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@@ -10,164 +10,156 @@ build applications that use GLFW, see @ref build_guide.
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@section compile_cmake Using CMake
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-GLFW uses [CMake](https://cmake.org/) to generate project files or makefiles
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-for a particular development environment. If you are on a Unix-like system such
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-as Linux or FreeBSD or have a package system like Fink, MacPorts, Cygwin or
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-Homebrew, you can install its CMake package. If not, you can download
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-installers for Windows and macOS from the
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-[CMake website](https://cmake.org/).
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-
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-@note CMake only generates project files or makefiles. It does not compile the
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-actual GLFW library. To compile GLFW, first generate these files for your
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-chosen development environment and then use them to compile the actual GLFW
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-library.
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-
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-
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-@subsection compile_deps Dependencies
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+@note GLFW behaves like most other libraries that use CMake so this guide mostly
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+describes the basic configure/generate/compile sequence. If you are already
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+familiar with this from other projects, you may want to focus on the @ref
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+compile_deps and @ref compile_options sections for GLFW-specific information.
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-Once you have installed CMake, make sure that all other dependencies are
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-available. On some platforms, GLFW needs a few additional packages to be
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-installed. See the section for your chosen platform and development environment
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-below.
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+GLFW uses [CMake](https://cmake.org/) to generate project files or makefiles
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+for your chosen development environment. To compile GLFW, first generate these
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+files with CMake and then use them to compile the GLFW library.
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+If you are on Windows and macOS you can
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+[download CMake](https://cmake.org/download/) from their site.
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-@subsubsection compile_deps_msvc Dependencies for Visual C++ on Windows
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+If you are on a Unix-like system such as Linux, FreeBSD or Cygwin or have
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+a package system like Fink, MacPorts or Homebrew, you can install its CMake
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+package.
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-The Windows SDK bundled with Visual C++ already contains all the necessary
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-headers, link libraries and tools except for CMake. Move on to @ref
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-compile_generate.
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+CMake is a complex tool and this guide will only show a few of the possible ways
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+to set up and compile GLFW. The CMake project has their own much more detailed
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+[CMake user guide](https://cmake.org/cmake/help/latest/guide/user-interaction/)
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+that includes everything in this guide not specific to GLFW. It may be a useful
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+companion to this one.
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-@subsubsection compile_deps_mingw Dependencies for MinGW or MinGW-w64 on Windows
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+@subsection compile_deps Installing dependencies
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-Both the MinGW and the MinGW-w64 packages already contain all the necessary
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-headers, link libraries and tools except for CMake. Move on to @ref
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-compile_generate.
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+The C/C++ development environments in Visual Studio, Xcode and MinGW come with
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+all necessary dependencies for compiling GLFW, but on Unix-like systems like
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+Linux and FreeBSD you will need a few extra packages.
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-@subsubsection compile_deps_mingw_cross Dependencies for MinGW or MinGW-w64 cross-compilation
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+@subsubsection compile_deps_x11 Dependencies for X11 on Unix-like systems
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-Both Cygwin and many Linux distributions have MinGW or MinGW-w64 packages. For
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-example, Cygwin has the `mingw64-i686-gcc` and `mingw64-x86_64-gcc` packages
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-for 32- and 64-bit version of MinGW-w64, while Debian GNU/Linux and derivatives
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-like Ubuntu have the `mingw-w64` package for both.
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+To compile GLFW for X11, you need to have the X11 development packages
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+installed. They are not needed to build or run programs that use GLFW.
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-GLFW has CMake toolchain files in the `CMake/` directory that set up
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-cross-compilation of Windows binaries. To use these files you add an option
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-when running `cmake` to generate the project files or makefiles:
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+On Debian and derivates like Ubuntu the `xorg-dev` meta-package pulls in the
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+development packages for all of X11.
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@code{.sh}
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-cmake -DCMAKE_TOOLCHAIN_FILE=<toolchain-file> .
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+sudo apt install xorg-dev
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@endcode
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-The exact toolchain file to use depends on the prefix used by the MinGW or
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-MinGW-w64 binaries on your system. You can usually see this in the /usr
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-directory. For example, both the Debian/Ubuntu and Cygwin MinGW-w64 packages
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-have `/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct
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-invocation would be:
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+On FreeBSD the X11 headers are installed along the end-user X11 packages, so if
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+you have an X server running you should have the headers as well. If not,
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+install the `xorgproto` package.
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@code{.sh}
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-cmake -DCMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake .
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+pkg install xorgproto
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@endcode
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-For more details see the article
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-[CMake Cross Compiling](https://gitlab.kitware.com/cmake/community/wikis/doc/cmake/CrossCompiling) on
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-the CMake wiki.
