compiler, see the "Building Applications" section about the instructions for
building your application using wxWidgets.
-Search for one of Microsoft/Borland/Watcom/Symantec/Metrowerks/Cygwin/Mingw32
+Search for one of Microsoft/Borland/Watcom/Symantec/Cygwin/Mingw32 keywords
to quickly locate the instructions for your compiler. Notice that the primary
compilers for wxWidgets under MSW are Microsoft Visual C++ and GNU g++, other
compilers are more rarely tested and might not work so please consider using
You may wish to visit http://wiki.wxwidgets.org/Microsoft_Visual_C%2B%2B_Guide
for a more informal and detailed description of the process summarized below.
-Please note that the VC++ 6.0 project files will work for VC++ .NET as well.
-
-VC++ 5.0 can also be used, providing Service Pack 3 is applied. Without it
-you will have trouble with internal compiler errors. It is available for
-download at: ftp://ftp.microsoft.com/developr/visualstudio/sp3/full.
+Please note that currently ready to use projeect files are provided for VC++
+versions 6 through to 9 (also known as 6, 2003, 2005 and 2008). For VC++ 10 and
+11 (2010 and 2012, respectively), you will need to import the existing VC9
+project files.
Using project files (VC++ 6 and later):
2. Open build\msw\wx.dsw, which has configurations for static
compilation or DLL compilation, and each of these available in
Unicode/ANSI, Debug/Release and wxUniversal or native variations.
- Normally you'll use a static linking ANSI configuration.
Choose the Win32 Debug or Win32 Release configuration (or any other that
suits your needs) and use Batch Build to compile _all_ projects. If you
know you won't need some of the libraries (e.g. the HTML part), you don't have
If you want to build DLL configurations in wx.dsw project you unfortunately
need to build them in the proper order (jpeg, png, tiff, zlib, regex, expat,
- base, net, odbc, core, gl, html, media, qa, adv, dbgrid, xrc, aui, richtext,
+ base, net, core, gl, html, media, qa, adv, xrc, aui, richtext,
propgrid) manually because VC6 doesn't always respect the correct build order.
Alternatively, use the special wx_dll.dsw project which adds the
Using project files:
-1. Open the VC++ 6 workspace file: build\msw\wx.dsw. Visual Studio will then
- convert the projects to the current Visual C++ project format.
+1. Open the solution file for the version you use: build\msw\wx_vc8.sln or
+ wx_vc9.sln.
2. To add 64-bit targets, go to the 'Build' menu and choose 'Configuration
Manager...'. In the 'Active solution platform' drop down choose '<new>',
build other configurations.
4. To compile one of the samples open one of the sample projects, such as
- samples\minimal\minimal.dsw. Visual Studio will convert the project as in
+ samples\minimal\minimal_vc7.vcproj. Visual Studio will convert the project as in
step 1, then add a 64-bit target as in step 2, and build.
Using makefiles:
1. Open a 64-bit build command prompt, for either x64 or Itanium. Change
directory to build\msw. Then for x64 type:
- nmake -f makefile.vc TARGET_CPU=AMD64
+ nmake -f makefile.vc TARGET_CPU=X64
or for Itanium:
2. Change to the directory of one of the samples such as samples\minimal. Type
the same command used to build the main library, for example for x64:
- nmake -f makefile.vc TARGET_CPU=AMD64
+ nmake -f makefile.vc TARGET_CPU=X64
Notes:
If you receive this error add bufferoverflowu.lib to link, e.g.:
- nmake -f makefile.vc TARGET_CPU=AMD64 LDFLAGS=bufferoverflowu.lib
+ nmake -f makefile.vc TARGET_CPU=X64 LDFLAGS=bufferoverflowu.lib
See http://support.microsoft.com/?id=894573 for more information.
(check the samples -- e.g., \wx2\samples\minimal\minimal.cpp -- for
more details)
-Borland 16 Bit Compilation for Windows 3.1
-----------------------------------------------------------------
-
-The last version of wxWidgets to support 16-bit compilation with Borland was
-2.2.7 - Please download and read the instructions in that release
-
Watcom C++ 10.6/11 and OpenWatcom Compilation
----------------------------------------------------------------
for __WATCOM__).
-Metrowerks CodeWarrior Compilation
-----------------------------------------------------------------
-
-** NOTE: We don't use Metrowerks compiler any more and so depend on
-** your contributions to keep it up to date. It is possible that
-** the project files mentioned below are out of date due to recently
-** added files, please add them manually if you get linking errors.
-** The authoritative list of files is in build/bakefiles/files.bkl
-
-1. CodeWarrior Pro 7 project files in XML format are already
- included in wxMSW-2.8.x.zip and the setup version.
