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diff --git a/3rdparty/glfw/source/docs/compile.dox b/3rdparty/glfw/source/docs/compile.dox deleted file mode 100644 index 925ab1a..0000000 --- a/3rdparty/glfw/source/docs/compile.dox +++ /dev/null @@ -1,394 +0,0 @@ -/*! - -@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 - -GLFW behaves like most other libraries that use CMake so this guide mostly -describes the standard configure, generate and 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 - -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 dependencies, move on to @ref compile_generate. - - -@subsubsection compile_deps_wayland Dependencies for Wayland and X11 - -To compile GLFW for both Wayland and X11, you need to have the X11, Wayland and xkbcommon -development packages installed. They are not needed to build or run programs that use -GLFW. You will also need to set the @ref GLFW_BUILD_WAYLAND CMake option in the next -step when generating build files. - -On Debian and derivates like Ubuntu and Linux Mint you will need the `libwayland-dev`, -`libxkbcommon-dev` and `wayland-protocols` packages and the `xorg-dev` meta-package. -These will pull in all other dependencies. - -@code{.sh} -sudo apt install libwayland-dev libxkbcommon-dev wayland-protocols xorg-dev -@endcode - -On Fedora and derivatives like Red Hat you will need the `wayland-devel`, -`libxkbcommon-devel`, `wayland-protocols-devel`, `libXcursor-devel`, `libXi-devel`, -`libXinerama-devel` and `libXrandr-devel` packages. These will pull in all other -dependencies. - -@code{.sh} -sudo dnf install wayland-devel libxkbcommon-devel wayland-protocols-devel libXcursor-devel libXi-devel libXinerama-devel libXrandr-devel -@endcode - -On FreeBSD you will need the `wayland`, `libxkbcommon` and `wayland-protocols` packages. -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 wayland libxkbcommon wayland-protocols xorgproto -@endcode - -Once you have the required dependencies, 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 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 -include support for Wayland as well, set the @ref GLFW_BUILD_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 with command-line CMake - -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 also include support for Wayland, set the @ref GLFW_BUILD_WAYLAND CMake -option. - -@code{.sh} -cmake -S path/to/glfw -B path/to/build -D GLFW_BUILD_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. This variable has no `GLFW_` prefix because it -is defined by CMake. If you want to change the library only for GLFW when it is -part of a larger project, see @ref GLFW_LIBRARY_TYPE. - -@anchor GLFW_LIBRARY_TYPE -__GLFW_LIBRARY_TYPE__ allows you to override @ref BUILD_SHARED_LIBS only for -GLFW, without affecting other libraries in a larger project. When set, the -value of this option must be a valid CMake library type. Set it to `STATIC` to -build GLFW as a static library, `SHARED` to build it as a shared library -/ dynamic library / DLL, or `OBJECT` to make GLFW a CMake object library. - -@anchor GLFW_BUILD_EXAMPLES -__GLFW_BUILD_EXAMPLES__ determines whether the GLFW examples are built -along with the library. This is enabled by default unless GLFW is being built -as a sub-project of a larger CMake project. - -@anchor GLFW_BUILD_TESTS -__GLFW_BUILD_TESTS__ determines whether the GLFW test programs are -built along with the library. This is enabled by default unless GLFW is being -built as a sub-project of a larger CMake project. - -@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. - - -@subsection compile_options_win32 Win32 specific CMake options - -@anchor GLFW_BUILD_WIN32 -__GLFW_BUILD_WIN32__ determines whether to include support for Win32 when compiling the -library. This option is only available when compiling for Windows. This is enabled by -default. - -@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_macos macOS specific CMake options - -@anchor GLFW_BUILD_COCOA -__GLFW_BUILD_COCOA__ determines whether to include support for Cocoa when compiling the -library. This option is only available when compiling for macOS. This is enabled by -default. - - -@subsection compile_options_unix Unix-like system specific CMake options - -@anchor GLFW_BUILD_WAYLAND -__GLFW_BUILD_WAYLAND__ determines whether to include support for Wayland when compiling -the library. This option is only available when compiling for Linux and other Unix-like -systems other than macOS. This is disabled by default. - -@anchor GLFW_BUILD_X11 -__GLFW_BUILD_X11__ determines whether to include support for X11 when compiling the -library. This option is only available when compiling for Linux and other Unix-like -systems other than macOS. This is enabled 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. There are preprocessor macros for -enabling support for the platforms (window systems) available. There are also optional, -platform-specific macros for various features. - -When building, GLFW will expect the necessary configuration macros to be defined -on the command-line. The GLFW CMake files set these as private compile -definitions on the GLFW target but if you compile the GLFW sources manually you -will need to define them yourself. - -The window system 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 (incomplete) - -The @b _GLFW_WAYLAND and @b _GLFW_X11 macros may be combined and produces a library that -attempts to detect the appropriate platform at initialization. - -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 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. - -*/ |