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+On Cygwin the `xorgproto` package in the Devel section of the GUI installer will
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+install the headers and other development related files for all of X11.
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-Once you have this set up, move on to @ref compile_generate.
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+Once you have the required depdendencies, move on to @ref compile_generate.
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-@subsubsection compile_deps_xcode Dependencies for Xcode on macOS
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+@subsubsection compile_deps_wayland Dependencies for Wayland on Unix-like systems
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-Xcode comes with all necessary tools except for CMake. The required headers
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-and libraries are included in the core macOS frameworks. Xcode can be
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-downloaded from the Mac App Store or from the ADC Member Center.
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+To compile GLFW for Wayland, you need to have the Wayland and xkbcommon
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+development packages installed. They are not needed to build or run programs
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+that use GLFW.
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-Once you have Xcode installed, move on to @ref compile_generate.
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+On Debian and derivates like Ubuntu you will need the `libwayland-dev`,
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+`libxkbcommon-dev` and `wayland-protocols` packages.
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+@code{.sh}
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+sudo apt install libwayland-dev libxkbcommon-dev wayland-protocols
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+@endcode
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-@subsubsection compile_deps_x11 Dependencies for Linux and X11
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+On FreeBSD you will need the `wayland`, `libxkbcommon` and `wayland-protocols`
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+packages.
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-To compile GLFW for X11, you need to have the X11 packages installed, as well as
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-the basic development tools like GCC and make. For example, on Ubuntu and other
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-distributions based on Debian GNU/Linux, you need to install the `xorg-dev`
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-package, which pulls in all X.org header packages.
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+@code{.sh}
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+pkg install wayland libxkbcommon wayland-protocols
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+@endcode
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-Once you have installed the necessary packages, move on to @ref
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-compile_generate.
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+Once you have the required depdendencies, move on to @ref compile_generate.
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-@subsubsection compile_deps_wayland Dependencies for Linux and Wayland
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+@subsection compile_generate Generating build files with CMake
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-To compile GLFW for Wayland, you need to have the Wayland packages installed,
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-as well as the basic development tools like GCC and make. For example, on
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-Ubuntu and other distributions based on Debian GNU/Linux, you need to install
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-the `libwayland-dev` package, which contains all Wayland headers and pulls in
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-wayland-scanner, as well as the `wayland-protocols` package.
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+Once you have all necessary dependencies it is time to generate the project
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+files or makefiles for your development environment. CMake needs two paths for
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+this:
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-Once you have installed the necessary packages, move on to @ref
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-compile_generate.
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+ - the path to the root directory of the GLFW source tree (not its `src`
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+ subdirectory)
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+ - the path to the directory where the generated build files and compiled
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+ binaries will be placed
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+If these are the same, it is called an in-tree build, otherwise it is called an
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+out-of-tree build.
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-@subsubsection compile_deps_osmesa Dependencies for Linux and OSMesa
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+Out-of-tree builds are recommended as they avoid cluttering up the source tree.
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+They also allow you to have several build directories for different
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+configurations all using the same source tree.
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-To compile GLFW for OSMesa, you need to install the OSMesa library and header
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-packages. For example, on Ubuntu and other distributions based on Debian
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-GNU/Linux, you need to install the `libosmesa6-dev` package. The OSMesa library
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-is required at runtime for context creation and is loaded on demand.
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+A common pattern when building a single configuration is to have a build
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+directory named `build` in the root of the source tree.
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-Once you have installed the necessary packages, move on to @ref
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-compile_generate.
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+@subsubsection compile_generate_gui Generating files with the CMake GUI
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-@subsection compile_generate Generating build files with CMake
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+Start the CMake GUI and set the paths to the source and build directories
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+described above. Then press _Configure_ and _Generate_.
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-Once you have all necessary dependencies it is time to generate the project
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-files or makefiles for your development environment. CMake needs to know two
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-paths for this: the path to the _root_ directory of the GLFW source tree (i.e.
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-_not_ the `src` subdirectory) and the target path for the generated files and
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-compiled binaries. If these are the same, it is called an in-tree build,
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-otherwise it is called an out-of-tree build.
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+If you wish change any CMake variables in the list, press _Configure_ and then
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+_Generate_ to have the new values take effect. The variable list will be
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+populated after the first configure step.
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-One of several advantages of out-of-tree builds is that you can generate files
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-and compile for different development environments using a single source tree.
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+By default GLFW will use X11 on Linux and other Unix-like systems other
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+than macOS. To use Wayland instead, set the `GLFW_USE_WAYLAND` option in the
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+GLFW section of the variable list, then apply the new value as described above.
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-@note This section is about generating the project files or makefiles necessary
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-to compile the GLFW library, not about compiling the actual library.
