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diff --git a/libs/glfw-3.3.8/docs/compile.dox b/libs/glfw-3.3.8/docs/compile.dox new file mode 100644 index 0000000..ec458f4 --- /dev/null +++ b/libs/glfw-3.3.8/docs/compile.dox @@ -0,0 +1,367 @@ +/*! + +@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 + +@note GLFW behaves like most other libraries that use CMake so this guide mostly +describes the basic configure/generate/compile sequence. If you are already +familiar with this from other projects, you may want to focus on the @ref +compile_deps and @ref compile_options sections for GLFW-specific information. + +GLFW uses [CMake](https://cmake.org/) to generate project files or makefiles +for your chosen development environment. To compile GLFW, first generate these +files with CMake and then use them to compile the GLFW library. + +If you are on Windows and macOS you can +[download CMake](https://cmake.org/download/) from their site. + +If you are on a Unix-like system such as Linux, FreeBSD or Cygwin or have +a package system like Fink, MacPorts or Homebrew, you can install its CMake +package. + +CMake is a complex tool and this guide will only show a few of the possible ways +to set up and compile GLFW. The CMake project has their own much more detailed +[CMake user guide](https://cmake.org/cmake/help/latest/guide/user-interaction/) +that includes everything in this guide not specific to GLFW. It may be a useful +companion to this one. + + +@subsection compile_deps Installing dependencies + +The C/C++ development environments in Visual Studio, Xcode and MinGW come with +all necessary dependencies for compiling GLFW, but on Unix-like systems like +Linux and FreeBSD you will need a few extra packages. + + +@subsubsection compile_deps_x11 Dependencies for X11 on Unix-like systems + +To compile GLFW for X11, you need to have the X11 development packages +installed. They are not needed to build or run programs that use GLFW. + +On Debian and derivates like Ubuntu and Linux Mint the `xorg-dev` meta-package +pulls in the development packages for all of X11. + +@code{.sh} +sudo apt install xorg-dev +@endcode + +On Fedora and derivatives like Red Hat the X11 extension packages +`libXcursor-devel`, `libXi-devel`, `libXinerama-devel` and `libXrandr-devel` +required by GLFW pull in all its other dependencies. + +@code{.sh} +sudo dnf install libXcursor-devel libXi-devel libXinerama-devel libXrandr-devel +@endcode + +On FreeBSD the X11 headers are installed along the end-user X11 packages, so if +you have an X server running you should have the headers as well. If not, +install the `xorgproto` package. + +@code{.sh} +pkg install xorgproto +@endcode + +On Cygwin the `libXcursor-devel`, `libXi-devel`, `libXinerama-devel`, +`libXrandr-devel` and `libXrender-devel` packages in the Libs section of the GUI +installer will install all the headers and other development related files GLFW +requires for X11. + +Once you have the required depdendencies, move on to @ref compile_generate. + + +@subsubsection compile_deps_wayland Dependencies for Wayland on Unix-like systems + +To compile GLFW for Wayland, you need to have the Wayland and xkbcommon +development packages installed. They are not needed to build or run programs +that use GLFW. + +On Debian and derivates like Ubuntu and Linux Mint you will need the `libwayland-dev`, +`libxkbcommon-dev`, `wayland-protocols` and `extra-cmake-modules` packages. + +@code{.sh} +sudo apt install libwayland-dev libxkbcommon-dev wayland-protocols extra-cmake-modules +@endcode + +On Fedora and derivatives like Red Hat you will need the `wayland-devel`, +`libxkbcommon-devel`, `wayland-protocols-devel` and `extra-cmake-modules` packages. + +@code{.sh} +sudo dnf install wayland-devel libxkbcommon-devel wayland-protocols-devel extra-cmake-modules +@endcode + +On FreeBSD you will need the `wayland`, `libxkbcommon`, `wayland-protocols` and +`kf5-extra-cmake-modules` packages. + +@code{.sh} +pkg install wayland libxkbcommon wayland-protocols kf5-extra-cmake-modules +@endcode + +Once you have the required depdendencies, 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 two paths for +this: + + - the path to the root directory of the GLFW source tree (not its `src` + subdirectory) + - the path to the directory where the generated build files and compiled + binaries will be placed + +If these are the same, it is called an in-tree build, otherwise it is called an +out-of-tree build. + +Out-of-tree builds are recommended as they avoid cluttering up the source tree. +They also allow you to have several build directories for different +configurations all using the same source tree. + +A common pattern when building a single configuration is to have a build +directory named `build` in the root of the source tree. + + +@subsubsection compile_generate_gui Generating files with the CMake GUI + +Start the CMake GUI and set the paths to the source and build directories +described above. Then press _Configure_ and _Generate_. + +If you wish change any CMake variables in the list, press _Configure_ and then +_Generate_ to have the new values take effect. The variable list will be +populated after the first configure step. + +By default GLFW will use X11 on Linux and other Unix-like systems other +than macOS. To use Wayland instead, set the `GLFW_USE_WAYLAND` option in the +GLFW section of the variable list, then apply the new value as described above. + +Once you have generated the project files or makefiles for your chosen +development environment, move on to @ref compile_compile. + + +@subsubsection compile_generate_cli Generating files with the CMake command-line tool + +To make a build directory, pass the source and build directories to the `cmake` +command. These can be relative