a473a5746a
Update (hopefully all) the other enumerations of MSW versions to include Windows 11 too.
516 lines
20 KiB
Markdown
516 lines
20 KiB
Markdown
Installing wxWidgets for Windows {#plat_msw_install}
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--------------------------------
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This is wxWidgets for Microsoft Windows (XP, Vista, 7, 8, 10, 11)
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including both 32 bit and 64 bit versions.
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[TOC]
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Installation {#msw_install}
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============
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If you are using one of the supported compilers, you can use
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[pre-built binaries](@ref plat_msw_binaries).
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In this case, just uncompress the binaries archive under any directory
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and skip to [Building Applications Using wxWidgets](#msw_build_apps) part.
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Otherwise, or if you want to build a configuration of the library
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different from the default one, you need to build the library from
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sources before using it.
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If you use CMake, please see @ref overview_cmake for
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building wxWidgets using it.
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The first step, which you may have already performed, unless you are
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reading this file online, is to download the source archive and
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uncompress it in any directory. It is strongly advised to avoid using
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spaces in the name of this directory, i.e. notably do *not* choose a
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location under "C:\Program Files", as this risks creating problems
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with makefiles and other command-line tools.
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After choosing the directory location, please define WXWIN environment
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variable containing the full path to this directory. While this is not
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actually required, this makes using the library more convenient and
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this environment variable is used in the examples below.
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Building wxWidgets {#msw_build}
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==================
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The following sections explain how to compile wxWidgets with each supported
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compiler, see the "Building Applications" section about the instructions for
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building your application using wxWidgets.
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All makefiles and project are located in `build\msw` directory.
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Microsoft Visual C++ Compilation {#msw_build_msvs}
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----------------------------------------------------------------
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### From the IDE
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Ready to use project files are provided for VC++ versions 8, 9,
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10, 11, 12, 14, 15, 16 and 17 (also known as MSVS 2005, 2008, 2010, 2012,
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2013, 2015, 2017, 2019 and 2022 respectively).
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Simply open `wx_vcN.sln` (for N=8, 9, 10, 11, 12, 14, 15, 16 or 17) file,
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select the appropriate configuration (Debug or Release, static or DLL)
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and build the solution. Notice that when building a DLL configuration,
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you may need to perform the build several times because the projects
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are not always built in the correct order, and this may result in link
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errors. Simply do the build again, up to 3 times, to fix this.
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### From the command line
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wxWidgets can also be built from the command line using the provided makefiles.
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This needs to be done from the "Visual Studio Command Prompt" window, which can
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be opened using a shortcut installed to the "Start" menu or the "Start" screen
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by MSVS installation.
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In this window, change directory to `%%WXWIN%\build\msw` and type
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> nmake /f makefile.vc
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to build wxWidgets in the default debug configuration as a static library. You
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can also do
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> nmake /f makefile.vc BUILD=release
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to build a release version or
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> nmake /f makefile.vc BUILD=release SHARED=1 TARGET_CPU=X86
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to build a 32 bit release DLL version from an x86 command prompt, or
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> nmake /f makefile.vc BUILD=release SHARED=1 TARGET_CPU=X64
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to build a 64 bit release DLL version from an x64 command prompt.
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See [Make Parameters](#msw_build_make_params) for more information about the
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additional parameters that can be specified on the command line.
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To verify your build, change the directory to `%%WXWIN%\samples\minimal` and
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run the same nmake command (with the same parameters there), this should create
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a working minimal wxWidgets sample.
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If you need to rebuild, use "clean" target first or "nmake /a".
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### Using vcpkg
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You can download and install wxWidgets using the [vcpkg](https://github.com/Microsoft/vcpkg)
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dependency manager:
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> git clone https://github.com/Microsoft/vcpkg.git
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> cd vcpkg
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> bootstrap-vcpkg.bat
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> vcpkg integrate install
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> vcpkg install wxwidgets
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> vcpkg install wxwidgets:x64-windows
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The wxWidgets port in vcpkg is kept up to date by Microsoft team members and community
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contributors. If the version is out of date, please [create an issue or pull request]
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(https://github.com/Microsoft/vcpkg) on the vcpkg repository.