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+Once you have generated the project files or makefiles for your chosen
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+development environment, move on to @ref compile_compile.
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@subsubsection compile_generate_cli Generating files with the CMake command-line tool
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-To make an in-tree build, enter the _root_ directory of the GLFW source tree
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-(i.e. _not_ the `src` subdirectory) and run CMake. The current directory is
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-used as target path, while the path provided as an argument is used to find the
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-source tree.
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+To make a build directory, pass the source and build directories to the `cmake`
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+command. These can be relative or absolute paths. The build directory is
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+created if it doesn't already exist.
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@code{.sh}
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-cd <glfw-root-dir>
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-cmake .
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+cmake -S path/to/glfw -B path/to/build
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@endcode
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-To make an out-of-tree build, make a directory outside of the source tree, enter
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-it and run CMake with the (relative or absolute) path to the root of the source
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-tree as an argument.
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+It is common to name the build directory `build` and place it in the root of the
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+source tree when only planning to build a single configuration.
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@code{.sh}
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-mkdir glfw-build
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-cd glfw-build
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-cmake <glfw-root-dir>
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+cd path/to/glfw
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+cmake -S . -B build
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@endcode
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-Once you have generated the project files or makefiles for your chosen
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-development environment, move on to @ref compile_compile.
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+Without other flags these will generate Visual Studio project files on Windows
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+and makefiles on other platforms. You can choose other targets using the `-G`
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+flag.
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+@code{.sh}
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+cmake -S path/to/glfw -B path/to/build -G Xcode
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+@endcode
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-@subsubsection compile_generate_gui Generating files with the CMake GUI
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+By default GLFW will use X11 on Linux and other Unix-like systems other
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+than macOS. To use Wayland instead, set the `GLFW_USE_WAYLAND` CMake option.
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-If you are using the GUI version, choose the root of the GLFW source tree as
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-source location and the same directory or another, empty directory as the
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-destination for binaries. Choose _Configure_, change any options you wish to,
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-_Configure_ again to let the changes take effect and then _Generate_.
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+@code{.sh}
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+cmake -S path/to/glfw -B path/to/build -D GLFW_USE_WAYLAND=1
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+@endcode
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Once you have generated the project files or makefiles for your chosen
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development environment, move on to @ref compile_compile.
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@@ -177,20 +169,39 @@ development environment, move on to @ref compile_compile.
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You should now have all required dependencies and the project files or makefiles
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necessary to compile GLFW. Go ahead and compile the actual GLFW library with
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-these files, as you would with any other project:
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+these files as you would with any other project.
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+
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+With Visual Studio open `GLFW.sln` and use the Build menu. With Xcode open
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+`GLFW.xcodeproj` and use the Project menu.
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+
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+With Linux, macOS and other forms of Unix, run `make`.
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+
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+@code{.sh}
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+cd path/to/build
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+make
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+@endcode
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+
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+With MinGW, it is `mingw32-make`.
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+
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+@code{.sh}
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+cd path/to/build
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+mingw32-make
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+@endcode
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+
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+Any CMake build directory can also be built with the `cmake` command and the
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+`--build` flag.
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-e.g. on linux or unix,
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@code{.sh}
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-cd <glfw-root-dir>
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-make install
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+cmake --build path/to/build
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@endcode
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-or on Windows, open the .sln file in Visual Studio and build via the file menu.
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-Once the GLFW library is compiled, you are ready to build your applications,
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+This will run the platform specific build tool the directory was generated for.
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+
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+Once the GLFW library is compiled you are ready to build your application,
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linking it to the GLFW library. See @ref build_guide for more information.
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-@subsection compile_options CMake options
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+@section compile_options CMake options
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The CMake files for GLFW provide a number of options, although not all are
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available on all supported platforms. Some of these are de facto standards
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@@ -206,59 +217,103 @@ Finally, if you don't want to use any GUI, you can set options from the `cmake`
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command-line with the `-D` flag.
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@code{.sh}
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-cmake -DBUILD_SHARED_LIBS=ON .
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+cmake -S path/to/glfw -B path/to/build -D BUILD_SHARED_LIBS=ON
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@endcode
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-@subsubsection compile_options_shared Shared CMake options
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+@subsection compile_options_shared Shared CMake options
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@anchor BUILD_SHARED_LIBS
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__BUILD_SHARED_LIBS__ determines whether GLFW is built as a static
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-library or as a DLL / shared library / dynamic library.
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+library or as a DLL / shared library / dynamic library. This is disabled by
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+default, producing a static GLFW library.
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@anchor GLFW_BUILD_EXAMPLES
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__GLFW_BUILD_EXAMPLES__ determines whether the GLFW examples are built
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along with the library. This is enabled by default unless GLFW is being built
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-as a sub-project.
