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nstalling wxWidgets 2.6.0
Author : summerbreeze
Email: summerbreeze@stu.xjtu.edu.cn
-----------------------------------------------------------
我把文件放在了
http://summer:summer@219.245.169.30/wxWindows/
找到了wxWorkshop 工具,还没找到好的GUI 设计器,大家推荐一个
wxWinWizard is VC6.0 wizard template,you need to compile it yourself!
Then copy the setup.h to $WXWIN/include/wx/(from $WXWIN/include/wx/msw/目录 )
却说缺少zlibd.lib,还没搞定!!zlib.lib已存在,
可能是wxzlib.lib to zlib.lib 缺少影射,找了一个wxVC.h
不会用???
估计要把 nmake –f BUILD=debug
1.注意安装平台(支持XP):
This is wxWidgets 2.6.0 for Microsoft Windows 9x/ME, Windows NT,
Windows 2000, Windows XP and Windows CE.
These installation notes can be found in docs/msw/install.txt (note:我这里是删节版)
in your wxWidgets distribution.
2. Unarchiving(解压,未作任何实质性的工作)
============================================================
A setup program is provided (setup.exe) to automatically copy
files to a directory on your hard disk. Do not install into a
path that contains spaces.
Alternatively, you may unarchive the .zip form by hand:
wxMSW-x.y.z.zip where x.y.z is the version number. (note: 你可以自己解压zip文件)
3 编译Compilation
===========
The following sections explain how to compile wxWidgets with each supported
compiler. Search for one of Microsoft/Borland/Watcom/Symantec/Metrowerks/
Cygwin/Mingw32 to quickly locate the instructions for your compiler.
All makefiles and project are located in build\msw directory. (note 注意是在build\msw目录)
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Note
:wx/setup.h 重要性:
Each lib\ subdirectory has wx subdirectory with setup.h as seen above.
This file is copied there from include\wx\msw\setup.h (and if it doesn't exist,
from include\wx\msw\setup0.h) and this is the copy of setup.h that is used by
all samples and should be used by your apps as well
你必须把他们放入你的程序的include/wx/ 目录;
Please note that the VC++ 6.0 project files will work for VC++ .NET also.
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
These directories also contain subdirectory with wx/setup.h header. This
subdirectory is named after port, Unicode, wxUniv and debug settings and
you must add it to include paths when compiling your application. Some
examples:
lib\vc_lib\msw\wx\setup.h VC++ static, wxMSW
lib\vc_lib\mswud\wx\setup.h VC++ static, wxMSW, Unicode, debug
lib\vc_lib\mswunivd\wx\setup.h VC++ static, wxUniversal, debug
Below are compiler specific notes followed by customizing instructions that
apply to all compilers (search for "Configuring the build").
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Microsoft Visual C++ compilation
1)到目录 build\msw\wx.dsw 让VC自己编译
如何控制Unicode/ANSI, Debug/Release and wxUniversal or native variations.
一定要修改build\msw\config.*对应的编译选项。
或者:build菜单中“set active project configurations”
Note:
Build| batch build 可以选择不同版本,而不是build all!!!
Build all 可以让你发布不同的版本!!!
2)也可以自己用makefile 自己nmake
//////////我个人各编译选项,高手指点/////////////////////////////////////////////////
nmake -f makefile.vc BUILD=release UNICODE=1 USE_OPENGL=1
ATTENTION:一定要修改build\msw\config.*对应的编译选项,否则无法编译
生成可执行文件在 ./vc_mx*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////
You can pass arguments when invoking make or by editing build\msw\config.$(compiler) file
例如:
Visual C++:
> nmake -f makefile.vc BUILD=debug UNICODE=1
Borland C++:
> make -f makefile.bcc -DBUILD=debug -DUNICODE=1
(Note that you have to use -D to set the variable, unlike in other make
tools!)
注意一些默认选项:
请一定要读下面的选项说明!!!
(1)默认 multiLib mode (不要改好些吧)
例如:#define wxUSE_ODBC 1 in setup.h 加入odbc支持
(2)USE_OPENGL=1 (default 不编译openGL)
(3)RUNTIME_LIBS=static
C运行时库??
Links static version of C and C++ runtime libraries into the executable, so
that the program does not depend on DLLs provided with the compiler (e.g.
Visual C++'s msvcrt.dll or Borland's cc3250mt.dll).
Caution: Do not use static runtime libraries when building DLL (SHARED=1)!
(4)
BUILD=release
Builds release version of the library. It differs from default 'debug'
in lack of appended 'd' in name of library, does not define __WXDEBUG__
and not include debug information compiled into object files and the
executable.