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### Special notes for Visual Studio 2010+
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For Visual Studio 2010+ solutions it is possible to customize the build by
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creating a `wx_local.props` file in the `build\msw` directory which is used, if it
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exists, by the projects. The settings in that file override the default values
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for the properties such as wxCfg (corresponding to the CFG makefile variable
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described below) or wxVendor (corresponding to VENDOR). The typical way to
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make the file is to copy `wx_setup.props` to `wx_local.props` and then edit local.
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For example, if you are building wxWidgets libraries using multiple versions
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of Visual Studio you could change wxCompilerPrefix to include the toolset:
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- <wxCompilerPrefix>vc</wxCompilerPrefix>
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+ <wxCompilerPrefix>vc$(PlatformToolsetVersion)</wxCompilerPrefix>
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Following that example if you are using Visual Studio 2013 and open
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`wx_vc12.sln` it will build using the "vc120" prefix for the build directories
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so to allow its build files to coexist with the files produced by the other
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MSVC versions.
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Keep in mind that by using a separate local props file you ensure that your
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changes won't be lost when updating to a future wxWidgets version. But if
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`wx_setup.props` is updated in some later commit your `wx_local.props` is not
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updated with it. For example the version information in `wx_setup.props` could
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change and the information in your `wx_local.props` would be outdated. It is
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your responsibility to monitor for such situations.
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### Improve debugging for Visual Studio 2012+
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Debug visualizers for Visual Studio 2012+ are provided which makes inspecting
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various wxWidgets classes easier to view while debugging. To use them:
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1. Open the folder `%%WXWIN%\misc\msvc`
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2. Open the folder `%%USERPROFILE%\My Documents\Visual Studio 2012\Visualizers`
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(or the corresponding location for newer versions, e.g. `...2013\Visualizers`)
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3. Copy `wxWidgets.natvis` and `autoexp.inc`
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4. For Visual Studio 2013+ additionally copy `wxWidgets.2013.natvis`
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MinGW Compilation {#msw_build_mingw}
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----------------------------------------------------------------
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wxWidgets supports several different gcc-based toolchains under Windows,
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including:
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- [MinGW-w64](http://mingw-w64.sourceforge.net/)
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- [TDM-GCC](http://tdm-gcc.tdragon.net/)
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- Classic [MinGW](http://www.mingw.org/)
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Please retrieve and install the latest version of your preferred
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tool chain by following the instructions provided by these packages.
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Additionally note that MinGW-w64 can be used as a cross-compiler from Unix
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systems, including [WSL](https://en.wikipedia.org/wiki/Windows_Subsystem_for_Linux).
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All of these tool chains can be used either with Unix-like configure+make build
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process (preferred) or with the provided makefile.gcc makefiles without using
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configure.
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### Using configure
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This method works in exactly the same way as under Unix systems, and requires a
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Unix-like environment to work, i.e. one of MSYS, [MSYS2](https://www.msys2.org/)
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or [Cygwin](https://www.cygwin.com/), so the following steps should be done
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from MSYS or Cygwin shell prompt:
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1. Create a build directory: it is strongly recommended to not
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build the library in the directory containing the sources (`$WXWIN`)
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but to create a separate build directory instead. The build
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directory can be placed anywhere (using the fastest available disk
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may be a good idea), but in this example we create it as a
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subdirectory of the source one:
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$ cd $WXWIN
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$ mkdir build-debug
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$ cd build-debug
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2. Run configure passing it any of the options shown by `configure
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--help`. Notice that configure builds shared libraries by default,
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use `--disable-shared` to build static ones. For example:
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$ ../configure --enable-debug
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3. Build the library:
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$ make
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4. Test the library build by building the minimal sample:
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$ cd samples/minimal
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$ make
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5. Optionally install the library in a global location
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$ make install
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Notice that there is not much benefice to installing under Windows
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so this step can usually be omitted.
