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1# Compiling GLFW {#compile_guide}
2
3[TOC]
4
5This is about compiling the GLFW library itself.  For information on how to
6build applications that use GLFW, see @ref build_guide.
7
8GLFW uses some C99 features and does not support Visual Studio 2012 and earlier.
9
10
11## Using CMake {#compile_cmake}
12
13GLFW behaves like most other libraries that use CMake so this guide mostly
14describes the standard configure, generate and compile sequence.  If you are already
15familiar with this from other projects, you may want to focus on the @ref
16compile_deps and @ref compile_options sections for GLFW-specific information.
17
18GLFW uses [CMake](https://cmake.org/) to generate project files or makefiles
19for your chosen development environment.  To compile GLFW, first generate these
20files with CMake and then use them to compile the GLFW library.
21
22If you are on Windows and macOS you can [download
23CMake](https://cmake.org/download/) from their site.
24
25If you are on a Unix-like system such as Linux, FreeBSD or Cygwin or have
26a package system like Fink, MacPorts or Homebrew, you can install its CMake
27package.
28
29CMake is a complex tool and this guide will only show a few of the possible ways
30to set up and compile GLFW.  The CMake project has their own much more detailed
31[CMake user guide][cmake-guide] that includes everything in this guide not
32specific to GLFW.  It may be a useful companion to this one.
33
34[cmake-guide]: https://cmake.org/cmake/help/latest/guide/user-interaction/
35
36
37### Installing dependencies {#compile_deps}
38
39The C/C++ development environments in Visual Studio, Xcode and MinGW come with
40all necessary dependencies for compiling GLFW, but on Unix-like systems like
41Linux and FreeBSD you will need a few extra packages.
42
43
44#### Dependencies for Wayland and X11 {#compile_deps_wayland}
45
46By default, both the Wayland and X11 backends are enabled on Linux and other Unix-like
47systems (except macOS).  To disable one or both of these, set the @ref GLFW_BUILD_WAYLAND
48or @ref GLFW_BUILD_X11 CMake options in the next step when generating build files.
49
50To compile GLFW for both Wayland and X11, you need to have the X11, Wayland and xkbcommon
51development packages installed.  On some systems a few other packages are also required.
52None of the development packages above are needed to build or run programs that use an
53already compiled GLFW library.
54
55On Debian and derivatives like Ubuntu and Linux Mint you will need the `libwayland-dev`
56and `libxkbcommon-dev` packages to compile for Wayland and the `xorg-dev` meta-package to
57compile for X11.  These will pull in all other dependencies.
58
59```sh
60sudo apt install libwayland-dev libxkbcommon-dev xorg-dev
61```
62
63On Fedora and derivatives like Red Hat you will need the `wayland-devel` and
64`libxkbcommon-devel` packages to compile for Wayland and the `libXcursor-devel`,
65`libXi-devel`, `libXinerama-devel` and `libXrandr-devel` packages to compile for X11.
66These will pull in all other dependencies.
67
68```sh
69sudo dnf install wayland-devel libxkbcommon-devel libXcursor-devel libXi-devel libXinerama-devel libXrandr-devel
70```
71
72On FreeBSD you will need the `wayland`, `libxkbcommon` and `evdev-proto` packages to
73compile for Wayland.  The X11 headers are installed along the end-user X11 packages, so if
74you have an X server running you should have the headers as well.  If not, install the
75`xorgproto` package to compile for X11.
76
77```sh
78pkg install wayland libxkbcommon evdev-proto xorgproto
79```
80
81On Cygwin Wayland is not supported but you will need the `libXcursor-devel`,
82`libXi-devel`, `libXinerama-devel`, `libXrandr-devel` and `libXrender-devel` packages to
83compile for X11.  These can be found in the Libs section of the GUI installer and will
84pull in all other dependencies.
85
86Once you have the required dependencies, move on to @ref compile_generate.
