wxWidgets/docs/doxygen/overviews/cmake.md
Vadim Zeitlin c66c9c5ae6 Merge branch 'build_cmake' of https://github.com/TcT2k/wxWidgets
Add CMake-based build system.

Merge the original branch without any changes except for resolving the
conflict due to moving the contents of .travis.yml to a separate file by
propagating the changes done in this file since then to the new script
and rerunning ./build/update-setup-h and ./build/cmake/update_files.py
to update the file lists changed in the meanwhile.

Closes https://github.com/wxWidgets/wxWidgets/pull/330
2017-12-09 15:09:47 +01:00

111 lines
4.0 KiB
Markdown

CMake Overview {#overview_cmake}
==============
[TOC]
CMake allows building wxWidgets on various platforms with your preferred build
system.
Most linux distributions contain CMake as a package on Windows and OS X you can
download an installer at the [CMake Page](https://cmake.org).
Using the CMake GUI {#cmake_gui}
===================
1. Start the CMake GUI
2. Specify the wxWidgets root as your source folder
3. Specify a path where the build files should be created. It's recommended to
use a path outside the wxWidgets root folder.
4. Press the *Configure* button and you will be asked which IDE or build system
you wish to use
5. *Optionally*: Customize any of the options
6. Press the *Generate* button
7. Open the wxWidgets project with your preferred IDE
Using the CMake Command Line {#cmake_cli}
============================
1. Create a folder where the build/project files should be created
2. Change into the created folder
3. Run `cmake -G "Unix Makefiles" path_to_wxWidgets_root`
4. After that you can run `cmake --build .` to start the build process or
directly use your choosen build system.
Run `cmake --help` to see a list of available generators on your platform.
These can than be specified using the -G command line option. On Windows it
is recommended to use Visual Studio and on OS X Xcode is recommended.
Various build options can be specified using -D see
[available options](#cmake_options).
Command Line Examples {#cmake_cli_samples}
---------------------
Building with tests using [Ninja](https://ninja-build.org/):
~~~{.sh}
cmake -G "Ninja" ~/Downloads/wxWidgets_3.1 -DwxBUILD_TESTS=ALL
cmake --build .
~~~
Building the minimal sample:
~~~{.sh}
cmake ~/Downloads/wxWidgets_3.1 -DwxBUILD_SAMPLES=SOME
cmake --build . --target minimal
~~~
Installing static libraries to some path:
~~~{.sh}
cmake ~/Downloads/wxWidgets_3.1 \
-DCMAKE_INSTALL_PREFIX=~/wx_install \
-DwxBUILD_SHARED=OFF
cmake --build . --target install
~~~
Build options {#cmake_options}
=======================
The following list of build options can either be configured in the CMake UI
or specified via the -D command line option when running the cmake command.
Option Name | Type | Description
----------------------------- | ----- | ------------------------------------
wxBUILD_SHARED | BOOL | Build shared libraries
wxBUILD_TESTS | STRING | CONSOLE_ONLY, ALL or OFF
wxBUILD_SAMPLES | STRING | SOME, ALL or OFF
wxUSE_GUI | BOOL | Build the UI libraries
wxBUILD_COMPATIBILITY | STRING | 2.8, 3.0 or 3.1 API compatibility
Using CMake with your applications {#cmake_apps}
==================================
If you are using CMake with your own application there are various ways to use
wxWidgets:
* Using an installed, binary or compiled version of wxWidgets
using `find_package()`
* wxWidgets as a sub directory.
* CMake's [ExternalProject module](https://cmake.org/cmake/help/latest/module/ExternalProject.html).
Using find_package {#cmake_find_package}
------------------
You can use `find_package(wxWidgets)` to use a compiled version of wxWidgets.
Have a look at the [CMake Documentation](https://cmake.org/cmake/help/latest/module/FindwxWidgets.html)
for detailed instructions.
Your *CMakeLists.txt* would look like this:
~~~
...
find_package(wxWidgets REQUIRED COMPONENTS net core base)
include(${wxWidgets_USE_FILE})
add_executable(myapp myapp.cpp)
target_link_libraries(myapp ${wxWidgets_LIBRARIES})
~~~
Using a sub directory {#cmake_subdir}
---------------------
You can use wxWidgets as a subdirectory in your application's build tree
e.g. as a git submodule. This way the wxWidgets libraries will be part
of your applications build process.
Your *CMakeLists.txt* would look like this:
~~~
...
add_subdirectory(libs/wxWidgets)
add_executable(myapp myapp.cpp)
target_link_libraries(myapp net core base)
~~~