SHARED=1
Build shared libraries (DLLs). By default, DLLs are not built
(SHARED=0).
Note:不知道有什么不同?
UNICODE=1
To build Unicode versions of the libraries, add UNICODE=1 to make invocation
(default is UNICODE=0). If you want to be able to use Unicode version on
Windows9x, you will need to set MSLU=1 as well.
This option affect name of the library ('u' is appended) and the directory
where the library and setup.h are store (ditto).
WXUNIV=1
Build wxUniversal instead of native wxMSW (see
http://www.wxwidgets.org/wxuniv.htm for more information).
Note: SGI 不依赖OS的GUI组件实现,不依赖MFC/Gtk
不知道可用性如何??
Note:如果想用 “模板“ 功能请注意编译选项
以下是针对各种编译器的编译方法(可以不看)
BC VC GCC/WinGW
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Using project files (VC++ 6 and later):
1. Unarchive wxWidgets-x.y.z-vc.zip, the VC++ 6 project
makefiles (already included in wxMSW-x.y.z.zip and the setup version).
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 (i.e. html part), you don't have
to compile it. It will also produce similar variations on jpeg.lib,
png.lib, tiff.lib, zlib.lib, and regex.lib.
If you want to build DLLs, you have to either build them one by one in
proper order (jpeg, png, tiff, zlib, regex, expat, base, core, the rest
in any order) or to use wx_dll.dsw workspace which has correct dependencies.
3. Open a sample project file, choose a configuration such as
Win32 Debug using Build | Set Active Configuration..., and compile.
The project files don't use precompiled headers, to save disk
space, but you can switch PCH compiling on for greater speed.
NOTE: you may also use samples/samples.dsw to access all
sample projects without opening each workspace individually.
You can use the Batch Build facility to make several samples
at a time.
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Using makefiles:
1. Change directory to build\msw. Type:
'nmake -f makefile.vc'
to make the wxWidgets core library as release DLL.
See "Configuring the build" for instruction how to build debug or static
libraries.
2. Change directory to samples and type 'nmake -f makefile.vc'
to make all the samples. You can also make them individually.
Makefile notes:
Use the 'clean' target to clean all objects, libraries and
executables.
Note (1): if you wish to use templates, please edit
include\wx\msw\setup.h and set wxUSE_DEBUG_NEW_ALWAYS to 0.
Without this, the redefinition of 'new' will cause problems in
the headers. Alternatively, #undef new before including template headers.
You will also need to set wxUSE_IOSTREAMH to 0 if you will be
using templates, to avoid the non-template stream files being included
within wxWidgets.
Note (2): libraries and applications generated with makefiles and
project files are now (hopefully) compatible where static libraries
are concerned, but please exercise caution nevertheless and if
possible, use one method or the other.
Note (3): some crash problems can be due to inconsistent compiler
options. If strange/weird/impossible things start to happen please
check (dumping IDE project file as makefile and doing text comparison
if necessary) that the project settings, especially the list of defined
symbols, struct packing, etc. are exactly the same for all items in
the project. After this, delete everything (including PCH) and recompile.
Note (4): to create your own IDE files, copy .dsp and .dsw
files from an existing wxWidgets sample and adapt them, or
visit http://wiki.wxwindows.org/wiki.pl?MSVC.
Borland C++ 5.0/5.5 compilation
----------------------------------------------------------------
Compiling using the makefiles (updated 24 Sept 02):
1. Change directory to build\msw. Type 'make -f makefile.bcc' to
make the wxWidgets core library. Ignore the compiler warnings.
This produces a couple of libraries in the lib\bcc_lib directory.
2. Change directory to a sample or demo such as samples\minimal, and type
'make -f makefile.bcc'. This produces a windows exe file - by default
in the bcc_mswd subdirectory.
Note (1): the wxWidgets makefiles assume dword structure alignment. Please
make sure that your own project or makefile settings use the
same alignment, or you could experience mysterious crashes. To
change the alignment, change CPPFLAGS in build\msw\config.bcc.
Note (2): if you get undefined _SQL... symbols at link time,
either install odbc32.lib from the BC++ CD-ROM into your BC++ lib
directory, or set wxUSE_ODBC to 0 in include\wx\msw\setup.h and
recompile wxWidgets. The same applies if compiling using the IDE.
Note (3): If you wish debug messages to be sent to the console in
debug mode, edit makefile.bcc and change /aa to /Tpe in link commands.
