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wxModularApp

Cross-Platform Modular Application (Main app + plugins) example for C++/wxWidgets

Requirements

  • Compiled shared (DLL Debug/DLL Release) version of wxWidgets. Git Master or official 3.0.x release should work fine.
  • CMake - required on all platforms. It is used for creating
    • Visual Studio projects under Windows
    • Makefiles under Linux
    • XCode projects under OS X
  • Under Windows %WXWIN% environment variable is required. Should point to wxWidgets source folder (e.g. C:\libs\wxWidgets-svn)
  • Ensure that you have only vc_dll subfolder in %WXWIN%/libs. If you have vc_lib* folders (contain static build of wxWidgets) then rename them temporary.

wxWidgets Build Commands for Linux and OS X

Debug:

configure --enable-shared --disable-static --enable-unicode --disable-compat28 --disable-final --enable-debug

Release:

configure --enable-shared --disable-static --enable-unicode --disable-compat28 --enable-final --disable-debug

Compilation under Windows

  • Open Visual Studio console ("Start menu -> VS2015 x86 Native Tools Command Prompt" or x64 native tools for x64 build)
  • Navigate to <DEMO_SOURCE_ROOT>/build folder
  • Execute cm86.bat (or cm64.bat for x64 build, or cm.bat which auto-detects the platform)
  • The batch file will execute CMake and after that you will get Visual Studio project files in <DEMO_SOURCE_ROOT>/build/Win folder
  • Build the solution in Visual Studio or using msbuild

Compilation under Linux

  • Open <DEMO_SOURCE_ROOT>/build folder in console
  • Execute cmLinux.sh script
  • The script will create LinuxDebug and LinuxRelease folders with Makefiles.
  • Go to LinuxRelease (or to LinuxDebug for debug build)
  • Execute make

Compilation under OS X

  • Open <DEMO_SOURCE_ROOT>/build folder in terminal
  • Execute cm.sh script
  • The script will create XCode project in Mac subfolder
  • Go to Mac subfolder
  • Execute xcodebuild build command or build the project from XCode

wxmodularapp's People

Contributors

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