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### Using makefiles from Windows command line
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The `makefile.gcc` makefiles are for compilation using MinGW using Windows
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command interpreter (`cmd.exe`), they will *not* work if you use Unix
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shell, as is the case with MSYS. Follow the instructions for using configure
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above instead if you prefer to use Unix shell. The commands shown here must be
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executed from a DOS command line window (cmd.exe, *not* Bash sh.exe).
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1. Change directory to `%%WXWIN%\build\msw` and type
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> mingw32-make -f makefile.gcc
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to build wxWidgets in the default debug configuration as a static
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library. Add "BUILD=release" and/or "SHARED=1" to build the library
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in release configuration and/or as a shared library instead of the
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default static one, see [Make Parameters](#msw_build_make_params)
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for more details.
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NOTE: For parallel builds, i.e. using `-jN` make option, please run
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`mingw32-make -jN ... setup_h` first and then rerun the full
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make command without `setup_h` at the end to work around a bug
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in the current makefiles.
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2. To verify your build, change the directory to `samples\minimal` and
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run the same mingw32-make command (with the same parameters there),
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this should create a working minimal wxWidgets sample.
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3. If you need to rebuild, use "clean" target first.
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Make Parameters {#msw_build_make_params}
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================================================================
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NOTE: If you use configure to build the library with MinGW, the
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contents of this section does not apply, just pass the arguments
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to configure directly in this case.
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Library configuration
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----------------------------------------------------------------
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While it is never necessary to do it, you may want to change some of
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the options in the `%%WXWIN%\include\wx\msw\setup.h` file before building
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wxWidgets. This file is heavily commented, please read it and enable or disable
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the features you would like to compile wxWidgets with[out].
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Notice that this file is later copied into a directory under lib for
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each of the build configurations which allows to have different
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build options for different configurations too if you edit any
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configuration-specific file.
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Makefile parameters
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----------------------------------------------------------------
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When building using makefiles, you can specify many build settings
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(unlike when using the project files where you are limited to choosing
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just the configuration and platform). This can be done either by
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passing the values as arguments when invoking make or by editing
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`build\msw\config.$compiler` file where `$compiler` is the same extension
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as the makefile you use has (see below). The latter is good for
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setting options that never change in your development process (e.g.
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`GCC_VERSION` or `VENDOR`). If you want to build several versions of
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wxWidgets and use them side by side, the former method is better.
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Settings in `config.*` files are shared by all makefiles (including the
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samples), but if you pass the options as arguments, you must use the same
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arguments you used for the library when building samples!
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For example, to build the library in release mode you can either
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change the "BUILD" variable definition in `build\msw\config.$compiler`
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or use
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> nmake -f makefile.vc BUILD=debug
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> mingw32-make -f makefile.gcc BUILD=debug
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depending on the compiler used.
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The full list of the build settings follows:
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* `BUILD=release`
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Builds release version of the library. It differs from default 'debug' in
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lack of appended 'd' in name of library and uses the release CRT libraries
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instead of debug ones. Notice that even release builds do include debug
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information by default, see `DEBUG_FLAG` for more information about it.
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* `SHARED=1`
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Build shared libraries (DLLs). By default, DLLs are not built
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(SHARED=0).
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* `UNICODE=0`
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To completely disable Unicode support (default is UNICODE=1). It should not
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be necessary to do this.
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This option affect name of the library ('u' is appended in the default
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Unicode build) and the directory where the library and setup.h are stored
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(ditto).
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* `WXUNIV=1`
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Build wxUniversal instead of native wxMSW
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* `MONOLITHIC=1`
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Starting with version 2.5.1, wxWidgets has the ability to be built as
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several smaller libraries instead of single big one as used to be the case
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in 2.4 and older versions. This is called "multilib build" and is the
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default behaviour of makefiles. You can still build single library
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("monolithic build") by setting MONOLITHIC variable to 1.
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* `USE_GUI=0`
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Disable building GUI parts of the library, build only wxBase components used
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by console applications. Note that if you leave `USE_GUI=1` then both wxBase
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and GUI libraries are built.
