Cross-Platform Modular Application (Main app + plugins) example for C++/wxWidgets
- 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 havevc_lib*
folders (contain static build of wxWidgets) then rename them temporary.
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
- 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
(orcm64.bat
for x64 build, orcm.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
- 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
- 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