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Add runtime platform selection
This adds compile-time support for multiple platforms and runtime detection of them. Window system related platform functions are now called from shared code via the function pointer struct _GLFWplatform. The timer, thread and module loading platform functions are still called directly by name and the implementation chosen at link-time. These functions are the same for any backend on a given OS, including the Null backend. The platforms are now enabled via CMake dependent options following the GLFW_BUILD_<platform> pattern instead of a mix of automagic and ad-hoc option names. There is no longer any option for the Null backend as it is now always enabled. Much of the struct stitching work in platform.h was based on an earlier experimental branch for runtime platform selection by @ronchaine. Every platform function related to windows, contexts, monitors, input, event processing and Vulkan have been renamed so that multiple sets of them can exist without colliding. Calls to these are now routed through the _glfw.platform struct member. These changes makes up most of this commit. For Wayland and X11 the client library loading and display creation is used to detect a running compositor/server. The XDG_SESSION_TYPE environment variable is ignored for now, as X11 is still by far the more complete implementation. Closes #1655 Closes #1958
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@@ -71,37 +71,42 @@ pkg install xorgproto
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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 the required depdendencies, move on to @ref compile_generate.
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Once you have the required dependencies, move on to @ref compile_generate.
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@subsubsection compile_deps_wayland Dependencies for Wayland on Unix-like systems
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@subsubsection compile_deps_wayland Dependencies for Wayland and X11 on Unix-like systems
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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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To compile GLFW for both Wayland and X11, you need to have the X11, Wayland and xkbcommon
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development packages installed. They are not needed to build or run programs that use
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GLFW. You will also need to set the @ref GLFW_BUILD_WAYLAND CMake option in the next
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step when generating build files.
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On Debian and derivates like Ubuntu and Linux Mint you will need the
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`libwayland-dev`, `libxkbcommon-dev` and `wayland-protocols` packages.
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On Debian and derivates like Ubuntu and Linux Mint you will need the `libwayland-dev`,
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`libxkbcommon-dev` and `wayland-protocols` packages and the `xorg-dev` meta-package.
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These will pull in all other dependencies.
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@code{.sh}
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sudo apt install libwayland-dev libxkbcommon-dev wayland-protocols
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sudo apt install libwayland-dev libxkbcommon-dev wayland-protocols xorg-dev
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@endcode
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On Fedora and derivatives like Red Hat you will need the `wayland-devel`,
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`libxkbcommon-devel` and `wayland-protocols-devel` packages.
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`libxkbcommon-devel`, `wayland-protocols-devel`, `libXcursor-devel`, `libXi-devel`,
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`libXinerama-devel` and `libXrandr-devel` packages. These will pull in all other
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dependencies.
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@code{.sh}
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sudo dnf install wayland-devel libxkbcommon-devel wayland-protocols-devel
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sudo dnf install wayland-devel libxkbcommon-devel wayland-protocols-devel libXcursor-devel libXi-devel libXinerama-devel libXrandr-devel
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@endcode
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On FreeBSD you will need the `wayland`, `libxkbcommon` and `wayland-protocols`
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packages.
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On FreeBSD you will need the `wayland`, `libxkbcommon` and `wayland-protocols` packages.
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The X11 headers are installed along the end-user X11 packages, so if you have an X server
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running you should have the headers as well. If not, install the `xorgproto` package.
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@code{.sh}
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pkg install wayland libxkbcommon wayland-protocols
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pkg install wayland libxkbcommon wayland-protocols xorgproto
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@endcode
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Once you have the required depdendencies, move on to @ref compile_generate.
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Once you have the required dependencies, move on to @ref compile_generate.
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@subsection compile_generate Generating build files with CMake
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@@ -135,9 +140,9 @@ 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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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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By default GLFW will use X11 on Linux and other Unix-like systems other than macOS. To
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include support for Wayland as well, set the @ref GLFW_BUILD_WAYLAND option in the GLFW
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section of the variable list, then apply the new value as described above.
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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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@@ -170,10 +175,11 @@ cmake -S path/to/glfw -B path/to/build -G Xcode
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@endcode
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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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than macOS. To also include support for Wayland, set the @ref GLFW_BUILD_WAYLAND CMake
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option.
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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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cmake -S path/to/glfw -B path/to/build -D GLFW_BUILD_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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@@ -274,6 +280,11 @@ directly with the application. This is disabled by default.
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@subsection compile_options_win32 Windows specific CMake options
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@anchor GLFW_BUILD_WIN32
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__GLFW_BUILD_WIN32__ determines whether to include support for Win32 when compiling the
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library. This option is only available when compiling for Windows. This is enabled by
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default.
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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. When enabled, the
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@@ -292,12 +303,25 @@ 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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@subsection compile_options_wayland Wayland specific CMake options
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@subsection compile_options_macos macOS specific CMake options
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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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@anchor GLFW_BUILD_COCOA
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__GLFW_BUILD_COCOA__ determines whether to include support for Cocoa when compiling the
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library. This option is only available when compiling for macOS. This is enabled by
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default.
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@subsection compile_options_unix Unix-like system specific CMake options
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@anchor GLFW_BUILD_WAYLAND
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__GLFW_BUILD_WAYLAND__ determines whether to include support for Wayland when compiling
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the library. This option is only available when compiling for Linux and other Unix-like
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systems other than macOS. This is disabled by default.
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@anchor GLFW_BUILD_X11
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__GLFW_BUILD_X11__ determines whether to include support for X11 when compiling the
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library. This option is only available when compiling for Linux and other Unix-like
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systems other than macOS. This is enabled by default.
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@section compile_mingw_cross Cross-compilation with CMake and MinGW
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@@ -335,25 +359,26 @@ For more details see the
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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 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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If you wish to compile GLFW without its CMake build environment then you will have to do
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at least some of the platform detection yourself. There are preprocessor macros for
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enabling support for the platforms (window systems) available. There are also optional,
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platform-specific macros for various features.
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When building, GLFW will expect the necessary configuration macros to be defined
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on the command-line. The GLFW CMake files set these as private compile
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definitions on the GLFW target but if you compile the GLFW sources manually you
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will need to define them yourself.
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The window creation API is used to create windows, handle input, monitors, gamma
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ramps and clipboard. The options are:
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The window system is used to create windows, handle input, monitors, gamma ramps and
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clipboard. The options are:
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- @b _GLFW_COCOA to use the Cocoa frameworks
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- @b _GLFW_WIN32 to use the Win32 API
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- @b _GLFW_X11 to use the X Window System
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- @b _GLFW_WAYLAND to use the Wayland API (experimental and incomplete)
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- @b _GLFW_OSMESA to use the OSMesa API (headless and non-interactive)
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- @b _GLFW_WAYLAND to use the Wayland API (incomplete)
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The @b _GLFW_WAYLAND and @b _GLFW_X11 macros may be combined and produces a library that
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attempts to detect the appropriate platform at initialization.
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If you are building GLFW as a shared library / dynamic library / DLL then you
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must also define @b _GLFW_BUILD_DLL. Otherwise, you must not define it.
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