Add documentation on using CMake with wxWidgets
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@@ -294,7 +294,7 @@ INPUT = mainpages \
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overviews \
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../../interface
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INPUT_ENCODING = UTF-8
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FILE_PATTERNS = *.h
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FILE_PATTERNS = *.h *.md
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RECURSIVE = YES # Default: NO
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EXCLUDE =
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EXCLUDE_SYMLINKS = NO
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@@ -22,6 +22,7 @@ topics related to building applications with wxWidgets.
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@li @subpage overview_roughguide
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@li @subpage overview_helloworld
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@li @subpage overview_python
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@li @subpage overview_cmake
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@section page_topics_programming Important wxWidgets Topics
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110
docs/doxygen/overviews/cmake.md
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110
docs/doxygen/overviews/cmake.md
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@@ -0,0 +1,110 @@
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CMake Overview {#overview_cmake}
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==============
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[TOC]
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CMake allows building wxWidgets on various platforms with your preferred build
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system.
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Most linux distributions contain CMake as a package on Windows and OS X you can
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download an installer at the [CMake Page](https://cmake.org).
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Using the CMake GUI {#cmake_gui}
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===================
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1. Start the CMake GUI
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2. Specify the wxWidgets root as your source folder
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3. Specify a path where the build files should be created. It's recommended to
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use a path outside the wxWidgets root folder.
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4. Press the *Configure* button and you will be asked which IDE or build system
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you wish to use
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5. *Optionally*: Customize any of the options
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6. Press the *Generate* button
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7. Open the wxWidgets project with your preferred IDE
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Using the CMake Command Line {#cmake_cli}
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============================
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1. Create a folder where the build/project files should be created
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2. Change into the created folder
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3. Run `cmake -G "Unix Makefiles" path_to_wxWidgets_root`
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4. After that you can run `cmake --build .` to start the build process or
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directly use your choosen build system.
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Run `cmake --help` to see a list of available generators on your platform.
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These can than be specified using the -G command line option. On Windows it
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is recommended to use Visual Studio and on OS X Xcode is recommended.
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Various build options can be specified using -D see
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[available options](#cmake_options).
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Command Line Examples {#cmake_cli_samples}
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---------------------
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Building with tests using [Ninja](https://ninja-build.org/):
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~~~{.sh}
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cmake -G "Ninja" ~/Downloads/wxWidgets_3.1 -DwxBUILD_TESTS=ALL
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cmake --build .
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~~~
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Building the minimal sample:
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~~~{.sh}
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cmake ~/Downloads/wxWidgets_3.1 -DwxBUILD_SAMPLES=SOME
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cmake --build . --target minimal
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~~~
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Installing static libraries to some path:
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~~~{.sh}
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cmake ~/Downloads/wxWidgets_3.1 \
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-DCMAKE_INSTALL_PREFIX=~/wx_install \
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-DwxBUILD_SHARED=OFF
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cmake --build . --target install
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~~~
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Build options {#cmake_options}
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=======================
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The following list of build options can either be configured in the CMake UI
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or specified via the -D command line option when running the cmake command.
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Option Name | Type | Description
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----------------------------- | ----- | ------------------------------------
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wxBUILD_SHARED | BOOL | Build shared libraries
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wxBUILD_TESTS | STRING | CONSOLE_ONLY, ALL or OFF
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wxBUILD_SAMPLES | STRING | SOME, ALL or OFF
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wxUSE_GUI | BOOL | Build the UI libraries
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wxBUILD_COMPATIBILITY | STRING | 2.8, 3.0 or 3.1 API compatibility
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Using CMake with your applications {#cmake_apps}
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==================================
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If you are using CMake with your own application there are various ways to use
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wxWidgets:
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* Using an installed, binary or compiled version of wxWidgets
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using `find_package()`
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* wxWidgets as a sub directory.
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* CMake's [ExternalProject module](https://cmake.org/cmake/help/latest/module/ExternalProject.html).
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Using find_package {#cmake_find_package}
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------------------
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You can use `find_package(wxWidgets)` to use a compiled version of wxWidgets.
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Have a look at the [CMake Documentation](https://cmake.org/cmake/help/latest/module/FindwxWidgets.html)
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for detailed instructions.
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Your *CMakeLists.txt* would look like this:
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~~~
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...
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find_package(wxWidgets REQUIRED COMPONENTS net core base)
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include(${wxWidgets_USE_FILE})
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add_executable(myapp myapp.cpp)
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target_link_libraries(myapp ${wxWidgets_LIBRARIES})
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~~~
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Using a sub directory {#cmake_subdir}
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---------------------
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You can use wxWidgets as a subdirectory in your application's build tree
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e.g. as a git submodule. This way the wxWidgets libraries will be part
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of your applications build process.
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Your *CMakeLists.txt* would look like this:
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~~~
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...
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add_subdirectory(libs/wxWidgets)
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add_executable(myapp myapp.cpp)
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target_link_libraries(myapp net core base)
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~~~
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