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Camilla Berglund 2013-10-21 22:35:22 +02:00
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Коммит 99f40ede1b
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@ -35,19 +35,19 @@ Windows and OS X from the [CMake website](http://www.cmake.org/).
Additional dependencies are listed below.
#### Visual C++ on Windows
#### 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.
#### MinGW or MinGW-w64 on Windows
#### Dependencies with MinGW or MinGW-w64 on Windows
These packages contain all the necessary headers, link libraries and tools
except for CMake.
#### MinGW or MinGW-w64 cross-compilation
#### 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
@ -73,14 +73,14 @@ For more details see the article
the CMake wiki.
#### Xcode on OS X
#### 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.
#### Unix-like systems with 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
@ -91,7 +91,7 @@ packages. Note that using header files and libraries from Mesa during
compilation *will not* tie your binaries to the Mesa implementation of OpenGL.
### Generating with 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
@ -103,7 +103,7 @@ 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.
#### Using CMake from the command-line
#### 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
@ -122,7 +122,7 @@ argument.
cmake ..
#### Using the 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
@ -142,7 +142,7 @@ Some package systems like Ubuntu and other distributions based on Debian
GNU/Linux have this tool in a separate `cmake-curses-gui` package.
#### Shared options
#### Shared CMake options
`BUILD_SHARED_LIBS` determines whether GLFW is built as a static
library or as a DLL / shared library / dynamic library.
@ -164,7 +164,7 @@ along with the library.
built along with the library.
#### OS X specific options
#### OS X specific CMake options
`GLFW_USE_CHDIR` determines whether `glfwInit` changes the current
directory of bundled applications to the `Contents/Resources` directory.
@ -175,7 +175,7 @@ directory of bundled applications to the `Contents/Resources` directory.
`GLFW_BUILD_UNIVERSAL` determines whether to build Universal Binaries.
#### Windows specific options
#### 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
@ -193,7 +193,7 @@ symbol, which forces the use of the high-performance GPU on nVidia Optimus
systems.
#### EGL specific options
#### 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
@ -203,7 +203,11 @@ platforms.
## Installing GLFW
A rudimentary installation target is provided for all supported platforms via
CMake.
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.
## Using GLFW
@ -235,7 +239,7 @@ See the [GLFW documentation](http://www.glfw.org/docs/latest/).
- [Cocoa] Bugfix: The refresh rate was zero for all modes of certain monitors
- [Cocoa] Bugfix: The `install_name` field of the dynamic library was not set
- [Cocoa] Bugfix: Full screen windows were never reported as having focus
- [Cocoa] Bugfix: A superfluous IO flag test prevented video modes from being
- [Cocoa] Bugfix: A superfluous I/O flag test prevented video modes from being
listed for Thunderbolt monitor
- [X11] Added setting of the `WM_CLASS` property to the initial window title
- [X11] Bugfix: Removed joystick axis value negation left over from GLFW 2