mirror of
https://github.com/glfw/glfw.git
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@@ -225,19 +225,13 @@ need to be exported by the EXE to be detected by the driver, so the override
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will not work if GLFW is built as a DLL.
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@subsubsection compile_options_egl EGL specific CMake options
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`GLFW_USE_EGL` determines whether to use EGL instead of the platform-specific
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context creation API. Note that EGL is not yet provided on all supported
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platforms.
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@section compile_manual Compiling GLFW manually
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If you wish to compile GLFW without its CMake build environment then you will
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have to do at least some of the platform detection yourself. GLFW needs
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a number of configuration macros to be defined in order to know what it's being
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compiled for and has many optional, platform-specific ones for various features.
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a configuration macro to be defined in order to know what window system it's
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being compiled for and also has optional, platform-specific ones for various
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features.
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When building with CMake, the `glfw_config.h` configuration header is generated
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based on the current platform and CMake options. The GLFW CMake environment
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@@ -245,10 +239,6 @@ defines `_GLFW_USE_CONFIG_H`, which causes this header to be included by
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`internal.h`. Without this macro, GLFW will expect the necessary configuration
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macros to be defined on the command-line.
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Three macros _must_ be defined when compiling GLFW: one selecting the window
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creation API and one selecting the context creation API. Exactly one of each
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kind must be defined for GLFW to compile and link.
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The window creation API is used to create windows, handle input, monitors, gamma
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ramps and clipboard. The options are:
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@@ -258,19 +248,14 @@ ramps and clipboard. The options are:
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- `_GLFW_WAYLAND` to use the Wayland API (experimental and incomplete)
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- `_GLFW_MIR` to use the Mir API (experimental and incomplete)
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The context creation API is used to enumerate pixel formats / framebuffer
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configurations and to create contexts. The options are:
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- `_GLFW_NSGL` to use the Cocoa OpenGL framework
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- `_GLFW_WGL` to use the Win32 WGL API
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- `_GLFW_GLX` to use the X11 GLX API
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- `_GLFW_EGL` to use the EGL API
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Wayland and Mir both require the EGL backend.
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If you are building GLFW as a shared library / dynamic library / DLL then you
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must also define `_GLFW_BUILD_DLL`. Otherwise, you must not define it.
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For the EGL context creation API, the following options are available:
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- `_GLFW_USE_EGLPLATFORM_H` to use `EGL/eglplatform.h` for native handle
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definitions (fallback)
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If you are using the X11 window creation API, support for the following X11
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extensions can be enabled:
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@@ -287,12 +272,6 @@ available:
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- `_GLFW_USE_RETINA` to have windows use the full resolution of Retina displays
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(recommended)
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If you are using the EGL context creation API, the following options are
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available:
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- `_GLFW_USE_EGLPLATFORM_H` to use `EGL/eglplatform.h` for native handle
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definitions (fallback)
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@note None of the @ref build_macros may be defined during the compilation of
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GLFW. If you define any of these in your build files, make sure they are not
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applied to the GLFW sources.
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