1/*! 2 3@page build_guide Building applications 4 5@tableofcontents 6 7This is about compiling and linking applications that use GLFW. For information on 8how to write such applications, start with the 9[introductory tutorial](@ref quick_guide). For information on how to compile 10the GLFW library itself, see @ref compile_guide. 11 12This is not a tutorial on compilation or linking. It assumes basic 13understanding of how to compile and link a C program as well as how to use the 14specific compiler of your chosen development environment. The compilation 15and linking process should be explained in your C programming material and in 16the documentation for your development environment. 17 18@section build_include Including the GLFW header file 19 20In the source files of your application where you use OpenGL or GLFW, you should 21include the GLFW header file, i.e.: 22 23@code 24#include <GLFW/glfw3.h> 25@endcode 26 27The GLFW header declares the GLFW API and by default also includes the OpenGL 28header of your development environment, which in turn defines all the constants, 29types and function prototypes of the OpenGL API. 30 31The GLFW header also defines everything necessary for your OpenGL header to 32function. For example, under Windows you are normally required to include 33`windows.h` before the OpenGL header, which would pollute your code namespace 34with the entire Win32 API. 35 36Instead, the GLFW header takes care of this for you, not by including 37`windows.h`, but by duplicating only the very few necessary parts of it. It 38does this only when needed, so if `windows.h` _is_ included, the GLFW header 39does not try to redefine those symbols. The reverse is not true, i.e. 40`windows.h` cannot cope if any of its symbols have already been defined. 41 42In other words: 43 44 - Do _not_ include the OpenGL headers yourself, as GLFW does this for you 45 - Do _not_ include `windows.h` or other platform-specific headers unless you 46 plan on using those APIs directly 47 - If you _do_ need to include such headers, do it _before_ including 48 the GLFW header and it will handle this 49 50If you are using an OpenGL extension loading library such as 51[glad](https://github.com/Dav1dde/glad), the extension loader header should 52either be included _before_ the GLFW one, or the `GLFW_INCLUDE_NONE` macro 53(described below) should be defined. 54 55 56@subsection build_macros GLFW header option macros 57 58These macros may be defined before the inclusion of the GLFW header and affect 59its behavior. 60 61`GLFW_DLL` is required on Windows when using the GLFW DLL, to tell the compiler 62that the GLFW functions are defined in a DLL. 63 64The following macros control which OpenGL or OpenGL ES API header is included. 65Only one of these may be defined at a time. 66 67`GLFW_INCLUDE_GLCOREARB` makes the GLFW header include the modern 68`GL/glcorearb.h` header (`OpenGL/gl3.h` on OS X) instead of the regular OpenGL 69header. 70 71`GLFW_INCLUDE_ES1` makes the GLFW header include the OpenGL ES 1.x `GLES/gl.h` 72header instead of the regular OpenGL header. 73 74`GLFW_INCLUDE_ES2` makes the GLFW header include the OpenGL ES 2.0 `GLES2/gl2.h` 75header instead of the regular OpenGL header. 76 77`GLFW_INCLUDE_ES3` makes the GLFW header include the OpenGL ES 3.0 `GLES3/gl3.h` 78header instead of the regular OpenGL header. 79 80`GLFW_INCLUDE_ES31` makes the GLFW header include the OpenGL ES 3.1 `GLES3/gl31.h` 81header instead of the regular OpenGL header. 82 83`GLFW_INCLUDE_VULKAN` makes the GLFW header include the Vulkan `vulkan/vulkan.h` 84header instead of the regular OpenGL header. 85 86`GLFW_INCLUDE_NONE` makes the GLFW header not include any OpenGL or OpenGL ES API 87header. This is useful in combination with an extension loading library. 88 89If none of the above inclusion macros are defined, the standard OpenGL `GL/gl.h` 90header (`OpenGL/gl.h` on OS X) is included. 91 92The following macros control the inclusion of additional API headers. Any 93number of these may be defined simultaneously, and/or together with one of the 94above macros. 95 96`GLFW_INCLUDE_GLEXT` makes the GLFW header include the appropriate extension 97header for the OpenGL or OpenGL ES header selected above after and in addition 98to that header. 99 100`GLFW_INCLUDE_GLU` makes the header include the GLU header in addition to the 101header selected above. This should only be used with the standard OpenGL header 102and only for compatibility with legacy code. GLU has been deprecated and should 103not be used in new code. 104 105@note GLFW does not provide any of the API headers mentioned above. They must 106be provided by your development environment or your OpenGL, OpenGL ES or Vulkan 107SDK. 108 109@note None of these macros may be defined during the compilation of GLFW itself. 110If your build includes GLFW and you define any these in your build files, make 111sure they are not applied to the GLFW sources. 