3184d17880
Documentation updates are not complete, but I updated most of the http: links to https: and most references to subversion or svn to git.
644 lines
20 KiB
Plaintext
644 lines
20 KiB
Plaintext
README.MSWindows.txt - 2016-10-16 - Building FLTK under Microsoft Windows
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-------------------------------------------------------------------------
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CONTENTS
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==========
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1 INTRODUCTION
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2 HOW TO BUILD FLTK USING MinGW/Cygwin
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2.1 The Tools
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2.2 Recommended Command Line Build Environment
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2.3 Prerequisites
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2.4 Downloading and Unpacking
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2.5 Configuring FLTK
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2.6 Building FLTK
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2.7 Testing FLTK
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2.8 Installing FLTK
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2.9 Creating new Projects
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3 HOW TO BUILD FLTK USING VISUAL STUDIO 2008
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3.1 Prerequisites
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3.2 Downloading and Unpacking
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3.3 Configuring FLTK
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3.4 Building FLTK
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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 HOW TO BUILD FLTK USING VISUAL STUDIO 2010 OR LATER
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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 FREQUENTLY ASKED QUESTIONS
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7 LINKS
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6 DOCUMENT HISTORY
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INTRODUCTION
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==============
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FLTK 1.3 and later is officially supported on Windows (2000,) 2003,
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XP, and later. Older Windows versions are not officially supported,
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but may still work. The main reason is that the OS version needs
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to support UTF-8. FLTK 1.3 is known to work on Windows Vista, Windows 7,
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Windows 8/8.1, and Windows 10.
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FLTK currently supports the following development
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environments on the Windows platform:
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- Free Microsoft Visual C++ 2008 Express and Visual C++ 2010 Express
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using the supplied workspace and project files. Older and the
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commercial versions can be used as well, if they can open the project
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files. Visual C++ 2015 Express/Community can be used with the
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Visual C++ 2010 project files. Be sure to get your service packs!
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The project files can be found in the ide/ directory.
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Please read ide/README.IDE for more info about this.
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- GNU toolsets (Cygwin or MinGW) hosted on Windows.
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CAUTION: Libraries built by any one of these environments can not be mixed
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with object files from any other environment!
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HOW TO BUILD FLTK USING MinGW and Cygwin
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==========================================
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This chapter of this document gives a brief overview of
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compiling and using FLTK with the Cygwin and MinGW compiler
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toolkits. Both toolkits provide a build environment based
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around the GNU C/C++ compiler. Further information is
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available from the FLTK website at https://www.fltk.org, such
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as this Howto note: https://www.fltk.org/articles.php?L598
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The Cygwin build environment supplies a library (the Cygwin
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DLL) that is primarily intended to provide a number of
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Unix-like POSIX facilities for programs being ported to the
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Windows environment (Win32 or WinNT). Cygwin also supplies
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a very Unix-like build environment for Windows, including
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the "BASH" Bourne-compatible shell and all of the standard
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Unix file utilities (ls, cat, grep, etc.).
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Cygwin is developed by Cygnus (now part of RedHat, Inc).
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Although provided for free download under the GPL,
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distributing programs that require the Cygwin DLL under a
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license other than the GPL requires a commercial license for
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the Cygwin DLL. Native Windows programs that do not require
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the Cygwin DLL (compiled and linked with the "-mno-cygwin"
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option) may be released under any license freely.
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Note: Since December 2009, there is a new gcc 4.x compiler
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that doesn't support the -mno-cygwin option anymore. You
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must use the older gcc-3 compiler instead.
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An alternative is to install the new (since about Oct. 2010)
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mingw cross tools that support newer gcc compilers for building
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native Windows applications (like -mno-cygwin above).
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Currently you would have to install mingw64-i686-gcc-g++ for
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32-bit Windows applications (despite its name!), and/or
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mingw64-x86_64-gcc-g++ for 64-bit applications. You may also
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need to install the corresponding '-headers' packages as well.
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Currently these tools support gcc 4.5.x or newer, but the
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setup for FLTK is somewhat more complicated and not yet
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completely supported automatically (you may need to edit
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some lines in the generated makeinclude file).
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The MinGW distribution (Minimalist GNU for Windows) provides
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a similar toolset but geared solely towards native Windows
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development without the Unix-like POSIX library. The lack of
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any libraries under the GPL or any other restrictive license
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means that programs built with the MinGW environment may
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always be released under any license freely. MinGW also
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supplies a Unix-like build environment for Windows,
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including MSYS (a Bourne-compatible shell) and the standard
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Unix file utilities (ls, cat, grep, etc.)
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If you are not familiar with these GNU-like toolkits please
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refer to the links section later in this note. In particular,
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check out their license conditions carefully before use.
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The Tools
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-----------
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There are currently three main configurations supported by
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FLTK with the GNU tools:
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1. Cygwin: Built using the Cygwin toolset and using the
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Unix-like POSIX compatibility layer provided by the
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Cygwin DLL.
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2. Cygwin using the "-mno-cygwin" option: Built using
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the Cygwin toolset but not using the Cygwin DLL.
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3. MinGW: Built using the MinGW utilities, compiler and
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tools. This is, in many aspects, analogous to the
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Cygwin "-mno-cygwin" option. This is the recommended
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one if you want to build native Windows programs only.
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Recommended Command Line Build Environment
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--------------------------------------------
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Our recommendation is to:
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1. Get the current Cygwin toolset.
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This can either produce executables that do or do not
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rely on the Cygwin DLL (check licensing) at your
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choice.
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2. Get the latest MinGW toolset. It is recommended that
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you also get the MSYS shell and the msysDTK developer
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toolset.
