After reading all down here to get the general idea of what to do, you can go to the next topics to read more on your specific situation. Do not start there!
Download and Installation of wxArt2D
- Specific Toolkits/OS
- Download and Installation of wxArt2D
The general approach to get the wxArt2D library and its demos running is:
- Download tools and sources
- Configure and build wxWidgets
- Build optional external dependencies wxLua wxStedit
- Configure and build wxArt2D
- Build optional dependencies ( kbool, Agg, Freetype )
- Build wxdocview package
- Build wxart2d package
- At least on unix Install kbool, agg, wxdocview, wxart2d
- Focus on your own application
Due to things being a little complex, it's not unusual to have some problem in between. You might want to take a look at the common issues.
In this documentation there might be a certain bias towards MS Windows (MSW) systems with Visual Studio. However, wxArt2D is working for Linux and Cygwin as well. See Working platform and tool sets for more.
Download Tools and Sources
To be built on different platforms, wxArt2D requires more than just its own sources.
Get wxWidgets, wxWidgets
- Latest released version is 2.9.1 From here on, it is assumed you use version 2.8.10 or higher, not an older version. The development branch 2.9 is supported for the default settings. We are waiting for wxLua and wxStedit to be ready.
Get a SVN client, e.g. RapidSVN
Get CMake, version 2.8 or newer, CMake
wxArt2D uses CMake as its build system. It will generate makefiles & project-files using template files present in wxArt2d folders.
- Get wxArt2D by SVN
- Choose a home for your wxArt2D installation, on MSW e.g. D:\wxart2d
From console run svn co https://svn.code.sf.net/p/wxart2d/code/trunk trunk
- Now you should have e.g. D:\wxart2d\trunk\wxArt2D.
- No, there is no zip-file or msi-installer. Though wxart2d is well maintained, there are no releases, yet.
- To get the latest wxArt2D sources, just re-run the svn command anytime.
- Features not provided by wxWidgets, but required by wxArt2D are embedded in wxArt2d\thirdparty folder to make the compile process easier (however you can still configure wxArt2d so that they are not used).
- Those dependencies are kbool and Agg. For windows Freetype is included in the thirdparty directory too. For scripting wxLua is the choice.
Now you have the tools and sources needed to build wxArt2D.
Configure and build wxWidgets
wxWidgets and wxArt2D need to be made with matching configurations.
Especially the contributed scintilla library from wxWidgets is needed. In wxWidgets 2.9 it is included in the standard compilation. For wxWidgets 2.8 you need to compile in the contrib directory the stc lib. Path to it looks like wxWidgets-2.8.x\contrib\build\stc, with "x" being your actual wxWidgets version. To use WXART2D_USE_GRAHICS_CONTEXT in wxArt2D on Windows, you must also set USE_GDIPLUS = 1 in %WXWIN%/build/msw/config.vc, in order to use GdiPlus based drawing. With nmake you can also specify this as extra parameter on the commandline. On unix there is a configure argument to do that.
- For introduction and details on how to configure or build wxWidgets on your system, please refer to the extensive wxWidgets documentation (offline and online)
But use nmake from within a DOS box, to compile wxWidgets in order to have it generate build.cfg. Project files are not oke.
VC command line tools, requires running vcvars32.bat, which is found in Visual Studio intallation its: VC\bin directory. Or you start VC special its DOS BOX found in the menu's after installing VC. It is called something like: Visual Studio 200X Command Prompt. In newer version of VC there is vcvarsall.bat, which you can run in a DOS BOX.
Once you have the right DOS BOX, we are ready to compile.
For the debug version: nmake -f makefile.vc BUILD=debug
For the release version: nmake -f makefile.vc BUILD=release
On Unix debug version: ./configure --enable-debug --enable-debug-gdb --disable-shared
On Unix release version: ./configure --disable-shared
- If you intend to use e.g. static CRT, unicode, or wxWidgets using STL, be prepared for additional, matching changes in wxArt2D and your application. In general wxArt2d will find the latest installed wxWidgets by default. But with CMake option you can choose a different one.
- Build wxWidgets itself.
Build wxWidgets contributions ( wxWidgets < 2.9 ), stc (scintilla library) is required, wxStedit and wxLua are optional.
