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diff --git a/3rdparty/glfw/source/docs/build.dox b/3rdparty/glfw/source/docs/build.dox deleted file mode 100644 index aa06b0f..0000000 --- a/3rdparty/glfw/source/docs/build.dox +++ /dev/null @@ -1,338 +0,0 @@ -/*! - -@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 to 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. - -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 3.4 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. - -*/ |