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I'm trying to compile a program on MacOSX that I originally wrote on a Windows OS. The program is a large C++ program with the OpenGL API among other things, totaling very many directories and files.

The compilation process at first had a problem with OpenGL for the Mac so I downloaded all the command line utilities of OpenGL for it to work. But as you might imagine, each C file within the OpenGL download had many preprocessors, each of which I in turn had to downloaded the dependencies for.

However, I have remaining one critical step: I receive a fatal error saying that windows.h file is not found. This seems something inherent to the Windows system (the windows.h file is nowhere to be found in my huge list of directories for the program), and the Mac does not seem to have an equivalent for windows.h (http://cboard.cprogramming.com/c-programming/96087-windows-h-mac.html).

Am I out of luck trying to compile this program for the Mac or can something be salvaged?

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One thing you can do is create a dummy file called windows.h to satisfy the #include directive, then track down the missing typedefs, #defines, etc. one-by-one by looking at the compiler error log.

Windows.h is monolithic and includes about a hundred other Windows headers, but your program is not going to need all of those definitions. This assumes you are not using the Windows API directly, and only using simple things like DWORD. If your software is built using a framework like GLUT or GLFW that is entirely possible, but if you directly interface with WGL, you are going to have a lot of work ahead of you.


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