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Moved GLFW compilation guide to docs.

Camilla Berglund 12 年之前
父節點
當前提交
174c72f2c0
共有 5 個文件被更改,包括 201 次插入198 次删除
  1. 6 193
      README.md
  2. 1 0
      docs/Doxyfile.in
  3. 3 3
      docs/build.dox
  4. 188 0
      docs/compile.dox
  5. 3 2
      docs/main.dox

+ 6 - 193
README.md

@@ -16,204 +16,17 @@ If you are new to GLFW, you may find the
 the GLFW 3 API.
 the GLFW 3 API.
 
 
 
 
-## Building GLFW
+## Compiling GLFW
 
 
-These are the build instructions for the GLFW library itself.  For information
-on how to build programs that use GLFW, see the [Building programs using
-GLFW](http://www.glfw.org/docs/latest/build.html) guide.
-
-
-### Dependencies
-
-To compile GLFW and the accompanying example programs, you will need **CMake**,
-which will generate the project files or makefiles for your particular
-development environment.  If you are on a Unix-like system such as Linux or
-FreeBSD or have a package system like Fink, MacPorts, Cygwin or Homebrew, you
-can simply install its CMake package.  If not, you can get installers for
-Windows and OS X from the [CMake website](http://www.cmake.org/).
-
-Additional dependencies are listed below.
-
-
-#### Dependencies using Visual C++ on Windows
-
-The Microsoft Platform SDK that is installed along with Visual C++ contains all
-the necessary headers, link libraries and tools except for CMake.
-
-
-#### Dependencies with MinGW or MinGW-w64 on Windows
-
-Both the MinGW and the MinGW-w64 packages contain all the necessary headers,
-link libraries and tools except for CMake.
-
-
-#### Dependencies using MinGW or MinGW-w64 cross-compilation
-
-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/` directory that allow for easy
-cross-compilation of Windows binaries.  To use these files you need to add a
-special parameter when generating the project files or makefiles:
-
-    cmake -DCMAKE_TOOLCHAIN_FILE=<toolchain-file> .
-
-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 Debian/Ubuntu and Cygwin MinGW-w64 packages
-have `/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct
-invocation would be:
-
-    cmake -DCMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake .
-
-For more details see the article
-[CMake Cross Compiling](http://www.paraview.org/Wiki/CMake_Cross_Compiling) on
-the CMake wiki.
-
-
-#### Dependencies using Xcode on OS X
-
-Xcode contains all necessary tools except for CMake.  The necessary headers and
-libraries are included in the core OS frameworks.  Xcode can be downloaded from
-the Mac App Store or from the ADC Member Center.
-
-
-#### Dependencies using Linux and X11
-
-To compile GLFW for X11, you need to have the X11 and OpenGL header packages
-installed, as well as the basic development tools like GCC and make.  For
-example, on Ubuntu and other distributions based on Debian GNU/Linux, you need
-to install the `xorg-dev` and `libglu1-mesa-dev` packages.  The former pulls in
-all X.org header packages and the latter pulls in the Mesa OpenGL and GLU
-packages.  GLFW itself doesn't need or use GLU, but some of the examples do.
-Note that using header files and libraries from Mesa during compilation *will
-not* tie your binaries to the Mesa implementation of OpenGL.
-
-
-### Generating 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 to know two
-paths for this: the path to the source directory and the target path for the
-generated files and compiled binaries.  If these are the same, it is called an
-in-tree build, otherwise it is called an out-of-tree build.
-
-One of several advantages of out-of-tree builds is that you can generate files
-and compile for different development environments using a single source tree.
-
-
-#### Generating files with the CMake command-line tool
-
-To make an in-tree build, enter the root directory of the GLFW source tree and
-run CMake.  The current directory is used as target path, while the path
-provided as an argument is used to find the source tree.
-
-    cd <glfw-root-dir>
-    cmake .
-
-To make an out-of-tree build, make another directory, enter it and run CMake
-with the (relative or absolute) path to the root of the source tree as an
-argument.
-
-    cd <glfw-root-dir>
-    mkdir build
-    cd build
-    cmake ..
-
-
-#### Generating files with the CMake GUI
-
-If you are using the GUI version, choose the root of the GLFW source tree as
-source location and the same directory or another, empty directory as the
-destination for binaries.  Choose *Configure*, change any options you wish to,
-*Configure* again to let the changes take effect and then *Generate*.
-
-
-### 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 CMake users 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, use the `ccmake` tool.
-Some package systems like Ubuntu and other distributions based on Debian
-GNU/Linux have this tool in a separate `cmake-curses-gui` package.
-
-
-#### Shared CMake options
-
-`BUILD_SHARED_LIBS` determines whether GLFW is built as a static
-library or as a DLL / shared library / dynamic library.
-
-`LIB_SUFFIX` affects where the GLFW shared /dynamic library is
-installed.  If it is empty, it is installed to `$PREFIX/lib`.  If it is set to
-`64`, it is installed to `$PREFIX/lib64`.
-
-`GLFW_CLIENT_LIBRARY` determines which client API library to use.  If set to
-`opengl` the OpenGL library is used, if set to `glesv1` for the OpenGL ES 1.x
-library is used, or if set to `glesv2` the OpenGL ES 2.0 library is used.  The
-selected library and its header files must be present on the system for this to
-work.
-
-`GLFW_BUILD_EXAMPLES` determines whether the GLFW examples are built
-along with the library.
-
-`GLFW_BUILD_TESTS` determines whether the GLFW test programs are
-built along with the library.
-
-
-#### OS X specific CMake options
-
-`GLFW_USE_CHDIR` determines whether `glfwInit` changes the current
-directory of bundled applications to the `Contents/Resources` directory.
-
-`GLFW_USE_MENUBAR` determines whether the first call to
-`glfwCreateWindow` sets up a minimal menu bar.
-
-`GLFW_BUILD_UNIVERSAL` determines whether to build Universal Binaries.
-
-
-#### Windows specific CMake options
-
-`USE_MSVC_RUNTIME_LIBRARY_DLL` determines whether to use the DLL version or the
-static library version of the Visual C++ runtime library.  If set to `ON`, the
-DLL version of the Visual C++ library is used.  It is recommended to set this to
-`ON`, as this keeps the executable smaller and benefits from security and bug
-fix updates of the Visual C++ runtime.
-
-`GLFW_USE_DWM_SWAP_INTERVAL` determines whether the swap interval is set even
-when DWM compositing is enabled.  If this is `ON`, the swap interval is set even
-if DWM is enabled.  It is recommended to set this to `OFF`, as doing otherwise
-can lead to severe jitter.
-
-`GLFW_USE_OPTIMUS_HPG` determines whether to export the `NvOptimusEnablement`
-symbol, which forces the use of the high-performance GPU on nVidia Optimus
-systems.
-
-
-#### EGL specific CMake options
-
-`GLFW_USE_EGL` determines whether to use EGL instead of the platform-specific
-context creation API.  Note that EGL is not yet provided on all supported
-platforms.
-
-
-## Installing GLFW
-
-A rudimentary installation target is provided for all supported platforms via
-CMake.  If you are building from the command-line, use the `install` target.
-
-    sudo make install
-
-If you are using an IDE, run the generated install target from the IDE.
+See the [Compiling GLFW](http://www.glfw.org/docs/latest/compile.html) guide in
+the GLFW documentation.
 
