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git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@28934 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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427 lines
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<?xml version="1.0" encoding="iso-8859-1" ?>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" />
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<meta name="generator" content="Docutils 0.3.1: http://docutils.sourceforge.net/" />
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<title>Building wxPython 2.5 for Development and Testing</title>
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<link rel="stylesheet" href="default.css" type="text/css" />
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</head>
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<body>
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<div class="document" id="building-wxpython-2-5-for-development-and-testing">
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<h1 class="title">Building wxPython 2.5 for Development and Testing</h1>
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<p>This file describes how I build wxWidgets and wxPython while doing
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development and testing, and is meant to help other people that want
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to do the same thing. I'll assume that you are using either a CVS
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snapshot from <a class="reference" href="http://wxWidgets.org/snapshots/">http://wxWidgets.org/snapshots/</a>, a checkout from CVS, or
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one of the released wxPythonSrc-2.5.* tarballs. I'll also assume that
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you know your way around your system, the compiler, etc. and most
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importantly, that you know what you are doing! ;-)</p>
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<p>If you want to also install the version of wxPython you build to be in
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your site-packages dir and be your default version of wxPython, then a
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few additional steps are needed, and you may want to use slightly
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different options. See the <a class="reference" href="INSTALL.html">INSTALL</a> document for more details. If
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you only use the instructions in this <a class="reference" href="BUILD.html">BUILD</a> document file then you
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will end up with a separate installation of wxPython and you can
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switch back and forth between this and the release version that you
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may already have installed.</p>
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<p>If you want to make changes to any of the <tt class="literal"><span class="pre">*.i</span></tt> files, (SWIG interface
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definition files,) or to regenerate the extension sources or renamer
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modules, then you will need an up to date version of SWIG. Either get
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and build the current CVS version, or version 1.3.20, and then apply
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the patches in wxPython/SWIG. See the README.txt in that dir for
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details about each patch and also info about those that may already
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have been applied to the SWIG sources. If you install this build of
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SWIG to a location that is not on the PATH (so it doesn't interfere
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with an existing SWIG install for example) then you can set a setup.py
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command-line variable named SWIG to be the full path name of the
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executable and the wxPython build will use it. See below for an
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example.</p>
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<p>In the text below I'll use WXDIR with environment variable syntax
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(either $WXDIR or %WXDIR%) to refer to the top level directory were
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your wxWidgerts and wxPython sources are located. It will equate to
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whereever you checked out the wxWidgets module from CVS, or untarred
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the wxPythonSrc tarball to. You can either substitute the $WXDIR text
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below with your actual dir, or set the value in the environment and
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use it just like you see it below.</p>
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<p>If you run into what appears to be compatibility issues between
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wxWidgets and wxPython while building wxPython, be sure you are using
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the wxWidgets sources included with the wxPythonSrc tarball or the CVS
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snapshot, and not a previously installed version or a version
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installed from one of the standard wxWidgets installers. With the
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"unstable" releases (have a odd-numbered minor release value, where
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the APIs are allowed to change) there are often significant
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differences between the W.X.Y release of wxWidgets and the W.X.Y.Z
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release of wxPython.</p>
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<div class="section" id="building-on-unix-like-systems-e-g-linux-and-os-x">
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<h1><a name="building-on-unix-like-systems-e-g-linux-and-os-x">Building on Unix-like Systems (e.g. Linux and OS X)</a></h1>
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<p>These platforms are built almost the same way while in development
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so I'll combine the descriptions about their build process here.
