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-/*!
-
-@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.
-
-*/