 
 
 
 ## Using GLFW
 ## Using GLFW
 
 
-See the [GLFW documentation](http://www.glfw.org/docs/latest/).
+See the
+[Building programs that use GLFW](http://www.glfw.org/docs/latest/build.html)
+guide in the GLFW documentation.
 
 
 
 
 ## Changelog
 ## Changelog

+ 1 - 0
docs/Doxyfile.in

@@ -659,6 +659,7 @@ INPUT                  = @GLFW_INTERNAL_DOCS@                         \
                          @GLFW_SOURCE_DIR@/docs/news.dox              \
                          @GLFW_SOURCE_DIR@/docs/news.dox              \
                          @GLFW_SOURCE_DIR@/docs/quick.dox             \
                          @GLFW_SOURCE_DIR@/docs/quick.dox             \
                          @GLFW_SOURCE_DIR@/docs/moving.dox            \
                          @GLFW_SOURCE_DIR@/docs/moving.dox            \
+                         @GLFW_SOURCE_DIR@/docs/compile.dox           \
                          @GLFW_SOURCE_DIR@/docs/build.dox             \
                          @GLFW_SOURCE_DIR@/docs/build.dox             \
                          @GLFW_SOURCE_DIR@/docs/context.dox           \
                          @GLFW_SOURCE_DIR@/docs/context.dox           \
                          @GLFW_SOURCE_DIR@/docs/monitor.dox           \
                          @GLFW_SOURCE_DIR@/docs/monitor.dox           \

+ 3 - 3
docs/build.dox

@@ -1,13 +1,13 @@
 /*!
 /*!
 