87
88
89### Generating build files with CMake {#compile_generate}
90
91Once you have all necessary dependencies it is time to generate the project
92files or makefiles for your development environment.  CMake needs two paths for
93this:
94
95 - the path to the root directory of the GLFW source tree (not its `src`
96   subdirectory)
97 - the path to the directory where the generated build files and compiled
98   binaries will be placed
99
100If these are the same, it is called an in-tree build, otherwise it is called an
101out-of-tree build.
102
103Out-of-tree builds are recommended as they avoid cluttering up the source tree.
104They also allow you to have several build directories for different
105configurations all using the same source tree.
106
107A common pattern when building a single configuration is to have a build
108directory named `build` in the root of the source tree.
109
110
111#### Generating with the CMake GUI {#compile_generate_gui}
112
113Start the CMake GUI and set the paths to the source and build directories
114described above.  Then press _Configure_ and _Generate_.
115
116If you wish change any CMake variables in the list, press _Configure_ and then
117_Generate_ to have the new values take effect.  The variable list will be
118populated after the first configure step.
119
120By default, GLFW will use Wayland and X11 on Linux and other Unix-like systems other than
121macOS.  To disable support for one or both of these, set the @ref GLFW_BUILD_WAYLAND
122and/or @ref GLFW_BUILD_X11 option in the GLFW section of the variable list, then apply the
123new value as described above.
124
125Once you have generated the project files or makefiles for your chosen
126development environment, move on to @ref compile_compile.
127
128
129#### Generating with command-line CMake {#compile_generate_cli}
130
131To make a build directory, pass the source and build directories to the `cmake`
132command.  These can be relative or absolute paths.  The build directory is
133created if it doesn't already exist.
134
135```sh
136cmake -S path/to/glfw -B path/to/build
137```
138
139It is common to name the build directory `build` and place it in the root of the
140source tree when only planning to build a single configuration.
141
142```sh
143cd path/to/glfw
144cmake -S . -B build
145```
146
147Without other flags these will generate Visual Studio project files on Windows
148and makefiles on other platforms.  You can choose other targets using the `-G`
149flag.
150
151```sh
152cmake -S path/to/glfw -B path/to/build -G Xcode
153```
154
155By default, GLFW will use Wayland and X11 on Linux and other Unix-like systems other than
156macOS.  To disable support for one or both of these, set the @ref GLFW_BUILD_WAYLAND
157and/or @ref GLFW_BUILD_X11 CMake option.
158
159```sh
160cmake -S path/to/glfw -B path/to/build -D GLFW_BUILD_X11=0
161```
162
163Once you have generated the project files or makefiles for your chosen
164development environment, move on to @ref compile_compile.
165
166
167### Compiling the library {#compile_compile}
168
169You should now have all required dependencies and the project files or makefiles
170necessary to compile GLFW.  Go ahead and compile the actual GLFW library with
171these files as you would with any other project.
172
173With Visual Studio open `GLFW.sln` and use the Build menu.  With Xcode open
174`GLFW.xcodeproj` and use the Project menu.
175
176With Linux, macOS and other forms of Unix, run `make`.
177
178```sh
179cd path/to/build
180make
181```
182
183With MinGW, it is `mingw32-make`.
184
185```sh
186cd path/to/build
187mingw32-make
188```
189
190Any CMake build directory can also be built with the `cmake` command and the
191`--build` flag.
192
193```sh
194cmake --build path/to/build
195```
196
197This will run the platform specific build tool the directory was generated for.
198
199Once the GLFW library is compiled you are ready to build your application,
200linking it to the GLFW library.  See @ref build_guide for more information.
201
202
203## CMake options {#compile_options}
204
205The CMake files for GLFW provide a number of options, although not all are
206available on all supported platforms.  Some of these are de facto standards
207among projects using CMake and so have no `GLFW_` prefix.