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First we will build wxWidgets and install it to an out of the way
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place, then do the same for wxPython.</p>
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<ol class="arabic">
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<li><p class="first">Create a build directory in the main wxWidgets dir, and configure
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wxWidgets. If you want to have multiple builds with different
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configure options, just use different subdirectories. I normally
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put the configure command in a script named ".configure" in each
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build dir so I can easily blow away everything in the build dir and
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rerun the script without having to remember the options I used
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before:</p>
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<pre class="literal-block">
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cd $WXDIR
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mkdir bld
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cd bld
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../configure --prefix=/opt/wx/2.5 \
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--with-gtk \
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--with-opengl \
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--enable-debug \
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--enable-geometry \
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--enable-sound --with-sdl \
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--enable-display \
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</pre>
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<p>On OS X of course you'll want to use --with-mac instead of
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--with-gtk.</p>
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<p><strong>NOTE</strong>: Due to a recent change there is a dependency problem in the
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multilib builds of wxWidgets on OSX, so I have switched to a
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monolithic build on that platform. (IOW, all of the core code in
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one shared library instead of several.) I would also expect other
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unix builds to do just fine with a monolithic library, but I havn't
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tested it in a while so your mileage may vary. Anyway, to switch
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to the monolithic build of wxWidgets just add this configure flag:</p>
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<pre class="literal-block">
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--enable-monolithic \
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</pre>
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<p>By default GTK2 will be selected if it is on your build system. To
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force the use of GTK 1.2.x add this flag:</p>
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<pre class="literal-block">
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--disable-gtk2 \
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</pre>
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<p>To make the wxWidgets build be Unicode enabled (strongly
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recommended if you are building with GTK2) then add:</p>
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<pre class="literal-block">
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--enable-unicode \
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</pre>
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<p>Notice that I used a prefix of /opt/wx/2.5. You can use whatever
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path you want, such as a path in your HOME dir or even one of the
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standard prefix paths such as /usr or /usr/local if you like, but
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using /opt this way lets me easily have multiple versions and ports
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of wxWidgets "installed" and makes it easy to switch between them,
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without impacting any versions of wxWidgets that may have been
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installed via an RPM or whatever. For the rest of the steps below
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be sure to also substitute "/opt/wx/2.5" with whatever prefix you
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choose for your build.</p>
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<p>If you want to use the image and zlib libraries included with
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wxWidgets instead of those already installed on your system, (for
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example, to reduce dependencies on 3rd party libraries) then you
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can add these flags to the configure command:</p>
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<pre class="literal-block">
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--with-libjpeg=builtin \
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--with-libpng=builtin \
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--with-libtiff=builtin \
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--with-zlib=builtin \
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</pre>
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</li>
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<li><p class="first">To build and install wxWidgets you could just use the "make"
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command but there are other libraries besides the main wxWidgets
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libs that also need to be built so again I make a script to do it
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all for me so I don't forget anything. This time it is called
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".make" (I use the leading "." so when I do <tt class="literal"><span class="pre">rm</span> <span class="pre">-r</span> <span class="pre">*</span></tt> in my build
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dir I don't lose my scripts too.) This is what it looks like:</p>
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<pre class="literal-block">
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make $* \
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&& make -C contrib/src/gizmos $* \
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&& make -C contrib/src/ogl CXXFLAGS="-DwxUSE_DEPRECATED=0" $* \
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&& make -C contrib/src/stc $* \
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&& make -C contrib/src/xrc $*
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</pre>
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<p>So you just use .make as if it where make, but don't forget to set
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the execute bit on .make first!:</p>
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<pre class="literal-block">
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.make
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.make install
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</pre>
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<p>When it's done you should have an installed set of files under
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/opt/wx/2.5 containing just wxWidgets. Now to use this version of
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wxWidgets you just need to add /opt/wx/2.5/bin to the PATH and set
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LD_LIBRARY_PATH (or DYLD_LIBRARY_PATH on OS X) to /opt/wx/2.5/lib.</p>
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</li>
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<li><p class="first">I also have a script to help me build wxPython and it is checked in