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* `USE_$LIBRARY=0`
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Do not build the corresponding library (all libraries are built by
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default). Library which can be disabled in this way are: AUI, HTML,
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MEDIA, GL (the option name is `USE_OPENGL` for this one), PROPGRID,
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QA, RIBBON, RICHTEXT, STC, WEBVIEW, XRC.
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* `RUNTIME_LIBS=static`
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Links static version of C and C++ runtime libraries into the executable, so
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that the program does not depend on DLLs provided with the compiler (e.g.
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Visual C++'s msvcrt.dll).
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Caution: Do not use static runtime libraries when building DLL (SHARED=1)!
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* `DEBUG_FLAG=0`
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* `DEBUG_FLAG=1`
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* `DEBUG_FLAG=2`
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Specifies the level of debug support in wxWidgets. Notice that
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this is independent from both BUILD and `DEBUG_INFO` options. By default
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always set to 1 meaning that debug support is enabled: asserts are compiled
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into the code (they are inactive by default in release builds of the
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application but can be enabled), wxLogDebug() and wxLogTrace() are available
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and `__WXDEBUG__` is defined. Setting it to 0 completely disables all
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debugging code in wxWidgets while setting it to 2 enables even the time
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consuming assertions and checks which are deemed to be unsuitable for
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production environment.
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* `DEBUG_INFO=0`
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* `DEBUG_INFO=1`
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This option affects whether debugging information is generated. If
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omitted or set to 'default' its value is determined the value of
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the BUILD option.
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* `DEBUG_RUNTIME_LIBS=0`
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* `DEBUG_RUNTIME_LIBS=1`
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(VC++ only.) If set to 1, msvcrtd.dll is used, if to 0, msvcrt.dll
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is used. By default msvcrtd.dll is used only if the executable
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contains debug info and msvcrt.dll if it doesn't. It is sometimes
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desirable to build with debug info and still link against msvcrt.dll
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(e.g. when you want to ship the app to customers and still have
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usable .pdb files with debug information) and this setting makes it
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possible.
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* `TARGET_CPU=X64|ARM64|IA64`
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(VC++ only.) Set this variable to build for x86_64 systems. If unset, x86
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build is performed.
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* `VENDOR=<your company name>`
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Set this to a short string identifying your company if you are planning to
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distribute wxWidgets DLLs with your application. Default value is 'custom'.
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This string is included as part of DLL name. wxWidgets DLLs contain compiler
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name, version information and vendor name in them. For example
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`wxmsw311u_core_vc_custom.dll` is one of DLLs build using Visual C++ with
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default settings. If you set VENDOR=mycorp, the name will change to
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`wxmsw311u_core_vc_mycorp.dll.`
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* `CFG=<configuration name>`
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Sets configuration name so that you can have multiple wxWidgets builds with
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different setup.h settings coexisting in same tree. The value of
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this option is appended to the build directories names. This is
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useful for building the library in some non-default configuration,
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e.g. you could change `wxUSE_STL` to 1 in `%%WXWIN%\include\wx\msw\setup.h` and
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then build with `CFG=-stl`. Alternatively, you could build with e.g.
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`RUNTIME_LIBS=static CFG=-mt` when using MSVC.
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* `COMPILER_PREFIX=<string>`
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If you build with multiple versions of the same compiler, you can put
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their outputs into directories like `vc6_lib`, `vc8_lib` etc. instead of
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`vc_lib` by setting this variable to e.g. `vc6`. This is merely a
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convenience variable, you can achieve the same effect (but different
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directory names) with the CFG option.
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* CFLAGS
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* CXXFLAGS
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* CPPFLAGS
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* LDFLAGS
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Additional flags to be used with C compiler, C++ compiler, C
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preprocessor (used for both C and C++ compilation) and linker,
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respectively.
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Building Applications Using wxWidgets {#msw_build_apps}
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=====================================
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If you use MSVS 2010 or later IDE for building your project, simply add
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`wxwidgets.props` property sheet to (all) your project(s) using wxWidgets
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by using "View|Property Manager" menu item to open the property manager
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window and then selecting "Add Existing Property Sheet..." from the context
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menu in this window.