-
-2. Review the file include\wx\msw\setup.h (or include\wx\msw\setup0.h if
- you are working from the SVN version) to make sure the settings reflect
- what you want. If you aren't sure, leave it alone and go with the
- default settings. A few notes:
- - Don't use wxUSE_DEBUG_NEW_ALWAYS: it doesn't mix well with MSL
- - wxUSE_GLOBAL_MEMORY_OPERATORS works, but memory leak reports
- will be rather confusing due to interactions with the MSL ANSI
- and runtime libs.
-
-3. The project file to build the Win32 wxWidgets libraries relies on the
- Batch File Runner plug-in. This plug-in is not installed as part of
- a normal CW7 installation. However, you can find this plug-in on the
- CodeWarrior Reference CD, in the Thrill Seekers folder; it's called the
- "Batch File Post Linker".
-
-4. If you choose not to install the Batch File Runner plug-in, then you
- need to do the following by hand:
- (1) Create the directories lib\cw7msw\include\wx and copy the file
- include\wx\msw\setup.h (or include\wx\msw\setup0.h if you are
- working from the SVN version) to lib\cw7msw\include\wx\setup.h
- (2) Create the directories lib\cw7mswd\include\wx and copy the file
- include\wx\msw\setup.h (or include\wx\msw\setup0.h if you are
- working from the SVN version) to lib\cw7mswd\include\wx\setup.h
-
-5. Import src\wxWidgetsW7.xml to create the project file wxWidgetsW7.mcp.
- Store this project file in directory src. You may get warnings about
- not being able to find certain project paths; ignore these warnings, the
- appropriate paths will be created during the build by the Batch File Runner.
-
-6. Choose the wxlib Win32 debug or wxlib Win32 Release target and build. You
- will get some warnings about hidden virtual functions, illegal conversions
- from const pointers to pointers, etc., all of which you can safely ignore.
- ***Note: if you get errors that the compiler can't find "wx/setup.h", just
- stop the build and build again. These errors occur because sometimes the
- compiler starts doing its thing before the copying of setup.h has completed.
-
-7. The following libraries will be produced depending on chosen
- target:
- - wx_x86.lib ANSI Release (static)
- - wx_x86_d.lib ANSI Debug (static)
-
-8. Sorry, I haven't had time yet to create and test Unicode or DLL versions.
- Volunteers for this are welcome (as neither DLLs nor Unicode builds are
- big priorities for me ;).
-
-9. CodeWarrior Pro7 project files (in XML format) are also provided for some
- of the samples. In particular, there are project files for the minimal,
- controls, dialogs, dnd, nd docview samples. You can use these project
- files as templates for the other samples and for your own projects.
- - For example, to make a project file for the "grid" sample,
- just copy the project file for the "minimal" sample, minimalW7.mcp
- (made by importing minimalW7.xml into CodeWarrior), into the
- sample/grid directory, calling it gridW7.mcp. Open
- newgridW7.mcp and revise the project by deleting the files
- minimal.rc and minimal.cpp and adding the files griddemo.rc and
- griddemo.cpp. Build and run....
-
-
Cygwin/MinGW Compilation
----------------------------------------------------------------
Both Cygwin and MinGW can be used with configure (assuming you have MSYS
installed in case of MinGW). You will need new enough MinGW version, preferably
-MinGW 2.0 (ships with gcc3) or at least 1.0 (gcc-2.95.3). GCC versions older
-than 2.95.3 don't work; you can use wxWidgets 2.4 with them.
+MinGW 3.4.2+ (ships with gcc3).
NOTE: some notes specific to old Cygwin (< 1.1.x) are at the end of this
section (see OLD VERSIONS)
2. libwx.a is 100 MB or more - but much less if compiled with no
debug info (-g0) and level 4 optimization (-O4).
-3. If you get a link error under MinGW 2.95.2 referring to:
-
- EnumDAdvise__11IDataObjectPP13IEnumSTATDATA@8
-
- then you need to edit the file objidl.h at line 663 and add
- a missing PURE keyword:
-
- STDMETHOD(EnumDAdvise)(THIS_ IEnumSTATDATA**) PURE;
-
-4. There's a bug in MinGW headers for some early distributions.
+3. There's a bug in MinGW headers for some early distributions.
in include/windows32/defines.h, where it says:
(a missing bracket).
-5. OpenGL support should work with MinGW as-is. However,
+4. OpenGL support should work with MinGW as-is. However,
if you wish to generate import libraries appropriate either for
the MS OpenGL libraries or the SGI OpenGL libraries, go to
include/wx/msw/gl and use:
and similarly for glu[32].def.
-6. The 'make install' step is optional, and copies files
+5. The 'make install' step is optional, and copies files
as follows:
/usr/local/lib - wxmswXYZd.dll.a and wxmswXYZd.dll
You may need to do this if using wx-config with the
default root path.