or absolute paths. The build directory is +created if it doesn't already exist. + +@code{.sh} +cmake -S path/to/glfw -B path/to/build +@endcode + +It is common to name the build directory `build` and place it in the root of the +source tree when only planning to build a single configuration. + +@code{.sh} +cd path/to/glfw +cmake -S . -B build +@endcode + +Without other flags these will generate Visual Studio project files on Windows +and makefiles on other platforms. You can choose other targets using the `-G` +flag. + +@code{.sh} +cmake -S path/to/glfw -B path/to/build -G Xcode +@endcode + +By default GLFW will use X11 on Linux and other Unix-like systems other +than macOS. To use Wayland instead, set the `GLFW_USE_WAYLAND` CMake option. + +@code{.sh} +cmake -S path/to/glfw -B path/to/build -D GLFW_USE_WAYLAND=1 +@endcode + +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. + +With Visual Studio open `GLFW.sln` and use the Build menu. With Xcode open +`GLFW.xcodeproj` and use the Project menu. + +With Linux, macOS and other forms of Unix, run `make`. + +@code{.sh} +cd path/to/build +make +@endcode + +With MinGW, it is `mingw32-make`. + +@code{.sh} +cd path/to/build +mingw32-make +@endcode + +Any CMake build directory can also be built with the `cmake` command and the +`--build` flag. + +@code{.sh} +cmake --build path/to/build +@endcode + +This will run the platform specific build tool the directory was generated for. + +Once the GLFW library is compiled you are ready to build your application, +linking it to the GLFW library. See @ref build_guide for more information. + + +@section 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 -S path/to/glfw -B path/to/build -D BUILD_SHARED_LIBS=ON +@endcode + + +@subsection compile_options_shared Shared CMake options + +@anchor BUILD_SHARED_LIBS +__BUILD_SHARED_LIBS__ determines whether GLFW is built as a static +library or as a DLL / shared library / dynamic library. This is disabled by +default, producing a static GLFW library. + +@anchor GLFW_BUILD_EXAMPLES +__GLFW_BUILD_EXAMPLES__ determines whether the GLFW examples are built +along with the library. + +@anchor GLFW_BUILD_TESTS +__GLFW_BUILD_TESTS__ determines whether the GLFW test programs are +built along with the library. + +@anchor GLFW_BUILD_DOCS +__GLFW_BUILD_DOCS__ determines whether the GLFW documentation is built along +with the library. This is enabled by default if +[Doxygen](https://www.doxygen.nl/) is found by CMake during configuration. + +@anchor GLFW_VULKAN_STATIC +__GLFW_VULKAN_STATIC__ determines whether to use the Vulkan loader linked +directly with the application. This is disabled by default. + + +@subsection compile_options_win32 Windows specific CMake options + +@anchor USE_MSVC_RUNTIME_LIBRARY_DLL +__USE_MSVC_RUNTIME_LIBRARY_DLL__ determines whether to use the DLL version or the +static library version of the Visual C++ runtime library. When enabled, the +DLL version of the Visual C++ library is used. This is enabled by default. + +On CMake 3.15 and later you can set the standard CMake +[CMAKE_MSVC_RUNTIME_LIBRARY](https://cmake.org/cmake/help/latest/variable/CMAKE_MSVC_RUNTIME_LIBRARY.html) +variable instead of this GLFW-specific option. + +@anchor GLFW_USE_HYBRID_HPG +__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. This is disabled by default, letting +the operating system and driver decide. + + +@subsection compile_options_wayland Wayland specific CMake options + +@anchor GLFW_USE_WAYLAND +__GLFW_USE_WAYLAND__ determines whether to compile the library for Wayland. +This option is only available on Linux and other Unix-like systems other than +macOS. This is disabled by default. + + +@section compile_mingw_cross Cross-compilation with CMake and MinGW + +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` subdirectory that set up +cross-compilation of Windows binaries. To use these files you set the +`CMAKE_TOOLCHAIN_FILE` CMake variable with the `-D` flag add an option when +configuring and generating the build files. + +@code{.sh} +cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=path/to/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 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 -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake +@endcode + +The path to the toolchain file is relative to the path to the GLFW source tree +passed to the `-S` flag, not to the current directory. + +For more details see the +[CMake toolchain guide](https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html). + + +@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 is +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 @b 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: + + - @b _GLFW_COCOA to use the Cocoa frameworks + - @b _GLFW_WIN32 to use the Win32 API + - @b _GLFW_X11 to use the X Window System + - @b _GLFW_WAYLAND to use the Wayland API (experimental and incomplete) + - @b _GLFW_OSMESA to use the OSMesa API (headless and non-interactive) + +If you are building GLFW as a shared library / dynamic library / DLL then you +must also define @b _GLFW_BUILD_DLL. Otherwise, you must not define it. + +If you are linking the Vulkan loader directly with your application then you +must also define @b _GLFW_VULKAN_STATIC. Otherwise, GLFW will attempt to use the +external version. + +If you are using a custom name for the Vulkan, EGL, GLX, OSMesa, OpenGL, GLESv1 +or GLESv2 library, you can override the default names by defining those you need +of @b _GLFW_VULKAN_LIBRARY, @b _GLFW_EGL_LIBRARY, @b _GLFW_GLX_LIBRARY, @b +_GLFW_OSMESA_LIBRARY, @b _GLFW_OPENGL_LIBRARY, @b _GLFW_GLESV1_LIBRARY and @b +_GLFW_GLESV2_LIBRARY. Otherwise, GLFW will use the built-in default names. + +@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. + +*/ |