Update release notes etc for 3.1.3 release
Also simplify MSVC binaries use instructions by instructing people to just use the provided properties file.
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@@ -8,7 +8,7 @@ Supported Compilers
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We provide pre-built binary files for the following compilers:
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* Microsoft Visual C++ compiler versions 9.0, 10.0, 11.0, 12.0, 14.0, 14.1 and 14.2
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(corresponding to marketing product names of Microsoft Visual Studio 2008, 2010, 2012, 2013, 2015, 2017 and 2019 respectively).
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(corresponding to marketing product names of Microsoft Visual Studio 2008, 2010, 2012, 2013, 2015, 2017 and 2019 respectively). Please note that MSVC 14.x versions are ABI-compatible and the same set of binaries is used for all of them.
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* TDM-GCC version 5.1 and MinGW-w64 version 7.2 (with the default SJLJ
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exceptions propagation method, using C++11). Please note that you need to use
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the very latest MinGW-w64 7.2 compiler release with this version of the
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@@ -24,7 +24,7 @@ Getting the files
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-----------------
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First, you need to get the correct files. You will always need the
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`wxWidgets-3.1.1-headers.7z` one but the rest depends on your compiler version
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`wxWidgets-3.1.3-headers.7z` one but the rest depends on your compiler version
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and architecture: as different versions of MSVC compiler are not binary
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compatible, you should select the files with the correct
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`vc80`, `vc90`, `vc100`, `vc110`, `vc120`, or `vc14x`
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@@ -35,14 +35,14 @@ or the ones without this suffix for the still more common 32-bit builds. After
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determining the combination of suffixes you need, you should download the
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"Dev" and the "ReleaseDLL" files in addition to the "Headers" one above,
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e.g. for 32-bit MSVS 2017 development you need
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`wxMSW-3.1.1_vc14x_Dev.7z` and `wxMSW-3.1.1_vc14x_ReleaseDLL.7z`.
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`wxMSW-3.1.3_vc14x_Dev.7z` and `wxMSW-3.1.3_vc14x_ReleaseDLL.7z`.
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All binaries are available at:
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https://github.com/wxWidgets/wxWidgets/releases/v3.1.1
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https://github.com/wxWidgets/wxWidgets/releases/v3.1.3
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Once you have the files you need, unzip all of them into the same directory, for
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example `c:\wx\3.1.1`. You should have only include and lib subdirectories under
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example `c:\wx\3.1.3`. You should have only include and lib subdirectories under
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it, nothing else. To avoid hard-coding this path into your projects, define
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`wxwin` environment variable containing it: although it's a little known fact,
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all versions of MSVC support environment variable expansion in the C++ projects
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@@ -51,42 +51,16 @@ all versions of MSVC support environment variable expansion in the C++ projects
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Using Binaries with Visual Studio
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---------------------------------
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Next step is to set up your project to use these files. You need to do the
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following:
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Next step is to set up your project to use these files: for this, simply add
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the provided `wxwidgets.props` file as a property sheet to your project.
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This can be done using `View|Property Manager` menu item in the IDE and
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selecting "Add Existing Property Sheet..." from the project popup menu.
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* In the compiler options, i.e. "C/C++" properties:
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* Add `$``(wxwin)/include/msvc;$``(wxwin)/include` to the "Additional Include
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Directories". Notice that the order is important here, putting the
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MSVC-specific directory first ensures that you use `wx/setup.h`
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automatically linking in wxWidgets libraries.
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* Add `WXUSINGDLL` and `wxMSVC_VERSION_ABI_COMPAT` to the list of defined
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symbols in "Preprocessor Definitions". The first should be
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self-explanatory (we only provide DLLs, not static libraries) while the
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second one is necessary to use the libraries from e.g. `lib\vc100_dll`
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directory and not the default `lib\vc_dll`.
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* Also check that `_UNICODE` and `UNICODE` symbols are defined in the same
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"Preprocessor Definitions" section. This should already be the case for
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the newly created projects but it might be necessary to add them if
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you're upgrading an existing one.
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* Check that you use "Multi-threaded \[Debug\] DLL" in the "Run-time
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library" option under "Code Generation" to ensure that your build uses
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the same CRT version as our binaries.
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* In the linker options you only need to add `$``(wxwin)\lib\vc$``(PlatformToolsetVersion)_dll`
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(the standard `PlatformToolsetVersion` macro expands into something like
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`141`, depending on the toolset version being used, and you could also use
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the version number directly if you prefer) to "Additional Library
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Directories" under "Linker\\General" in the options. Thanks to the use of
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MSVC-specific `setup.h` you don't need to list wxWidgets libraries manually,
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i.e. you do **not** need to put anything in the list of "Additional
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Dependencies".
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Note: your project must use "Unicode Character Set" option.
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Now you should be able to build your project successfully, both in "Debug" and
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"Release" configurations. With MSVS 10 or newer it can also be done from the
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command line using `msbuild.exe`. Of course, to run the generated executable
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you will need to either add the directory containing wxWidgets DLLs to your PATH
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or copy the DLL files to a directory already on it. Finally, if you want to
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distribute the binaries created using these options, you will need to install
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Microsoft Visual C++ run-time DLLs. Again, MSVC 10 or newer has an advantage
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here as you can simply copy `msvcp100.dll` and `msvcr100.dll` as any other DLL,
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while you need to install specially for the previous compiler versions that
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use WinSxS ("side-by-side") for them.
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Now you should be able to build and run your project successfully, both in
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"Debug" and "Release" configurations. Please note that during run-time the
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executables will require wxWidgets DLLs in addition to MSVC run-time DLLs, so
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you should consider adding the directory containing these DLLs to your PATH and
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either distributing them with your application or instructing your users to
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download them.
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