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to the CVS as wxWidgets/wxPython/b, but you probably don't want to
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use it as it's very cryptic and expects that you want to run SWIG,
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so if you don't have the latest patched up version of SWIG then
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you'll probably get stuck. So I'll just give the raw commands
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instead.</p>
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<p>We're not going to install the development version of wxPython with
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these commands, so it won't impact your already installed version
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of the latest release. You'll be able test with this version when
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you want to, and use the installed release version the rest of the
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time. If you want to install the development version please read
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INSTALL.txt.</p>
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<p>If you have more than one version of Python on your system then be
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sure to use the version of Python that you want to use when running
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wxPython programs to run the setup.py commands below. I'll be
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using python2.3.</p>
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<p>Make sure that the first wx-config found on the PATH is the one you
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installed above, and then change to the $WXDIR/wxPython dir and
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run the this command:</p>
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<pre class="literal-block">
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cd $WXDIR/wxPython
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python2.3 setup.py build_ext --inplace --debug
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</pre>
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<p>If your new wx-config script is not on the PATH, or there is some
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other version of it found first, then you can add this to the
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command line to ensure your new one is used instead:</p>
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<pre class="literal-block">
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WX_CONFIG=/opt/wx/2.5/bin/wx-config
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</pre>
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<p>By default setup.py will assume that you built wxWidgets to use
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GTK2. If you built wxWidgets to use GTK 1.2.x then you should add
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this flag to the command-line:</p>
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<pre class="literal-block">
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WXPORT=gtk2
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</pre>
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<p>If you would like to do a Unicode enabled build (all strings sent
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to or retruned from wx functions are Unicode objects) and your
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wxWidgets was built with unicode enabled then add this flag:</p>
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<pre class="literal-block">
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UNICODE=1
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</pre>
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<p>If you are wanting to have the source files regenerated with swig,
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then you need to turn on the USE_SWIG flag and optionally tell it
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where to find the new swig executable, so add these flags:</p>
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<pre class="literal-block">
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USE_SWIG=1 SWIG=/opt/swig/bin/swig
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</pre>
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<p>If you get errors about being unable to find libGLU, wxGLCanvas
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being undeclared, or something similar then you can add
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BUILD_GLCANVAS=0 to the setup.py command line to disable the
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building of the glcanvas module.</p>
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<p>When the setup.py command is done you should have fully populated
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wxPython and wx packages locally in $WXDIR/wxPython/wxPython and
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$WXDIR/wxPython/wx, with all the extension modules (<tt class="literal"><span class="pre">*.so</span></tt> files)
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located in the wx package.</p>
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</li>
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<li><p class="first">To run code with the development version of wxPython, just set the
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PYTHONPATH to the wxPython dir located in the source tree. For
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example:</p>
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<pre class="literal-block">
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export LD_LIBRARY_PATH=/opt/wx/2.5/lib
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export PYTHONPATH=$WXDIR/wxPython
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cd $WXDIR/wxPython/demo
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python2.3 demo.py
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</pre>
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<p>OS X NOTE: You need to use "pythonw" on the command line to run
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wxPython applications. This version of the Python executable is
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part of the Python Framework and is allowed to interact with the
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display. You can also double click on a .py or a .pyw file from
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the finder (assuming that the PythonLauncher app is associated with
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these file extensions) and it will launch the Framework version of
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Python for you. For information about creating Applicaiton Bundles
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of your wxPython apps please see the wiki and the mail lists.</p>
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<p>SOLARIS NOTE: If you get unresolved symbol errors when importing
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wxPython and you are running on Solaris and building with gcc, then
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you may be able to work around the problem by uncommenting a bit of
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code in setup.py and building again. Look for 'SunOS' in setup.py
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and uncomment the block containing it. The problem is that Sun's ld
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does not automatically add libgcc to the link step.</p>
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</li>
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</ol>
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</div>
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<div class="section" id="building-on-windows">
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<h1><a name="building-on-windows">Building on Windows</a></h1>
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<p>The Windows builds currently require the use of Microsoft Visual C++.