-7. With Cygwin, you can invoke gdb --nw myfile.exe to
+6. With Cygwin, you can invoke gdb --nw myfile.exe to
debug an executable. If there are memory leaks, they will be
flagged when the program quits. You can use Cygwin gdb
to debug MinGW executables.
-8. Note that gcc's precompiled headers do not work on current versions of
+7. Note that gcc's precompiled headers do not work on current versions of
Cygwin. If your version of Cygwin is affected you will need to use the
--disable-precomp-headers configure option.
from e.g. the MinGW distribution, to a directory in your path.
-Symantec & DigitalMars C++ Compilation
+DigitalMars C++ Compilation
----------------------------------------------------------------
-The DigitalMars compiler is a free successor to the Symantec compiler
-and can be downloaded from http://www.digitalmars.com/
+Digital Mars compiler is no longer updated as the project is discontinued.
+wxWidgets 2.8 was the last version to compile with this compiler.
-1. You need to download and unzip in turn (later packages will overwrite
- older files)
- Digital Mars C/C++ Compiler Version 8.40 or later
- Basic utilities
- from http://www.digitalmars.com/download/freecompiler.html
-
-2. Change directory to build\msw and type 'make -f makefile.dmc' to
- make the wxWidgets core library.
-
-3. Change directory to samples\minimal and type 'make -f makefile.dmc'
- to make this sample. Most of the other samples also work.
-
-
-Note that if you don't have the files makefile.dmc you may create them yourself
-using bakefile tool according to the instructions in build\bakefiles\README:
-
- cd build\bakefiles
- bakefile_gen -f dmars -b wx.bkl
- bakefile_gen -f dmars -b ../../samples/minimal/minimal.bkl
-
-
-Note that wxUSE_STD_STRING is disabled in wx/string.h for Digital Mars as this
-compiler doesn't come with standard C++ library headers by default. If you
-install STLPort or another STL implementation, you'll need to edit wx/string.h
-and remove the check for Digital Mars in it (search for __DMC__).
-
-
-16-bit compilation is no longer supported.
Configuring the Build
================================================================
So far the instructions only explain how to build release DLLs of wxWidgets
and did not cover any configuration. It is possible to change many aspects of
-the build, including debug/release and ANSI/Unicode settings. All makefiles in
-build\msw directory use same options (with a few exceptions documented below)
-and the only difference between them is in object files and library directory
-names and in make invocation command.
+the build, including debug/release and static/dynamic settings.
+
+Notice that in the previous versions of wxWidgets it was possible to build the
+library in either ANSI or Unicode mode but in wxWidgets 2.9 and later only a
+single, combined, build mode exists. It is still possible to set UNICODE=0 to
+disable Unicode support entirely but it is strongly not recommended and should
+be never necessary.
+
Changing the Settings
----------------------------------------------------------------
below are set analogically):
Visual C++:
- > nmake -f makefile.vc BUILD=debug UNICODE=1
+ > nmake -f makefile.vc BUILD=debug
Borland C++:
- > make -f makefile.bcc -DBUILD=debug -DUNICODE=1
+ > make -f makefile.bcc -DBUILD=debug
(Note that you have to use -D to set the variable, unlike in other make
tools!)
Watcom C/C++:
- > wmake -f makefile.wat BUILD=debug UNICODE=1
+ > wmake -f makefile.wat BUILD=debug
MinGW using native makefiles:
- > mingw32-make -f makefile.gcc BUILD=debug UNICODE=1
+ > mingw32-make -f makefile.gcc BUILD=debug
MinGW using configure:
- > ./configure --enable-debug --enable-unicode
+ > ./configure --enable-debug
(see ./configure --help on details; configure is not covered in this
section)
Cygwin using configure:
- > ./configure --disable-precomp-headers --enable-debug --enable-unicode
+ > ./configure --disable-precomp-headers --enable-debug
(use --disable-precomp-headers if Cygwin doesn't support precompiled
headers)
(SHARED=0).
UNICODE=0
- To build ANSI versions of the libraries, add UNICODE=0 to make invocation
- (default is UNICODE=1). If you want to be able to use Unicode version on
- Windows9x, you will need to set MSLU=1 as well.
+ To completely disable Unicode support (default is UNICODE=1). It should not
+ be necessary to do this unless, perhaps, you still wish to target Win9x
+ systems and can't use MSLU (which requires MSLU=1) for some reason.
- This option affect name of the library ('u' is appended) and the directory
- where the library and setup.h are store (ditto).
+ This option affect name of the library ('u' is appended in the default
+ Unicode build) and the directory where the library and setup.h are store
+ (ditto).
WXUNIV=1
Build wxUniversal instead of native wxMSW (see
omitted or set to 'default' its value is determined the value of
the BUILD option.
-TARGET_CPU=AMD64|IA64
+TARGET_CPU=X64|IA64
(VC++ only.) Set this variable to build for x86_64 systems. If unset, x86
build is performed.