This is a preliminary ARM64 platform support for wxWidgets at "it
compiles" stage. This will allow building and testing wxWidgets based
apps for oncoming Windows 10 ARM64.
Requirements:
- Visual Studio 2017 Update 4 or later with Visual C++ compilers and
libraries for ARM64 component installed
Building:
1. Open command prompt.
2. Change directory to build\msw subfolder.
3. Run "C:\Program Files (x86)\Microsoft Visual
Studio\2017\Community\VC\Auxiliary\Build\vcvarsamd64_arm64.bat" once.
4. Use `nmake TARGET_CPU=ARM64 ...` to build required flavor of wxWidget
libraries.
Notes:
1. Building of *.sln/*.vcxproj files does not support ARM64 yet. This
requires to hardcode Windows SDK to 10.0.15063.0 or later in
*.vcxproj files, which would render them non-compilable in older
Visual Studio versions. Microsoft is aware of this issue and is
planning a fix in the next version of Visual Studio.
2. wxmsw31ud_gl.dll does not build yet. Awaiting Microsoft to deliver
missing opengl32.lib for ARM64. Please, specify USE_OPENGL=0.
Closes https://github.com/wxWidgets/wxWidgets/pull/923
This basically removes the "adv" library, even though it's still
preserved for compatibility with user make/project files referring to
it.
It is done because the distinction between "adv" and "core" was never
really clear (e.g. why wxTreeCtrl was in core but wxTreeListCtrl in
adv?) and it prevented some core classes from using adv ones.
The auto-generated header causes undefined members and identifiers in the
standard c++ headers when using clang on macOS or Windows.
Do not disable precompiled headers entirely but use the main Scintilla
header as prefix header so there is at least a small speedup.
Recognize HaikuOS and work around several platforms with socket-related
functions there.
Also make wxQt the default port under this platform.
See #9168.
After the recent dynamic array macros refactoring, there was no
implementation of wxBaseArray any more and only wxArrayString-related
code remained in this file, so just move the latter to arrstr.cpp, where
it should have been put from the beginning (except that this code
probably predates arrstr.cpp addition), and remove the old file
entirely.
- Functions that set wxMONO_* vars need to set them in parent scope, from macros instead of functions (functions would need grandparent scope)
- Fix a conflict with xml library linking Mono which made core include the wrong png headers
- Fix setting of NOPCH on windows to go through the wx_lib_compile_definitions instead of target_compile_definitions so it carries to monolithic build
- Allow use of precompiled header in MSVC via calling wx_finalize_lib(mono)
- Introduce wxMONO_NONCOMPILED_CPP_FILES to deal with set_source_files_properties only applying within the current CMakeLists file
- Fix demos building against monolithic library by using wx_exe_link_libraries instead of target_link_libraries (similar to what the tests already do)
Closes#18074
This file was added in 4d524cdd0e a long
time ago but doesn't seem to have been ever actually used for anything
and is outdated, e.g. contains LSRequiresCarbon=true, which shouldn't be
used any longer.
Remove the file itself and all references to it.
This setting is important for some functionality provided by
wxNSApplcation and most importantly without the setting all samples
where only shown scaled on high DPI displays.
Notice that it was already present in src/osx/carbon/Info.plist.in which
is used for the samples in autoconf build.
Closes https://github.com/wxWidgets/wxWidgets/pull/743
Prepare for using liblzma in wxWidgets code by adding the necessary
option and updating the configure check for it (which had been already
present due to libtiff possible dependency on liblzma).
No real changes yet.
Add 'BEFORE' to target_include_directories so we include the headers
of the buildin third-party libraries before headers of third-party
libraries included in wxTOOLKIT_INCLUDE_DIRS.