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Theoretically, other compilers (such as mingw32 or the Borland
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compilers) can also be used but I've never done the work to make that
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happen. If you want to try that then first you'll want to find out if
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there are any tricks that have to be done to make Python extension
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modules using that compiler, and then make a few changes to setup.py
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to accomodate that. (And send the patches to me.) If you plan on
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using VisualStudio.Net (a.k.a. MSVC 7.1) keep in mind that you'll also
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have to build Python and any other extension modules that you use with
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that compiler because a different version of the C runtime library is
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used. The Python executable that comes from PythonLabs and the
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wxPython extensions that I distribute are built with MSVC 6 with all
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the Service Packs applied. This policy will change with Python 2.4
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and MSVC 7.1 will be used starting with that version.</p>
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<p>If you want to build a debuggable version of wxWidgets and wxPython you
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will need to have also built a debug version of Python and any other
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extension modules you need to use. You can tell if you have them
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already if there is a _d in the file names, for example python_d.exe
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or python23_d.dll. If you don't need to trace through the C/C++ parts
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of the code with the debugger then building the normal (or hybrid)
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version is fine, and you can use the regular python executables with
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it.</p>
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<p>Just like the unix versions I also use some scripts to help me build
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wxWidgets, but I use some non-standard stuff to do it. So if you have
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bash (cygwin or probably MSYS too) or 4NT plus unix-like cat and sed
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programs then there is a copy of my wxWidgets build scripts in
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%WXDIR%\wxPython\distrib\msw. Just copy them to
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%WXDIR%\build\msw and you can use them to do your build, otherwise
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you can do everything by hand as described below. But if you do work
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by hand and something doesn't seem to be working correctly please
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refer to the build scripts to see what may need to be done
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differently.</p>
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<p>The *.btm files are for 4NT and the others are for bash. They are:</p>
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<pre class="literal-block">
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.make/.make.btm Builds the main lib and the needed contribs
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.mymake/.mymake.btm Builds just one lib, use by .make
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.makesetup.mk A makefile that will copy and edit setup.h
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as needed for the different types of builds
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</pre>
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<p>Okay. Here's what you've been waiting for, the instructions! Adapt
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accordingly if you are using the bash shell.</p>
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<ol class="arabic">
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<li><p class="first">Set an environment variable to the root of the wxWidgets source
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tree. This is used by the makefiles:</p>
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<pre class="literal-block">
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set WXWIN=%WXDIR%
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</pre>
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</li>
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<li><p class="first">Copy setup0.h to setup.h:</p>
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<pre class="literal-block">
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cd %WXDIR%\include\wx\msw
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copy setup0.h setup.h
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</pre>
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</li>
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<li><p class="first">Edit %WXDIR%\include\wx\msw\setup.h and change a few settings:</p>
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<pre class="literal-block">
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wxDIALOG_UNIT_COMPATIBILITY 0
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wxUSE_DEBUG_CONTEXT 1
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wxUSE_MEMORY_TRACING 1
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wxUSE_DIALUP_MANAGER 0
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wxUSE_GLCANVAS 1
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wxUSE_POSTSCRIPT 1
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wxUSE_AFM_FOR_POSTSCRIPT 0
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wxUSE_DISPLAY 1
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</pre>
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<p>If you are using my build scripts then a few more settings will be
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changed and then a copy of setup.h is placed in a subdir of
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%WXWIN%\libvc_dll. If you are doing it by hand and making a
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UNICODE build, then also change these:</p>
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<pre class="literal-block">
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wxUSE_UNICODE 1
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wxUSE_UNICODE_MSLU 1
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</pre>
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<p>If you are doing a "hybrid" build (which is the same as the
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binaries that I release) then also change these:</p>
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<pre class="literal-block">
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wxUSE_MEMORY_TRACING 0
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wxUSE_DEBUG_CONTEXT 0
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</pre>
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</li>
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<li><p class="first">Make sure that %WXDIR%\lib\vc_dll directory is on the PATH. The
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wxWidgets DLLs will end up there as part of the build and so you'll
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need it on the PATH for them to be found at runtime.</p>
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</li>
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<li><p class="first">Change to the %WXDIR%\build\msw directory</p>
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<blockquote>
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<p>cd %WXDIR%\build\msw</p>
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</blockquote>
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</li>
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<li><p class="first">If using my scripts then use the .make.btm command to build
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wxWidgets. It needs one command-line parameter which controls what
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kind of build(s) to do. Use one of the following:</p>
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<pre class="literal-block">
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debug Build debug version
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hybrid Build hybrid version
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both Both debug and hybrid
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debug-uni Build a debug unicode library
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hybrid-uni Hybrid unicode (see the pattern yet? ;-)
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both-uni and finally both unicode libraries
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</pre>
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<p>For example:</p>
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<pre class="literal-block">
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.make hybrid
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</pre>
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<p>You can also pass additional command line parameters as needed and
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they will all be passed on to the nmake commands, for example to
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clean up the build:</p>
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<pre class="literal-block">
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.make hybrid clean
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</pre>
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<p>If <em>not</em> using my scripts then you can do it by hand by directly
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executing nmake with a bunch of extra command line parameters.