- Configure and build them identically to wxWidgets itself (repeat the steps above).
- stc (see above) is required for wxArt2D.
- Optional is wxLua, which is used in some modules and samples of wxArt2D. So you can configure and compile wxArt2d without it. In case you have wxLua installed and compiled, wxArt2d's CMake configure script finds wxLua by setting the environment variable WXLUA on windows. When using wxLua, also wxStEdit is required, see wxCode project. WXSTEDIT should be set to its root, in order for CMake to find it.
- For windows, Freetype you will find in the thirdparty directory, you need to compile it yourself.
Now you have a functional wxWidgets library, including some contribs. Ideally you have verified on some wxWidgets demo, that everything is running well.
Configure and build wxArt2D
wxArt2D is a combination of several packages.
- Agg ( stored as thirdparty in wxArt2D repos, so no need to download), this is used for subpixel and composite/transparent drawing.
- kbool ( stored as thirdparty in wxArt2D repos ) is used for boolean operation on polygons.
- Freetype ( normally installed on Unix, for window the win32 package is stored as thirdparty in wxArt2D repos )
- wxdocview package ( document view framework ) and contains 3 submodules:
- wxart2d package ( drawing and editing library on top of the document view framework ) contains the following submodules:
The above packages must be build separately and installed after all is build. The building process of wxArt2D relies on CMake to generate makefiles resp. project files. It is recommended to use the cmake-gui tool to set options, and to always do outside builds. That makes it easy to have more then one build (e.g combination of debug, release and static or shared ).
Configure by Hand
Do first read and apply the Configure Using CMake by Hand. It explains how to build by hand in the right order.
If you know how it should be done by hand, you can try to use the following scripts, to automate these steps. But in case of errors in the by hand situation, the scripts are useless.
On Linux the top configure script can be used to configure and compile all packages in the right order. For instance the wxart2d package checks for the other packages (wxdocview, Agg etc.), and if not compiled yet, this is a problem. Also the configure script makes sure all packages are build with the same settings. The configure script will do what can be done by hand. On windows there is a configure.lua. Look at the script or at least its -help option.
The configure script tries to configure and compile and install all packages in the right order, still it is a good idea to know what is going on behind it.
On Unix/Linux the magic line is something like: ../trunk/wxArt2D/configure -g -v -prefix /home/klaas/soft/usr/local
On Windows the magic line is something like: ..\trunk\wxArt2D\bin\lua ..\trunk\wxArt2D\configure.lua -g -v
Once your project files or else makefiles are generated, wxArt2D should build without trouble.
Generating wxArt2D Documentation
WxArt2D uses doxygen to generate API documentation straight from the source code. Doxygen again itself uses graphviz to generate graphs of classes. The rest of the documentation is in this wiki.
For the doxygen documentation there is the option BUILD_DOCUMENTATION in cmake-gui.
Make sure doxygen and the graphviz its dot tool are in your path variable. You can also set DOT_PATH in doxygen.doxy.
The generated doxygen docs are linked to from within this wiki, like classes. So that makes it easier to read.
Focus on your own Application
You might want to use CMake or DialogBlocks to automate make file and project file generation. For details see How do I setup my own application.
Static Link to VC runtime (CRT)
What is that? When you distribute your application, users can have problems that the application does not seem to do anything. Often that is because the vcruntime libraries are not installed. You can link those libraries in static.
In cmake-gui you will find the option to set the compiler flags for that package.
For wxdocview package set: wxDocview_USE_STATIC_RUNTIME
For wxart2d package set: WXART2D_USE_STATIC_RUNTIME
If you set it for one package, also so set it for the other, and be sure to compile wxWidgest static too.
In wx Widgets see build/msw/config.vc
# Should link against debug RTL (msvcrtd.dll) or release (msvcrt.dll)? # Acts according to BUILD by default. [0,1,default] DEBUG_RUNTIME_LIBS = default # Version of C runtime library to use. You can change this to # static if SHARED=0, but it is highly recommended to not do # it if SHARED=1 unless you know what you are doing. [dynamic,static] RUNTIME_LIBS = dynamic
The options *_USE_STATIC_RUNTIME in wxArt2D cmake scripts, do set the compiler flags down here. You can do it yourself if you prefer. CMake scripts does not fully support the use of static C run time libraries. They always use the compiler switches /MDd resp. /MD, instead of the then needed /MTd resp. /MT. To get around this, you need to manually modify the CMake lines for the C++-flags and C-flags before you generate the makefiles. These lines are usually hidden, activate "show advanced values". The names you look for start with CMAKE_CXX_FLAGS_ and CMAKE_C_FLAGS_.