 
-@page build Building programs using GLFW
+@page build Building programs that use GLFW
 
 
 @tableofcontents
 @tableofcontents
 
 
 This is about compiling and linking programs that use GLFW.  For information on
 This is about compiling and linking programs that use GLFW.  For information on
 how to write such programs, start with the [introductory tutorial](@ref quick).
 how to write such programs, start with the [introductory tutorial](@ref quick).
-For information on how to build the GLFW library itself, see the
-[Building GLFW](https://github.com/glfw/glfw#building-glfw) guide.
+For information on how to compile the GLFW library itself, see the @ref compile
+guide.
 
 
 
 
 @section build_include Including the GLFW header file
 @section build_include Including the GLFW header file

+ 188 - 0
docs/compile.dox

@@ -0,0 +1,188 @@
+/*!
+
+@page compile Compiling GLFW
+
+@tableofcontents
+
+This is about compiling the GLFW library itself.  For information on how to
+build programs that use GLFW, see the @ref build guide.
+
+
+@section compile_deps Dependencies
+
+To compile GLFW and the accompanying example programs, you will need **CMake**,
+which will generate the project files or makefiles for your particular
+development environment.  If you are on a Unix-like system such as Linux or
+FreeBSD or have a package system like Fink, MacPorts, Cygwin or Homebrew, you
+can simply install its CMake package.  If not, you can get installers for
+Windows and OS X from the [CMake website](http://www.cmake.org/).
+
+Additional dependencies are listed below.
+
+
+@subsection compile_deps_msvc Dependencies using Visual C++ on Windows
+
+The Microsoft Platform SDK that is installed along with Visual C++ contains all
+the necessary headers, link libraries and tools except for CMake.
+
+
+@subsection compile_deps_mingw Dependencies with MinGW or MinGW-w64 on Windows
+
+Both the MinGW and the MinGW-w64 packages contain all the necessary headers,
+link libraries and tools except for CMake.
+
+
+@subsection compile_deps_mingw_cross Dependencies using MinGW or MinGW-w64 cross-compilation
+
+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/` directory that allow for easy
+cross-compilation of Windows binaries.  To use these files you need to add a
+special parameter when generating the project files or makefiles:
+
+    cmake -DCMAKE_TOOLCHAIN_FILE=<toolchain-file> .
+
+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 Debian/Ubuntu and Cygwin MinGW-w64 packages
+have `/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct
+invocation would be:
+
+    cmake -DCMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake .
+
+For more details see the article
+[CMake Cross Compiling](http://www.paraview.org/Wiki/CMake_Cross_Compiling) on
+the CMake wiki.
+
+
+@subsection compile_deps_xcode Dependencies using Xcode on OS X
+
+Xcode contains all necessary tools except for CMake.  The necessary headers and
+libraries are included in the core OS frameworks.  Xcode can be downloaded from
+the Mac App Store or from the ADC Member Center.
+
+
+@subsection compile_deps_x11 Dependencies using Linux and X11
+
+To compile GLFW for X11, you need to have the X11 and OpenGL header packages
+installed, as well as the basic development tools like GCC and make.  For
+example, on Ubuntu and other distributions based on Debian GNU/Linux, you need
+to install the `xorg-dev` and `libglu1-mesa-dev` packages.  The former pulls in
+all X.org header packages and the latter pulls in the Mesa OpenGL and GLU
+packages.  GLFW itself doesn't need or use GLU, but some of the examples do.
+Note that using header files and libraries from Mesa during compilation *will
+not* tie your binaries to the Mesa implementation of OpenGL.
+
+
+@section compile_cmake Generating 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 to know two
+paths for this: the path to the source directory and the target path for the
+generated files and compiled binaries.  If these are the same, it is called an
+in-tree build, otherwise it is called an out-of-tree build.
+
+One of several advantages of out-of-tree builds is that you can generate files
+and compile for different development environments using a single source tree.
+
+
+@subsection compile_cmake_cli Generating files with the CMake command-line tool
+
+To make an in-tree build, enter the root directory of the GLFW source tree and