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The base set are:</p>
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<pre class="literal-block">
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-f makefile.vc OFFICIAL_BUILD=1 SHARED=1 MONOLITHIC=0 USE_OPENGL=1
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</pre>
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<p>If doing a debug build then add:</p>
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<pre class="literal-block">
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BUILD=debug
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</pre>
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<p>otherwise add these:</p>
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<pre class="literal-block">
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DEBUG_FLAG=1 CXXFLAGS=/D__NO_VC_CRTDBG__ WXDEBUGFLAG=h BUILD=release
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</pre>
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<p>If doing a Unicode build then add these flags:</p>
|
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<pre class="literal-block">
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UNICODE=1 MSLU=1
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</pre>
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<p>Now, from the %WXDIR%\build\msw directory run nmake with your
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selection of command-line flags as described above. Repeat this
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same command from the following directories in order to build the
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contrib libraries:</p>
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<pre class="literal-block">
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%WXDIR%\contrib\build\gizmos
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%WXDIR%\contrib\build\xrc
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%WXDIR%\contrib\build\stc
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%WXDIR%\contrib\build\ogl
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Note, that the ogl lib build will need an additional flag::
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CPPFLAGS="-DwxUSE_DEPRECATED=0"
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</pre>
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</li>
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<li><p class="first">When that is all done it will have built the main wxWidgets DLLs
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and also some of the contribs DLLs. There should be a ton of DLLs
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and lots of lib files and other stuff in %WXDIR%\lib\vc_dll.</p>
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</li>
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<li><p class="first">Building wxPython on Windows is very similar to doing it for the
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unix systems. We're not going to install the development version
|
|
of wxPython with these commands, so it won't impact your already
|
|
installed version of the latest release. You'll be able to test
|
|
with this version when you want to, and use the installed release
|
|
version the rest of the time. If you ever do want to install the
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development version please refer to INSTALL.txt.</p>
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|
<p>Change to the %WXDIR%\wxPython dir and run the this command,
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|
making sure that you use the version of python that you want to
|
|
build for (if you have more than one on your system):</p>
|
|
<pre class="literal-block">
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|
cd %WXDIR%\wxPython
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|
python setup.py build_ext --inplace
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|
</pre>
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|
<p>If you are wanting to have the source files regenerated with swig,
|
|
then you need to turn on the USE_SWIG flag and optionally tell it
|
|
where to find the new swig executable, so add these flags:</p>
|
|
<pre class="literal-block">
|
|
USE_SWIG=1 SWIG=e:\projects\SWIG-cvs\swig.exe
|
|
</pre>
|
|
<p>If you built a Unicode version of wxWidgets and want to also build
|
|
the Unicode version of wxPython then add this flag:</p>
|
|
<pre class="literal-block">
|
|
UNICODE=1
|
|
</pre>
|
|
<p>If you have a debug version of Python and wxWidgets and want to
|
|
build a debug version of wxPython too, add the --debug flag to the
|
|
command line. You should then end up with a set of <tt class="literal"><span class="pre">*_d.pyd</span></tt>
|
|
files in the wx package and you'll have to run <tt class="literal"><span class="pre">python_d.exe</span></tt> to
|
|
use them. The debug and hybrid(release) versions can coexist.</p>
|
|
<p>When the setup.py command is done you should have fully populated
|
|
wxPython and wx packages locally in %WXDIR%/wxPython/wxPython and
|
|
%WXDIR%/wxPython/wx, with all the extension modules (<tt class="literal"><span class="pre">*.pyd</span></tt>
|
|
files) located in the wx package.</p>
|
|
</li>
|
|
<li><p class="first">To run code with the development version of wxPython, just set the
|
|
PYTHONPATH to the wxPython dir in the CVS tree. For example:</p>
|
|
<pre class="literal-block">
|
|
set PYTHONPATH=%WXDIR%\wxPython
|
|
cd %WXDIR\wxPython\demo
|
|
python demo.py
|
|
</pre>
|
|
</li>
|
|
</ol>
|
|
</div>
|
|
</div>
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</body>
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</html>
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