Typical error codes show up at link time or at run time, e.g.
LINK : warning LNK4098: defaultlib 'LIBCMTD' conflicts with use of other libs; use /NODEFAULTLIB:library
Remember, these /MTd, /MT, /MDd, /MD flags must be the same throughout wxWidgets, wxArt2D and the rest of your application.
Starting with VS2005 manifests are auto generated. Before manual generation was neccessary, so wxWidgets offers a default manifest. Using the auto generated is strongly preferred, unless you know what you do.
In case you get something like
CVTRES : fatal error CVT1100: duplicate resource. type:MANIFEST, name:1, language:0x0409 LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt
chances are good, your include files have a wrong order, therefore the wrong rcdef.h gets loaded. The order of includes in your makefile should look like /I.\..\..\lib\vc_lib\mswd /I.\..\..\include. Then the right lib\vc_lib\mswd\wx\msw\rcdef.h gets included, instead of include\wx\msw\rcdefs.h. They differ by (not) defining WX_MSC_FULL_VER, which is used by wx.rc to decide on inclusion of wx's own manifest or not (to rely on the auto generated one).
Optional enabled with WXART2D_USE_FREETYPE.
Freetype is use to make text drawing based on truetype fonts possible. These fonts are vector based and can be scaled etc. as most canvas objects available in wxArt2D.
If not available on your system, the code of freetype is available in the wxArt2D/thirdparty/freetype. You need to compile it yourself, on windows this is the thing to do.
On Unix/Linux, freetype is installed with package: freetype-devel (e.g. on Fedora: yum install freetype-devel ). On windows best use the thirdparty/freetype, compile it, and use it. This comes straight away from the freetype website. But you can also use the following: * Get the library + headers from: http://gnuwin32.sourceforge.net/packages/freetype.htm * tested with the download called: "Complete package, except sources" * This will add a key to your registry, which is searched for by Cmake, if not oke, use next step. * Do set FREETYPE_DIR in your environment to the location where you installed the above.
Optional enabled with WXART2D_USE_AGGDRAWER.
Agg is a vector drawing library, with sub pixel drawing and alpa blending and what not. The a2dAggDrawer uses Agg internal to do more advanced drawing compared to wxDC drawing.
If not available on your system, Agg is available in wxArt2D/thirdparty/agg-2.4. It is setup as a CMake package. You can configure it using CMake. But using the configure script it will be included as a package to configure. Also headers will be installed along with wxArtd2D its headers. So this is the easy way, but feel free to get Agg and compile and install it.
Get it from here:
Using SVN that is:
svn co https://agg.svn.sourceforge.net/svnroot/agg agg
You will find out that it is using Cmake, and its cmake_install.html explains how to compile and install it. It is more or less the same approach as wxArt2d, since i wrote the cmake stuff for it
wxArt2D with wxLua and wxStEdit
Some modules are default not compiled, since they depend on third party libraries. One of them is wxLua to be used as scripting language. As scripting language within wxArt2D, wxLua is currently available. wxLua itself needs wxStEdit, so you need to get wxLua and wxStEdit compiled for your system. On windows make sure you have the following environment variables set, before starting CmakeSetup.exe to generate your project files. First you build wxStEdit and Next wxLua, both in all flavors you need.
I assume the following are set:
SET WXSTEDIT=c:\soft\art2d\wxstedit SET WXLUA=c:\soft\art2d\wxLua SET WXWIN=c:\soft\wxWidgest-2.8.10
Just check on your MDOS command line with:
echo %WXLUA% echo %WXSTEDIT% echo %WXWIN% cd %WXSTEDIT%\build #for debug nmake -f makefile.vc WX_DEBUG=1 #for release nmake -f makefile.vc WX_DEBUG=0 cd %WXLUA%\build #for debug nmake -f makefile.vc BUILD=debug #for release nmake -f makefile.vc BUILD=release
This should give you all the libraries for wxLua and wxStEdit in debug and release mode. Now you start CmakeSetup.exe and enable the option WXART2D_USE_LUA to be ON. The project files wxArt2D.sln, now gets extra targets and samples using wxlua.