Compiling using the IDE files for Borland C++ 5.0: not supported - please
use version 2.4.1 (using the make utility in commandline mode works fine_
Compiling using CBuilder (v1-v6): not supported - please
use version 2.4.1 (using the make utility in commandline mode works fine_
** REMEMBER **
In all of your wxWidgets applications, your source code should include
the following preprocessor directive:
#ifdef __BORLANDC__
#pragma hdrstop
#endif
(check the samples -- e.g., \wx2\samples\minimal\minimal.cpp -- for
more details)
Borland 16 Bit compilation for Windows 3.1
----------------------------------------------------------------
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Configuring the build
================================================================
So far the instructions only explained 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.
Changing the settings
----------------------------------------------------------------
There are two ways to modify the settings: either by passing the values as
arguments when invoking make or by editing build\msw\config.$(compiler) file
where $(compiler) is same extension as the makefile you use has (see below).
The latter is good for setting options that never change in your development
process (e.g. GCC_VERSION or VENDOR). If you want to build several versions of
wxWidgets and use them side by side, the former method is better. Settings in
config.* files are shared by all makefiles (samples, contrib, main library),
but if you pass the options as arguments, you must use same arguments you used
for the library when building samples or contrib libraries!
Examples of invoking make in Unicode debug build (other options described
below are set analogically):
Visual C++:
> nmake -f makefile.vc BUILD=debug UNICODE=1
Borland C++:
> make -f makefile.bcc -DBUILD=debug -DUNICODE=1
(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
MinGW using native makefiles:
> mingw32-make -f makefile.gcc BUILD=debug UNICODE=1
MinGW using configure or Cygwin:
> ./configure --enable-debug --enable-unicode
(see ./configure --help on details; configure is not covered in this
section)
Brief explanation of options and possible values is in every
build\msw\config.* file; more detailed description follows.
Basic options
----------------------------------------------------------------
BUILD=release
Builds release version of the library. It differs from default 'debug'
in lack of appended 'd' in name of library, does not define __WXDEBUG__
and not include debug information compiled into object files and the
executable.
SHARED=1
Build shared libraries (DLLs). By default, DLLs are not built
(SHARED=0).
UNICODE=1
To build Unicode versions of the libraries, add UNICODE=1 to make invocation
(default is UNICODE=0). If you want to be able to use Unicode version on
Windows9x, you will need to set MSLU=1 as well.
This option affect name of the library ('u' is appended) and the directory
where the library and setup.h are store (ditto).
WXUNIV=1
Build wxUniversal instead of native wxMSW (see
http://www.wxwidgets.org/wxuniv.htm for more information).
Advanced options
----------------------------------------------------------------
MONOLITHIC=1
Starting with version 2.5.1, wxWidgets has the ability to be built as
several smaller libraries instead of single big one as used to be the case
in 2.4 and older versions. This is called "multilib build" and is the
default behaviour of makefiles. You can still build single library
("monolithic build") by setting MONOLITHIC variable to 1.
USE_GUI=0
Disable building GUI parts of the library, build only wxBase components used
by console applications. Note that if you leave USE_GUI=1 then both wxBase
and GUI libraries are built. If you are building monolithic library, then
you should set wxUSE_GUI to 1 in setup.h.
USE_OPENGL=1
Build wxmsw25_gl.lib library with OpenGL integration class wxGLCanvas.
You must also modify your setup.h to #define wxUSE_GLCANVAS 1. Note that
OpenGL library is always built as additional library, even in monolithic
build!
USE_ODBC=1
Build two additional libraries in multilib mode, one with database
classes and one with wxGrid database support. You must
#define wxUSE_ODBC 1 in setup.h
USE_HTML=0
Do not build wxHTML library. If MONOLITHIC=1, then you must also
#define wxUSE_HTML 1 in setup.h.
USE_XRC=0
Do not build XRC resources library. If MONOLITHIC=1, then you must also
#define wxUSE_HTML 1 in setup.h.
RUNTIME_LIBS=static
Links static version of C and C++ runtime libraries into the executable, so
that the program does not depend on DLLs provided with the compiler (e.g.
Visual C++'s msvcrt.dll or Borland's cc3250mt.dll).
Caution: Do not use static runtime libraries when building DLL (SHARED=1)!
MSLU=1
Enables MSLU (Microsoft Layer for Unicode). This setting makes sense only if
used together with UNICODE=1. If you want to be able to use Unicode version
on Windows9x, you will need MSLU (Microsoft Layer for Unicode) runtime DLL
and import lib. The former can be downloaded from Microsoft, the latter is
part of the latest Platform SDK from Microsoft (see msdn.microsoft.com for
details). An alternative implementation of import library can be downloaded
from http://libunicows.sourceforge.net - unlike the official one, this one
works with other compilers and does not require 300+ MB Platform SDK update.