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+as a sub-project of a larger CMake project.
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@anchor GLFW_BUILD_TESTS
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__GLFW_BUILD_TESTS__ determines whether the GLFW test programs are
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built along with the library. This is enabled by default unless GLFW is being
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-built as a sub-project.
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+built as a sub-project of a larger CMake project.
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@anchor GLFW_BUILD_DOCS
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__GLFW_BUILD_DOCS__ determines whether the GLFW documentation is built along
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-with the library.
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+with the library. This is enabled by default if
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+[Doxygen](https://www.doxygen.nl/) is found by CMake during configuration.
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@anchor GLFW_VULKAN_STATIC
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__GLFW_VULKAN_STATIC__ determines whether to use the Vulkan loader linked
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-directly with the application.
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+directly with the application. This is disabled by default.
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-@subsubsection compile_options_win32 Windows specific CMake options
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+@subsection compile_options_win32 Windows specific CMake options
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@anchor USE_MSVC_RUNTIME_LIBRARY_DLL
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__USE_MSVC_RUNTIME_LIBRARY_DLL__ determines whether to use the DLL version or the
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-static library version of the Visual C++ runtime library. If set to `ON`, the
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-DLL version of the Visual C++ library is used.
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+static library version of the Visual C++ runtime library. When enabled, the
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+DLL version of the Visual C++ library is used. This is enabled by default.
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-@note On CMake 3.15 and later you can set the
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+On CMake 3.15 and later you can set the standard CMake
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[CMAKE_MSVC_RUNTIME_LIBRARY](https://cmake.org/cmake/help/latest/variable/CMAKE_MSVC_RUNTIME_LIBRARY.html)
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-variable instead of this option.
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+variable instead of this GLFW-specific option.
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@anchor GLFW_USE_HYBRID_HPG
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__GLFW_USE_HYBRID_HPG__ determines whether to export the `NvOptimusEnablement` and
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`AmdPowerXpressRequestHighPerformance` symbols, which force the use of the
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high-performance GPU on Nvidia Optimus and AMD PowerXpress systems. These symbols
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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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+will not work if GLFW is built as a DLL. This is disabled by default, letting
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+the operating system and driver decide.
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+
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+
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+@subsection compile_options_wayland Wayland specific CMake options
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+
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+@anchor GLFW_USE_WAYLAND
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+__GLFW_USE_WAYLAND__ determines whether to compile the library for Wayland.
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+This option is only available on Linux and other Unix-like systems other than
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+macOS. This is disabled by default.
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+
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+
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+@section compile_mingw_cross Cross-compilation with CMake and MinGW
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+
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+Both Cygwin and many Linux distributions have MinGW or MinGW-w64 packages. For
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+example, Cygwin has the `mingw64-i686-gcc` and `mingw64-x86_64-gcc` packages
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+for 32- and 64-bit version of MinGW-w64, while Debian GNU/Linux and derivatives
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+like Ubuntu have the `mingw-w64` package for both.
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+
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+GLFW has CMake toolchain files in the `CMake` subdirectory that set up
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+cross-compilation of Windows binaries. To use these files you set the
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+`CMAKE_TOOLCHAIN_FILE` CMake variable with the `-D` flag add an option when
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+configuring and generating the build files.
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+
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+@code{.sh}
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+cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=path/to/file
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+@endcode
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+
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+The exact toolchain file to use depends on the prefix used by the MinGW or
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+MinGW-w64 binaries on your system. You can usually see this in the /usr
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+directory. For example, both the Ubuntu and Cygwin MinGW-w64 packages have
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+`/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct invocation
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+would be:
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+
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+@code{.sh}
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+cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake
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+@endcode
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+
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+The path to the toolchain file is relative to the path to the GLFW source tree
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+passed to the `-S` flag, not to the current directory.
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+
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+For more details see the
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+[CMake toolchain guide](https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html).
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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 configuration macro to be defined in order to know what window system it's
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+a configuration macro to be defined in order to know what window system it is
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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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@@ -290,11 +345,6 @@ of @b _GLFW_VULKAN_LIBRARY, @b _GLFW_EGL_LIBRARY, @b _GLFW_GLX_LIBRARY, @b
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_GLFW_OSMESA_LIBRARY, @b _GLFW_OPENGL_LIBRARY, @b _GLFW_GLESV1_LIBRARY and @b
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_GLFW_GLESV2_LIBRARY. Otherwise, GLFW will use the built-in default names.
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-For the EGL context creation API, the following options are available:
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-
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- - @b _GLFW_USE_EGLPLATFORM_H to use an existing `EGL/eglplatform.h` header file
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- for native handle types (fallback)
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-
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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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