112 113 114@section build_link Link with the right libraries 115 116GLFW is essentially a wrapper of various platform-specific APIs and therefore 117needs to link against many different system libraries. If you are using GLFW as 118a shared library / dynamic library / DLL then it takes care of these links. 119However, if you are using GLFW as a static library then your executable will 120need to link against these libraries. 121 122On Windows and OS X, the list of system libraries is static and can be 123hard-coded into your build environment. See the section for your development 124environment below. On Linux and other Unix-like operating systems, the list 125varies but can be retrieved in various ways as described below. 126 127A good general introduction to linking is 128[Beginner's Guide to Linkers](http://www.lurklurk.org/linkers/linkers.html) by 129David Drysdale. 130 131 132@subsection build_link_win32 With MinGW or Visual C++ on Windows 133 134The static version of the GLFW library is named `glfw3`. When using this 135version, it is also necessary to link with some libraries that GLFW uses. 136 137When linking an application under Windows that uses the static version of GLFW, 138you must link with `opengl32`. On some versions of MinGW, you must also 139explicitly link with `gdi32`, while other versions of MinGW include it in the 140set of default libraries along with other dependencies like `user32` and 141`kernel32`. If you are using GLU, you must also link with `glu32`. 142 143The link library for the GLFW DLL is named `glfw3dll`. When compiling an 144application that uses the DLL version of GLFW, you need to define the `GLFW_DLL` 145macro _before_ any inclusion of the GLFW header. This can be done either with 146a compiler switch or by defining it in your source code. 147 148An application using the GLFW DLL does not need to link against any of its 149dependencies, but you still have to link against `opengl32` if your application 150uses OpenGL and `glu32` if it uses GLU. 151 152 153@subsection build_link_cmake_source With CMake and GLFW source 154 155This section is about using CMake to compile and link GLFW along with your 156application. If you want to use an installed binary instead, see @ref 157build_link_cmake_package. 158 159With just a few changes to your `CMakeLists.txt` you can have the GLFW source 160tree built along with your application. 161 162When including GLFW as part of your build, you probably don't want to build the 163GLFW tests, examples and documentation. To disable these, set the corresponding 164cache variables before adding the GLFW source tree. 165 166@code 167set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE) 168set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE) 169set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) 170@endcode 171 172Then add the root directory of the GLFW source tree to your project. This 173will add the `glfw` target and the necessary cache variables to your project. 174 175@code{.cmake} 176add_subdirectory(path/to/glfw) 177@endcode 178 179Once GLFW has been added to the project, link against it with the `glfw` target. 180This adds all link-time dependencies of GLFW as it is currently configured, 181the include directory for the GLFW header and, when applicable, the 182[GLFW_DLL](@ref build_macros) macro. 183 184@code{.cmake} 185target_link_libraries(myapp glfw) 186@endcode 187 188Note that the dependencies do not include OpenGL or GLU, as GLFW loads any 189OpenGL, OpenGL ES or Vulkan libraries it needs at runtime and does not use GLU. 190If your application calls OpenGL directly, instead of using a modern 191[extension loader library](@ref context_glext_auto) you can find it by requiring 192the OpenGL package. 193 194@code{.cmake} 195find_package(OpenGL REQUIRED) 196@endcode 197 198If OpenGL is found, the `OPENGL_FOUND` variable is true and the 199`OPENGL_INCLUDE_DIR` and `OPENGL_gl_LIBRARY` cache variables can be used. 200 201@code{.cmake} 202target_include_directories(myapp ${OPENGL_INCLUDE_DIR}) 203target_link_libraries(myapp ${OPENGL_gl_LIBRARY}) 204@endcode 205 206The OpenGL CMake package also looks for GLU. If GLU is found, the 207`OPENGL_GLU_FOUND` variable is true and the `OPENGL_INCLUDE_DIR` and 208`OPENGL_glu_LIBRARY` cache variables can be used. 209 210@code{.cmake} 211target_link_libraries(myapp ${OPENGL_glu_LIBRARY}) 212@endcode 213 214@note GLU has been deprecated and should not be used in new code, but some 215legacy code requires it. 216 217 218@subsection build_link_cmake_package With CMake and installed GLFW binaries 219 220This section is about using CMake to link GLFW after it has been built and 221installed. If you want to build it along with your application instead, see 222@ref build_link_cmake_source. 