL is found, the `OpenGL::GL` target is added to your project, containing
- library and include directory paths. Link against this like any other library.
- @code{.cmake}
- target_link_libraries(myapp OpenGL::GL)
- @endcode
- @subsection build_link_pkgconfig With makefiles and pkg-config on Unix
- GLFW supports [pkg-config](https://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, 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, as GLFW loads any OpenGL, OpenGL ES or
- Vulkan libraries it needs at runtime. If your application calls OpenGL
- directly, instead of using a modern
- [extension loader library](@ref context_glext_auto), you should add the `gl`
- pkg-config package.
- @code{.sh}
- cc $(pkg-config --cflags glfw3 gl) -o myprog myprog.c $(pkg-config --libs glfw3 gl)
- @endcode
- @subsection build_link_xcode With Xcode on macOS
- If you are using the dynamic library version of GLFW, add it to the project
- dependencies.
- If you are using the static library version of GLFW, add it and the Cocoa,
- OpenGL and IOKit frameworks to the project as dependencies. They can all be
- found in `/System/Library/Frameworks`.
- @subsection build_link_osx With command-line on macOS
- It is recommended that you use [pkg-config](@ref build_link_pkgconfig) when
- building from the command line on macOS. 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
- @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.
- @note Your machine may have `libGL.*.dylib` style OpenGL library, but that is
- for the X Window System and will not work with the macOS native version of GLFW.
- */
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