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Documentation work
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@@ -49,7 +49,7 @@ In other words:
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If you are using an OpenGL extension loading library such as
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[glad](https://github.com/Dav1dde/glad), the extension loader header should
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either be included _before_ the GLFW one, or the `GLFW_INCLUDE_NONE` macro
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either be included _before_ the GLFW one, or the @ref GLFW_INCLUDE_NONE macro
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(described below) should be defined.
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@@ -58,30 +58,37 @@ either be included _before_ the GLFW one, or the `GLFW_INCLUDE_NONE` macro
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These macros may be defined before the inclusion of the GLFW header and affect
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its behavior.
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`GLFW_DLL` is required on Windows when using the GLFW DLL, to tell the compiler
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that the GLFW functions are defined in a DLL.
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@anchor GLFW_DLL
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__GLFW_DLL__ is required on Windows when using the GLFW DLL, to tell the
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compiler that the GLFW functions are defined in a DLL.
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The following macros control which OpenGL or OpenGL ES API header is included.
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Only one of these may be defined at a time.
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`GLFW_INCLUDE_GLCOREARB` makes the GLFW header include the modern
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@anchor GLFW_INCLUDE_GLCOREARB
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__GLFW_INCLUDE_GLCOREARB__ makes the GLFW header include the modern
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`GL/glcorearb.h` header (`OpenGL/gl3.h` on macOS) instead of the regular OpenGL
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header.
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`GLFW_INCLUDE_ES1` makes the GLFW header include the OpenGL ES 1.x `GLES/gl.h`
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@anchor GLFW_INCLUDE_ES1
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__GLFW_INCLUDE_ES1__ makes the GLFW header include the OpenGL ES 1.x `GLES/gl.h`
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header instead of the regular OpenGL header.
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`GLFW_INCLUDE_ES2` makes the GLFW header include the OpenGL ES 2.0 `GLES2/gl2.h`
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header instead of the regular OpenGL header.
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@anchor GLFW_INCLUDE_ES2
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__GLFW_INCLUDE_ES2__ makes the GLFW header include the OpenGL ES 2.0
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`GLES2/gl2.h` header instead of the regular OpenGL header.
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`GLFW_INCLUDE_ES3` makes the GLFW header include the OpenGL ES 3.0 `GLES3/gl3.h`
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header instead of the regular OpenGL header.
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@anchor GLFW_INCLUDE_ES3
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__GLFW_INCLUDE_ES3__ makes the GLFW header include the OpenGL ES 3.0
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`GLES3/gl3.h` header instead of the regular OpenGL header.
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`GLFW_INCLUDE_ES31` makes the GLFW header include the OpenGL ES 3.1 `GLES3/gl31.h`
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header instead of the regular OpenGL header.
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@anchor GLFW_INCLUDE_ES31
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__GLFW_INCLUDE_ES31__ makes the GLFW header include the OpenGL ES 3.1
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`GLES3/gl31.h` header instead of the regular OpenGL header.
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`GLFW_INCLUDE_NONE` makes the GLFW header not include any OpenGL or OpenGL ES API
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header. This is useful in combination with an extension loading library.
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@anchor GLFW_INCLUDE_NONE
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__GLFW_INCLUDE_NONE__ makes the GLFW header not include any OpenGL or OpenGL ES
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API header. This is useful in combination with an extension loading library.
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If none of the above inclusion macros are defined, the standard OpenGL `GL/gl.h`
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header (`OpenGL/gl.h` on macOS) is included.
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@@ -90,14 +97,17 @@ The following macros control the inclusion of additional API headers. Any
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number of these may be defined simultaneously, and/or together with one of the
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above macros.
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`GLFW_INCLUDE_VULKAN` makes the GLFW header include the Vulkan `vulkan/vulkan.h`
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header in addition to any selected OpenGL or OpenGL ES header.
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@anchor GLFW_INCLUDE_VULKAN
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__GLFW_INCLUDE_VULKAN__ makes the GLFW header include the Vulkan
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`vulkan/vulkan.h` header in addition to any selected OpenGL or OpenGL ES header.
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`GLFW_INCLUDE_GLEXT` makes the GLFW header include the appropriate extension
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@anchor GLFW_INCLUDE_GLEXT
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__GLFW_INCLUDE_GLEXT__ makes the GLFW header include the appropriate extension
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header for the OpenGL or OpenGL ES header selected above after and in addition
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to that header.
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`GLFW_INCLUDE_GLU` makes the header include the GLU header in addition to the
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@anchor GLFW_INCLUDE_GLU
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__GLFW_INCLUDE_GLU__ makes the header include the GLU header in addition to the
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header selected above. This should only be used with the standard OpenGL header
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and only for compatibility with legacy code. GLU has been deprecated and should
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not be used in new code.
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@@ -141,9 +151,9 @@ set of default libraries along with other dependencies like `user32` and
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`kernel32`. If you are using GLU, you must also link with `glu32`.
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The link library for the GLFW DLL is named `glfw3dll`. When compiling an
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application that uses the DLL version of GLFW, you need to define the `GLFW_DLL`
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macro _before_ any inclusion of the GLFW header. This can be done either with
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a compiler switch or by defining it in your source code.
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application that uses the DLL version of GLFW, you need to define the @ref
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GLFW_DLL macro _before_ any inclusion of the GLFW header. This can be done
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either with a compiler switch or by defining it in your source code.
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An application using the GLFW DLL does not need to link against any of its
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dependencies, but you still have to link against `opengl32` if your application
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@@ -178,8 +188,8 @@ add_subdirectory(path/to/glfw)
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Once GLFW has been added to the project, link against it with the `glfw` target.
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This adds all link-time dependencies of GLFW as it is currently configured,
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the include directory for the GLFW header and, when applicable, the
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[GLFW_DLL](@ref build_macros) macro.
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the include directory for the GLFW header and, when applicable, the @ref
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GLFW_DLL macro.
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@code{.cmake}
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target_link_libraries(myapp glfw)
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