+run CMake.  The current directory is used as target path, while the path
+provided as an argument is used to find the source tree.
+
+    cd <glfw-root-dir>
+    cmake .
+
+To make an out-of-tree build, make another directory, enter it and run CMake
+with the (relative or absolute) path to the root of the source tree as an
+argument.
+
+    cd <glfw-root-dir>
+    mkdir build
+    cd build
+    cmake ..
+
+
+@subsection compile_cmake_gui Generating files with the CMake GUI
+
+If you are using the GUI version, choose the root of the GLFW source tree as
+source location and the same directory or another, empty directory as the
+destination for binaries.  Choose *Configure*, change any options you wish to,
+*Configure* again to let the changes take effect and then *Generate*.
+
+
+@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 CMake users 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, use the `ccmake` tool.
+Some package systems like Ubuntu and other distributions based on Debian
+GNU/Linux have this tool in a separate `cmake-curses-gui` package.
+
+
+@subsection compile_options_shared Shared CMake options
+
+`BUILD_SHARED_LIBS` determines whether GLFW is built as a static
+library or as a DLL / shared library / dynamic library.
+
+`LIB_SUFFIX` affects where the GLFW shared /dynamic library is
+installed.  If it is empty, it is installed to `$PREFIX/lib`.  If it is set to
+`64`, it is installed to `$PREFIX/lib64`.
+
+`GLFW_CLIENT_LIBRARY` determines which client API library to use.  If set to
+`opengl` the OpenGL library is used, if set to `glesv1` for the OpenGL ES 1.x
+library is used, or if set to `glesv2` the OpenGL ES 2.0 library is used.  The
+selected library and its header files must be present on the system for this to
+work.
+
+`GLFW_BUILD_EXAMPLES` determines whether the GLFW examples are built
+along with the library.
+
+`GLFW_BUILD_TESTS` determines whether the GLFW test programs are
+built along with the library.
+
+
+@subsection compile_options_osx OS X specific CMake options
+
+`GLFW_USE_CHDIR` determines whether `glfwInit` changes the current
+directory of bundled applications to the `Contents/Resources` directory.
+
+`GLFW_USE_MENUBAR` determines whether the first call to
+`glfwCreateWindow` sets up a minimal menu bar.
+
+`GLFW_BUILD_UNIVERSAL` determines whether to build Universal Binaries.
+
+
+@subsection compile_options_win32 Windows specific CMake options
+
+`USE_MSVC_RUNTIME_LIBRARY_DLL` determines whether to use the DLL version or the
+static library version of the Visual C++ runtime library.  If set to `ON`, the
+DLL version of the Visual C++ library is used.  It is recommended to set this to
+`ON`, as this keeps the executable smaller and benefits from security and bug
+fix updates of the Visual C++ runtime.
+
+`GLFW_USE_DWM_SWAP_INTERVAL` determines whether the swap interval is set even
+when DWM compositing is enabled.  If this is `ON`, the swap interval is set even
+if DWM is enabled.  It is recommended to set this to `OFF`, as doing otherwise
+can lead to severe jitter.
+
+`GLFW_USE_OPTIMUS_HPG` determines whether to export the `NvOptimusEnablement`
+symbol, which forces the use of the high-performance GPU on nVidia Optimus
+systems.
+
+
+@subsection compile_options_egl EGL specific CMake options
+
+`GLFW_USE_EGL` determines whether to use EGL instead of the platform-specific
+context creation API.  Note that EGL is not yet provided on all supported
+platforms.
+
+*/

+ 3 - 2
docs/main.dox

@@ -11,8 +11,9 @@ existing applications and does not lay claim to the main loop.
 This is the documentation for version 3.0, which has [many new features](@ref news).
 This is the documentation for version 3.0, which has [many new features](@ref news).
 
 
 There is a [quick tutorial](@ref quick) for people new to GLFW, which shows how
 There is a [quick tutorial](@ref quick) for people new to GLFW, which shows how
-to write a small but complete program, and a
-[guide for building](@ref build) programs that use GLFW.
+to write a small but complete program, and guides for
+[compiling GLFW](@ref compile) and
+[building programs that use GLFW](@ref build).
 
 
 If you have used GLFW 2.x in the past, there is a
 If you have used GLFW 2.x in the past, there is a
 [transition guide](@ref moving) that explains what has changed and how to update
 [transition guide](@ref moving) that explains what has changed and how to update