P.S. for the moment gdiplus.lib is not used by wxLua, and so WXART2d_USE_GDIPLUSDRAWER is only possible if you add by hand gdiplus.lib to the wxLua makefile.vc files. That is in %WXLUA%\apps\build\msw\makefile.vc, just add it where you see *.lib files.
On Unix you need to set the same variable on your shell command line.
export WXSTEDIT=/home/myhome/art2d/wxstedit export WXLUA=/home/myhome/art2d/wxLua export WXWIN=/home/myhome/art2d/wxWidgest-2.8.10
Use: this to compile and install for wxstedit and wxlua.
./configure (right option see ./configure --help) make make install
Next configure wxArt2D and compile:
export WXART2D=/home/myhome/trunk/wxArt2D cd $WXART2D cd .. mkdir buildArt2dWithWxLua cd buildArt2dWithWxLua ../trunk/wxArt2D/configure -g -v
Or do the configure and make steps by hand, is explained before.
After building there is als install. On Unix this is just make install. Files will be installed to CMAKE_INSTALL_PREFIX, which default to /usr/local. But you can set this cmake variable yourself in the cmake-gui interface. wxArt2D is using the (relative CMAKE_INSTALL_PREFIX ) directores bin, lib, include/wxart2d, share/wxart2d to install too. The bin is used to place the wxart2dconfig.exe, it is meant for non Cmake situation to get information on libraries and includes paths etc. Use wxart2dconfig.exe --help The recomended way is the CMake way. Therefore you find in share/wxart2d the following files:
You need to use FIND_PACKAGE( wxArt2D ) in your own CMakeLists.txt files, and it will search FindwxArt2D.cmake. Which on its turn searches wxAr2tDConfig.cmake.
For details see How do I setup my own application.
Cmake offers ways to generate installation packages. For windows the http://nsis.sourceforge.net is used for a full automatix installer executable. But also a zip file is generated. The first adds a register key like this:
This KEY is used to detect wxArt2D in FindwxArt2D.cmake, if you use the zip file, you will need to set WXART2D_DIR in your environment to reach the same.
The wxArt2D CMake option to generate package scripts is: WXART2D-USE_PACK.
Calling the Cmake tool:
cpack.exe -C debug or cpack.exe -C release
on the command line, will result in files like:
- wxart2d-d-1.0.1-win32.exe # this is the installers script for wxArt2D on windows.
- wxart2d-d-1.0.1-win32.zip # contains the same, and can be installed by hand
- wxart2d-dev-d-1.0.1-win32.exe # this is the installers script for wxArt2D on windows.
- wxart2d-dev-d-1.0.1-win32.zip # contains the same, and can be installed by hand
The command: cpack.exe -C debug is to be used in a debug builds, and search for debug libraries. The command: cpack.exe -C release is to be used in a release build, and search for release libraries.
The default configuration file for CPack is CPackConfig.cmake, with the next you can choose.
- cpack -C debug --config CPackConfig.cmake
- cpack -C debug --config CPackSourceConfig.cmake
This last one packs the wxArt2D source directory ( SVN checkout in general ), while the default takes all installed files, and packs those.
On unix you type on the command line:
cpack -C debug
And this gives you files like:
To get a rpm file you type:
cpack -G RPM
And if you want to know what in it, the next command gives a listing:
rpm -qlp wxart2d-gtk2-1.1.2.rpm
To get a deb file for Debian or Ubuntu ou type:
cpack -G DEB
And list what is in it like:
dpkg --contents wxdocview-gtk2ud-1.2.0.deb
And install and list what is installed:
sudo dpkg -i wxdocview-gtk2ud-1.2.0.deb dpkg -L wxdocview
For generating the packages on windows you will need to install the next two program:
Understanding how and where things are installed on Unix/Linux is here: http://www.gnu.org/prep/standards/standards.html#Directory-Variables