208
209If you are using the GUI version of CMake, these are listed and can be changed
210from there.  If you are using the command-line version of CMake you can use the
211`ccmake` ncurses GUI to set options.  Some package systems like Ubuntu and other
212distributions based on Debian GNU/Linux have this tool in a separate
213`cmake-curses-gui` package.
214
215Finally, if you don't want to use any GUI, you can set options from the `cmake`
216command-line with the `-D` flag.
217
218```sh
219cmake -S path/to/glfw -B path/to/build -D BUILD_SHARED_LIBS=ON
220```
221
222
223### Shared CMake options {#compile_options_shared}
224
225@anchor BUILD_SHARED_LIBS
226__BUILD_SHARED_LIBS__ determines whether GLFW is built as a static library or as
227a DLL / shared library / dynamic library.  This is disabled by default,
228producing a static GLFW library.  This variable has no `GLFW_` prefix because it
229is defined by CMake.  If you want to change the library only for GLFW when it is
230part of a larger project, see @ref GLFW_LIBRARY_TYPE.
231
232@anchor GLFW_LIBRARY_TYPE
233__GLFW_LIBRARY_TYPE__ allows you to override @ref BUILD_SHARED_LIBS only for
234GLFW, without affecting other libraries in a larger project.  When set, the
235value of this option must be a valid CMake library type.  Set it to `STATIC` to
236build GLFW as a static library, `SHARED` to build it as a shared library
237/ dynamic library / DLL, or `OBJECT` to make GLFW a CMake object library.
238
239@anchor GLFW_BUILD_EXAMPLES
240__GLFW_BUILD_EXAMPLES__ determines whether the GLFW examples are built
241along with the library.  This is enabled by default unless GLFW is being built
242as a subproject of a larger CMake project.
243
244@anchor GLFW_BUILD_TESTS
245__GLFW_BUILD_TESTS__ determines whether the GLFW test programs are
246built along with the library.  This is enabled by default unless GLFW is being
247built as a subproject of a larger CMake project.
248
249@anchor GLFW_BUILD_DOCS
250__GLFW_BUILD_DOCS__ determines whether the GLFW documentation is built along
251with the library.  This is enabled by default if
252[Doxygen](https://www.doxygen.nl/) is found by CMake during configuration.
253
254
255### Win32 specific CMake options {#compile_options_win32}
256
257@anchor GLFW_BUILD_WIN32
258__GLFW_BUILD_WIN32__ determines whether to include support for Win32 when compiling the
259library.  This option is only available when compiling for Windows.  This is enabled by
260default.
261
262@anchor USE_MSVC_RUNTIME_LIBRARY_DLL
263__USE_MSVC_RUNTIME_LIBRARY_DLL__ determines whether to use the DLL version or the
264static library version of the Visual C++ runtime library.  When enabled, the
265DLL version of the Visual C++ library is used.  This is enabled by default.
266
267On CMake 3.15 and later you can set the standard CMake [CMAKE_MSVC_RUNTIME_LIBRARY][]
268variable instead of this GLFW-specific option.
269
270[CMAKE_MSVC_RUNTIME_LIBRARY]: https://cmake.org/cmake/help/latest/variable/CMAKE_MSVC_RUNTIME_LIBRARY.html
271
272@anchor GLFW_USE_HYBRID_HPG
273__GLFW_USE_HYBRID_HPG__ determines whether to export the `NvOptimusEnablement` and
274`AmdPowerXpressRequestHighPerformance` symbols, which force the use of the
275high-performance GPU on Nvidia Optimus and AMD PowerXpress systems.  These symbols
276need to be exported by the EXE to be detected by the driver, so the override
277will not work if GLFW is built as a DLL.  This is disabled by default, letting
278the operating system and driver decide.
279
280
281### macOS specific CMake options {#compile_options_macos}
282
283@anchor GLFW_BUILD_COCOA
284__GLFW_BUILD_COCOA__ determines whether to include support for Cocoa when compiling the
285library.  This option is only available when compiling for macOS.  This is enabled by
286default.