223 224With just a few changes to your `CMakeLists.txt`, you can locate the package and 225target files generated when GLFW is installed. 226 227@code{.cmake} 228find_package(glfw3 3.2 REQUIRED) 229@endcode 230 231Note that the dependencies do not include OpenGL or GLU, as GLFW loads any 232OpenGL, OpenGL ES or Vulkan libraries it needs at runtime and does not use GLU. 233If your application calls OpenGL directly, instead of using a modern 234[extension loader library](@ref context_glext_auto) you can find it by requiring 235the OpenGL package. 236 237@code{.cmake} 238find_package(OpenGL REQUIRED) 239@endcode 240 241If OpenGL is found, the `OPENGL_FOUND` variable is true and the 242`OPENGL_INCLUDE_DIR` and `OPENGL_gl_LIBRARY` cache variables can be used. 243 244@code{.cmake} 245target_include_directories(myapp ${OPENGL_INCLUDE_DIR}) 246target_link_libraries(myapp ${OPENGL_gl_LIBRARY}) 247@endcode 248 249The OpenGL CMake package also looks for GLU. If GLU is found, the 250`OPENGL_GLU_FOUND` variable is true and the `OPENGL_INCLUDE_DIR` and 251`OPENGL_glu_LIBRARY` cache variables can be used. 252 253@code{.cmake} 254target_link_libraries(myapp ${OPENGL_glu_LIBRARY}) 255@endcode 256 257@note GLU has been deprecated and should not be used in new code, but some 258legacy code requires it. 259 260 261@subsection build_link_pkgconfig With makefiles and pkg-config on Unix 262 263GLFW supports [pkg-config](http://www.freedesktop.org/wiki/Software/pkg-config/), 264and the `glfw3.pc` pkg-config file is generated when the GLFW library is built 265and is installed along with it. A pkg-config file describes all necessary 266compile-time and link-time flags and dependencies needed to use a library. When 267they are updated or if they differ between systems, you will get the correct 268ones automatically. 269 270A typical compile and link command-line when using the static version of the 271GLFW library may look like this: 272 273@code{.sh} 274cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --static --libs glfw3` 275@endcode 276 277If you are using the shared version of the GLFW library, simply omit the 278`--static` flag. 279 280@code{.sh} 281cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --libs glfw3` 282@endcode 283 284You can also use the `glfw3.pc` file without installing it first, by using the 285`PKG_CONFIG_PATH` environment variable. 286 287@code{.sh} 288env PKG_CONFIG_PATH=path/to/glfw/src cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --libs glfw3` 289@endcode 290 291The dependencies do not include OpenGL or GLU, as GLFW loads any OpenGL, OpenGL 292ES or Vulkan libraries it needs at runtime and does not use GLU. On OS X, GLU 293is built into the OpenGL framework, so if you need GLU you don't need to do 294anything extra. If you need GLU and are using Linux or BSD, you should add the 295`glu` pkg-config package. 296 297@code{.sh} 298cc `pkg-config --cflags glfw3 glu` -o myprog myprog.c `pkg-config --libs glfw3 glu` 299@endcode 300 301@note GLU has been deprecated and should not be used in new code, but some 302legacy code requires it. 303 304If you are using the static version of the GLFW library, make sure you don't 305link statically against GLU. 306 307@code{.sh} 308cc `pkg-config --cflags glfw3 glu` -o myprog myprog.c `pkg-config --static --libs glfw3` `pkg-config --libs glu` 309@endcode 310 311 312@subsection build_link_xcode With Xcode on OS X 313 314If you are using the dynamic library version of GLFW, simply add it to the 315project dependencies. 316 317If you are using the static library version of GLFW, add it and the Cocoa, 318OpenGL, IOKit and CoreVideo frameworks to the project as dependencies. They can 319all be found in `/System/Library/Frameworks`. 320 321 322@subsection build_link_osx With command-line on OS X 323 324It is recommended that you use [pkg-config](@ref build_link_pkgconfig) when 325building from the command line on OS X. That way you will get any new 326dependencies added automatically. If you still wish to build manually, you need 327to add the required frameworks and libraries to your command-line yourself using 328the `-l` and `-framework` switches. 329 330If you are using the dynamic GLFW library, which is named `libglfw.3.dylib`, do: 331 332@code{.sh} 333cc -o myprog myprog.c -lglfw -framework Cocoa -framework OpenGL -framework IOKit -framework CoreVideo 334@endcode 335 336If you are using the static library, named `libglfw3.a`, substitute `-lglfw3` 337for `-lglfw`. 338 339Note that you do not add the `.framework` extension to a framework when linking 340against it from the command-line. 341 342The OpenGL framework contains both the OpenGL and GLU APIs, so there is nothing 343special to do when using GLU. Also note that even though your machine may have 344`libGL`-style OpenGL libraries, they are for use with the X Window System and 345will _not_ work with the OS X native version of GLFW. 346 347*/ 348