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Added first part of VC2010 documentation.
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@ -23,7 +23,15 @@ README.MSWindows.txt - 2010-10-25 - Building FLTK under Microsoft Windows
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3.5 Testing FLTK
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3.6 Installing FLTK
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3.7 Creating new Projects
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4 DOCUMENT HISTORY
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4 HOW TO BUILD FLTK USING VISUAL STUDIO 2010
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4.1 Prerequisites
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4.2 Downloading and Unpacking
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4.3 Configuring FLTK
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4.4 Building FLTK
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4.5 Testing FLTK
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4.6 Installing FLTK
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4.7 Creating new Projects
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5 DOCUMENT HISTORY
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INTRODUCTION
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@ -211,14 +219,15 @@ VisualC 2008 has a bug that messes up building a Solution on multicore CPUs.
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Make sure that Visual Studio 2008 Service Pack 1 is installed or, as a
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workaround, set the "maximum number of parallel project builds" to 1 (Tools >
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Options > Projects and Solutions > Build and Run > maximum number of parallel
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project builds).
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project builds). Also, repeating the build command two or three times may
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clear unresolved reference errors.
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Testing FLTK
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--------------
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Select "Start Debugging" form the "Debug" menu or "" from the "" menu or just
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press F5 to run the Demo program. Use "Demo" to explore all test programs.
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Select "Start Debugging" form the "Debug" menu or just press F5 to run the Demo
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program. Use "Demo" to explore all test programs.
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Installing FLTK
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@ -275,6 +284,119 @@ Now add the generated .cxx file to your project as well. Whenever the .fl file
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is changed, the corresponding .cxx file will be recompiled.
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HOW TO BUILD FLTK USING VISUAL STUDIO 2010
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============================================
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Prerequisites
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---------------
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In order to build FLTK from within VisualStudio 2010, you need to install the
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VisualC developer environment from the Microsoft web site. The Express edition
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is free of charge and sufficient to develop FLTK applications:
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http://www.microsoft.com/express/Downloads/
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Downloading and Unpacking
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---------------------------
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Download FLTK from here:
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http://www.fltk.org/software.php
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If you are familiar with "subversion" and like to stay current with you version,
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you will find the subversion access parameters at the bottom of that page.
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Unpack FLTK by using an appropriate unpacker and copy the new folder into a
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convenient location. I have set up a "dev" folder in my home folder for all my
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projects.
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Configuring FLTK
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------------------
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Launch VisualStudio. Open the project file in
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.../fltk-1.3.xxxx/ide/VisualC2010/fltk.sln
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Choose "Debug" or "Release" mode from the "Solution Configurations" menu.
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Building FLTK
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---------------
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Use the context menu of the "demo" project to "Set as StartUp Project". Then
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select "Build Solution" from the "Build" menu or press F7 to build all
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libraries.
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Testing FLTK
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--------------
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Select "Start Debugging" form the "Debug" menu or just press F5 to run the Demo
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program. Use "Demo" to explore all test programs.
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Installing FLTK
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-----------------
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FIXME: this is still the VC2008 documentation!
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The default location for VisualC 2008 libraries and headers is here:
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C:\Program Files\Microsoft Visual Studio 9.0\VC
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It is possible to move the FLTK libraries, headers, and Fluid into the
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respective subdirectories, so that they are available for future development
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without adding link and include paths to the solution.
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copy the entire FL directory into the include path
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copy all .lib files from the fltk lib directory to the VC lib directory
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copy fluid/fluid.exe to the bin directory
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I highly discourace using dll's (dynamically linking libraries) on MSWindows
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because they will require an installation process and likely cause version
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conflicts. Use the static .lib libraries instead.
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Creating new Projects
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-----------------------
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FIXME: this is still the VC2008 documentation!
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This chapter assumes that libraries and headers are copied into
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C:\Program Files\Microsoft Visual Studio 9.0\VC
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Create a new project of type "General", "Empty Project". Open the Project
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Properties dialog and add "WIN32" in the Preprocessor Definitions (Configuration
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Properties > C/C++ > Preprocessor > Preprocessor Definitions).
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Now add "Comctl32.lib" and all the LFKT libraries that you will need (at least
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"fltk.lib") to Additional Dependencies (Configuration Properties > Linker >
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Additional Dependencies).
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Add a simple C++ file with a few FLTK commands and run it with F5.
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You can also include .fl resources: add a new Hedare file to you project, but
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let the name end in .fl. Right-click and select "Open with...". Add "fluid.exe"
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from the "bin" directory and set it as the default editor.
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To automatically compile .fl files, open the Properties editor and set the
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Custom Build Steps to:
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Command Line: fluid.exe -c $(InputPath)
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Description: Compiling Fluid .fl file
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Outputs: $(InputDir)$(InputName).cxx; $(InputDir)$(InputName).h
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Now add the generated .cxx file to your project as well. Whenever the .fl file
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is changed, the corresponding .cxx file will be recompiled.
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DOCUMENT HISTORY
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==================
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