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diff --git a/libs/glfw-3.3.8/docs/build.dox b/libs/glfw-3.3.8/docs/build.dox new file mode 100644 index 0000000..adbbb85 --- /dev/null +++ b/libs/glfw-3.3.8/docs/build.dox @@ -0,0 +1,348 @@ +/*! + +@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 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. + +*/ |