DEBUG_FLAG=0
DEBUG_FLAG=1
If set to 1, define __WXDEBUG__ symbol, append 'd' to library name and do
sanity checks at runtime. If set to 0, don't do it. By default, this is
governed by BUILD option (if 'debug', DEBUG_FLAG=1, if 'release' it is 0),
but it is sometimes desirable to modify default behaviour and e.g. define
__WXDEBUG__ even in release builds.
DEBUG_INFO=0
DEBUG_INFO=1
Same as DEBUG_FLAG in behaviour, this option affects whether debugging
information is included in the executable or not.
VENDOR=<your company name>
Set this to a short string identifying your company if you are planning to
distribute wxWidgets DLLs with your application. Default value is 'custom'.
This string is included as part of DLL name. wxWidgets DLLs contain compiler
name, version information and vendor name in them. For example
wxmsw250_core_bcc_custom.dll is one of DLLs build using Borland C++ with
default settings. If you set VENDOR=mycorp, the name will change to
wxmsw250_core_bcc_mycorp.dll.
CFG=<configuration name>
Sets configuration name so that you can have multiple wxWidgets builds with
different setup.h settings coexisting in same tree. See "Object and library
directories" below for more information.
Compiler specific options
----------------------------------------------------------------
* MinGW
If you are using gcc-2.95 instead of gcc3, you must set GCC_VERSION to
2.95. In build\msw\config.gcc, change
> GCC_VERSION = 3
to
> GCC_VERSION = 2.95
* Visual C++
DEBUG_RUNTIME_LIBS=0
DEBUG_RUNTIME_LIBS=1
If set to 1, msvcrtd.dll is used, if to 0, msvcrt.dll is used. By default
msvcrtd.dll is used only if the executable contains debug info and
msvcrt.dll if it doesn't. It is sometimes desirable to build with debug info
and still link against msvcrt.dll (e.g. when you want to ship the app to
customers and still have usable .pdb files with debug information) and this
setting makes it possible.
Fine-tuning the compiler
----------------------------------------------------------------
All makefiles have variables that you can use to specify additional options
passed to the compiler or linker. You won't need this in most cases, but if you
do, simply add desired flags to CFLAGS (for C compiler), CXXFLAGS (for C++
compiler), CPPFLAGS (for both C and C++ compiler) and LDFLAGS (the linker).
Object and library directories
----------------------------------------------------------------
All object files produced during library build are stored in a directory under
build\msw. It's name is derived from build settings and CFG variable and from
compiler name. Examples of directory names:
build\msw\bcc_msw SHARED=0
build\msw\bcc_mswdll SHARED=1
build\msw\bcc_mswunivd SHARED=0, WXUNIV=1, BUILD=debug
build\msw\vc_mswunivd ditto, with Visual C++
Libraries and DLLs are copied into subdirectory of lib directory with
name derived from compiler and static/DLL setting and setup.h into directory
with name that contains other settings:
lib\bcc_msw
lib\bcc_lib\msw\wx\setup.h
lib\bcc_dll
lib\bcc_dll\msw\wx\setup.h
lib\bcc_lib
lib\bcc_lib\mswunivd\wx\setup.h
lib\vc_lib
lib\vc_lib\mswunivd\wx\setup.h
Each lib\ subdirectory has wx subdirectory with setup.h as seen above.
This file is copied there from include\wx\msw\setup.h (and if it doesn't exist,
from include\wx\msw\setup0.h) and this is the copy of setup.h that is used by
all samples and should be used by your apps as well. If you are doing changes
to setup.h, you should do them in this file, _not_ in include\wx\msw\setup.h.
If you set CFG to something, the value is appended to directory names. E.g.
for CFG=MyBuild, you'll have object files in
build\msw\bcc_mswMyBuild
build\msw\bcc_mswdllMyBuild
etc.
and libraries in
lib\bcc_libMyBuild
lib\bcc_dllMyBuild
etc.
By now it is clear what CFG is for: builds with different CFG settings don't
share any files and they use different setup.h files. This allows you to e.g.
have two static debug builds, one with wxUSE_SOCKETS=0 and one with sockets
enabled (without CFG, both of them would be put into same directory and there
would be conflicts between the files).
General Notes
=================================================================
- Debugging: under Windows 95, debugging output isn't output in
the same way that it is under NT or Windows 3.1.
Please see DebugView available from http://www.sysinternals.com. |
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