287
288
289### Unix-like system specific CMake options {#compile_options_unix}
290
291@anchor GLFW_BUILD_WAYLAND
292__GLFW_BUILD_WAYLAND__ determines whether to include support for Wayland when compiling
293the library.  This option is only available when compiling for Linux and other Unix-like
294systems other than macOS.  This is enabled by default.
295
296@anchor GLFW_BUILD_X11
297__GLFW_BUILD_X11__ determines whether to include support for X11 when compiling the
298library.  This option is only available when compiling for Linux and other Unix-like
299systems other than macOS.  This is enabled by default.
300
301
302## Cross-compilation with CMake and MinGW {#compile_mingw_cross}
303
304Both Cygwin and many Linux distributions have MinGW or MinGW-w64 packages.  For
305example, Cygwin has the `mingw64-i686-gcc` and `mingw64-x86_64-gcc` packages
306for 32- and 64-bit version of MinGW-w64, while Debian GNU/Linux and derivatives
307like Ubuntu have the `mingw-w64` package for both.
308
309GLFW has CMake toolchain files in the `CMake` subdirectory that set up
310cross-compilation of Windows binaries.  To use these files you set the
311`CMAKE_TOOLCHAIN_FILE` CMake variable with the `-D` flag add an option when
312configuring and generating the build files.
313
314```sh
315cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=path/to/file
316```
317
318The exact toolchain file to use depends on the prefix used by the MinGW or
319MinGW-w64 binaries on your system.  You can usually see this in the /usr
320directory.  For example, both the Ubuntu and Cygwin MinGW-w64 packages have
321`/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct invocation
322would be:
323
324```sh
325cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake
326```
327
328The path to the toolchain file is relative to the path to the GLFW source tree
329passed to the `-S` flag, not to the current directory.
330
331For more details see the [CMake toolchain guide][cmake-toolchains].
332
333[cmake-toolchains]: https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html
334
335
336## Compiling GLFW manually {#compile_manual}
337
338If you wish to compile GLFW without its CMake build environment then you will have to do
339at least some platform-detection yourself.  There are preprocessor macros for
340enabling support for the platforms (window systems) available.  There are also optional,
341platform-specific macros for various features.
342
343When building, GLFW will expect the necessary configuration macros to be defined
344on the command-line.  The GLFW CMake files set these as private compile
345definitions on the GLFW target but if you compile the GLFW sources manually you
346will need to define them yourself.
347
348The window system is used to create windows, handle input, monitors, gamma ramps and
349clipboard.  The options are:
350
351 - @b _GLFW_COCOA to use the Cocoa frameworks
352 - @b _GLFW_WIN32 to use the Win32 API
353 - @b _GLFW_WAYLAND to use the Wayland protocol
354 - @b _GLFW_X11 to use the X Window System
355
356The @b _GLFW_WAYLAND and @b _GLFW_X11 macros may be combined and produces a library that
357attempts to detect the appropriate platform at initialization.
358
359If you are building GLFW as a shared library / dynamic library / DLL then you
360must also define @b _GLFW_BUILD_DLL.  Otherwise, you must not define it.
361
362If you are using a custom name for the Vulkan, EGL, GLX, OSMesa, OpenGL, GLESv1
363or GLESv2 library, you can override the default names by defining those you need
364of @b _GLFW_VULKAN_LIBRARY, @b _GLFW_EGL_LIBRARY, @b _GLFW_GLX_LIBRARY, @b
365_GLFW_OSMESA_LIBRARY, @b _GLFW_OPENGL_LIBRARY, @b _GLFW_GLESV1_LIBRARY and @b
366_GLFW_GLESV2_LIBRARY.  Otherwise, GLFW will use the built-in default names.
367
368@note None of the @ref build_macros may be defined during the compilation of
369GLFW.  If you define any of these in your build files, make sure they are not
370applied to the GLFW sources.
371
372