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If you've created a new empty project (i.e. chose "Empty Project" in the
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"Create a new project" window shown by MSVS rather than "Windows Desktop"),
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you need to change "Linker|System|SubSystem" in the project properties to
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"Windows", from the default "Console". You don't need to do anything else.
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If you want to use CMake for building your project, please see
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@ref overview_cmake.
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Otherwise follow the instructions below for "manual" setup of your project.
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We suppose that wxWidgets sources are under the directory `$WXWIN` (notice that
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different tool chains refer to environment variables such as WXWIN in
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different ways, e.g. MSVC users should use `$``(WXWIN)` instead of just
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`$WXWIN`). And we will use `<wx-lib-dir>` as a shortcut for the subdirectory of
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`$WXWIN\lib` which is composed from several parts separated by underscore:
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first, a compiler-specific prefix (e.g. "vc" for MSVC, "gcc" for g++ or the
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value of `COMPILER_PREFIX` if you set it explicitly), then optional "x64" if
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building in 64 bits and finally either "lib" or "dll" depending on whether
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static or dynamic wx libraries are being used.
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For example, WXWIN could be "c:\wxWidgets\3.4.5" and `<wx-lib-dir>` could be
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`c:\wxWidgets\3.4.5\lib\vc_x64_lib` for 64-bit static libraries built with
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MSVC.
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Here is what you need to do:
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* Add `$WXWIN\include` to the
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- compiler
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- resource compiler
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include paths.
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* If using MSVC, prepend `$WXWIN\include\msvc` to the include paths too.
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Otherwise, append `<wx-lib-dir>\mswu[d]` to the include paths, where "d" should
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be used for debug builds only.
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* Define the following symbols for the preprocessor:
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- `__WXMSW__` to ensure you use the correct wxWidgets port.
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- `_UNICODE` unless you want to use deprecated ANSI build of wxWidgets.
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- `NDEBUG` if you want to build in release mode, i.e. disable asserts.
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- `WXUSINGDLL` if you are using DLL build of wxWidgets.
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* If using MSVC 7 only (i.e. not for later versions), also define
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`wxUSE_RC_MANIFEST=1` and `WX_CPU_X86`.
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* Add `<wx-lib-dir>` directory described above to the libraries path.
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When using MSVC, the libraries are linked automatically using "#pragma
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comment(lib)" feature of this compiler. With all the other compilers you also
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need to:
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* Add the list of libraries to link with to the linker input. The exact list
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|
depends on which libraries you use and whether you built wxWidgets in
|
|
monolithic or default multlib mode and basically should include all the
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|
relevant libraries from the directory above, e.g. `wxmsw31ud_core.lib
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|
wxbase31ud.lib wxtiffd.lib wxjpegd.lib wxpngd.lib wxzlibd.lib wxregexud.lib
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|
wxexpatd.lib` for a debug build of an application using the core library only
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|
(all wxWidgets applications use the base library).
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|
|
|
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|
Finally, please notice that the makefiles and project files provided with
|
|
wxWidgets samples show which flags should be used when building applications
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|
using wxWidgets and always work, so in case of a problem, e.g. if the
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|
instructions here are out of date, you can always simply copy a makefile or
|
|
project file from `$WXWIN\samples\minimal` or some other sample and adapt it to
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|
your application.
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|
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|
If you are not using Visual Studio 2010 or newer please see
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|
@subpage plat_msw_winxp "Windows XP Support" to enable visual styles in your
|
|
application.
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|
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|
Advanced Library Configurations {#msw_advanced}
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|
===============================
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|
Build instructions to less common library configurations using different UI
|
|
backends are available here.
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|
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|
@subpage plat_msw_msys2 "Building with Win32 MSys2 backend"
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|
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|
@subpage plat_msw_msys2_gtk "Building with Win32 MSys2 GDK backend"
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|
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|
@subpage plat_msw_gtk "Building wxGTK port with Win32 GDK backend"
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|
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|
@subpage plat_msw_msys2_qt "Building with Win32 MSys2 Qt backend"
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