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This will only produce normal Windows native
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executables without any Unix or POSIX compatibility
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layer.
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See the links section below for more information.
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Either option can generate windows-native executables and
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option 1 can provide a Unix-like POSIX portability layer that
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is reliant on a GPLed library.
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See the later sections for detailed information about using
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one of these configurations.
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Prerequisites
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---------------
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In order to build FLTK from the command line, you need to install the MinGW
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environment from www.mingw.org. The graphical installer "mingw-get-inst" can
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be downloaded here for free:
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http://www.mingw.org/wiki/Getting_Started
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Launch the installer and follow the instructions. In the "Select Components"
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dialog, add "C++ Compiler", "MSYS Basic System", and "MinGW Developer Toolkit".
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Wait for the installer to finish.
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After downloading and installing, you need to launch the MinGW Shell through
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the Start menu.
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Downloading and Unpacking
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---------------------------
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Download FLTK from here:
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https://www.fltk.org/software.php
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into your home folder. The default location as seen from MSWindows is similar
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to
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C:\MinGW\msys\1.0\home\matt\
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If you are familiar with "git" and like to stay current with your
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version, you will find the git access parameters at the bottom of
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that page. Unpack FLTK into a convenient location. I like to have everything
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in my dev directory:
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cd
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mkdir dev
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cd dev
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tar xvfz fltk-1.3.xxxx.tar.gz
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cd fltk-1.3.xxxx
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Configuring FLTK
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------------------
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If you got FLTK via git then you need one extra step. Otherwise skip
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over this part. Stay in your FLTK source-code directory and type the
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following:
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NOCONFIGURE=1 ./autogen.sh
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Now configure your FLTK installation:
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./configure
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ADVANCED: type "./configure --help" to get a complete list of optional
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configuration parameters. These should be pretty self-explanatory. Some
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more details can be found in README.
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:END_ADVANCED
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The configuration script will check your machine for the required resources
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which should all have been part of your MinGW installation. Review the
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Configuration Summary, maybe take some notes.
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ADVANCED: some versions of MinGW/Msys are broken and complain about a missing
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--enable-auto-import. The solution is to upgrade to the current release. If
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that is not possible, you can include the --enable-auto-import flag when
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linking:
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./configure <config flags> LDFLAGS=-Wl,--enable-auto-import
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:END_ADVANCED
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Known Problems:
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There is a known incompatibility with some Windows git tools that
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may not set the correct line endings for autoconf. If you get strange
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error messages when running ./configure or make, you may need to convert
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configh.in to "Unix line endings" (LF-only). These error messages are
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unspecific, e.g. compilation errors like:
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error: 'U32' does not name a type
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error: 'bmibuffer' was not declared in this scope
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You can fix the line endings with the MinGW/msys tool 'unix2dos' (u2d)
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or with your favorite editor, if it allows to change the line endings,
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then run autoconf and ./configure again.
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For further information see this bug report:
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https://www.fltk.org/newsgroups.php?gfltk.bugs+v:10197
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Building FLTK
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---------------
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Now this is easy. Stay in your FLTK source-code directory and type:
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make
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The entire FLTK toolkit including many test programs will be built for you.
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No warnings should appear.
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Testing FLTK
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--------------
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After a successful build, you can test FLTK's capabilities:
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test/demo
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Installing FLTK
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-----------------
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If you did not change any of the configuration settings, FLTK will be
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installed in "/usr/local/include" and "/usr/local/lib" by typing
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make install
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It is possible to install FLTK in user space by changing the installation path
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to a location within the user account by adding the "--prefix=PREFIX" parameter
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to the "./configure" command.
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Creating new Projects
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-----------------------
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FLTK provides a neat script named "fltk-config" that can provide all the flags
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needed to build FLTK applications using the same flags that were used to build
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the library itself. Running "fltk-config" without arguments will print a list
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of options. The easiest call to compile an FLTK application from a single
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source file is:
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fltk-config --compile myProgram.cxx
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"fltk-config" and "fluid" will be installed in "/usr/local/bin/" by default.
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I recommend that you add it to the command search path.
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HOW TO BUILD FLTK USING VISUAL STUDIO 2008
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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 2008, 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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You must make sure that at least VisualStudio 2008 Service Pack 1 is installed
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or building FLTK on a multicore CPU will be very painful!
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Downloading and Unpacking
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---------------------------
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Download FLTK from here:
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https://www.fltk.org/software.php
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If you are familiar with "git" and like to stay current with your
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version, you will find the git access parameters at the bottom of
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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
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my projects.
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|
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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\VisualC2008\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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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). 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" from the "Debug" menu or just press F5 to run the
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Demo program. Use "Demo" to explore all test programs.
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Installing FLTK
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-----------------
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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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add all files from ide\VisualC2008\FL to the FL directory copied above
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(this is currently only one file: abi-version.h)
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copy all .lib files from the fltk lib directory to the VC lib directory
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copy fluid.exe in the fluid directory to the bin directory
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I highly discourage 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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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" and add a simple "C++"
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file to it. The FLTK "hello" source code is a good base.
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Now open the Project Properties dialog and add "Comctl32.lib" and all the FLTK
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libraries that you want to use (at least "fltk.lib") to Additional Dependencies
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(Configuration Properties > Linker > Additional Dependencies). In the same
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dialog, add "WIN32" to the C++ Preprocessor Definitions (Configuration
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Properties > C/C++ > Preprocessor > Preprocessor Definitions).
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Compile and run your test program with F5.
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You can also include .fl resources: add a new Header file to your 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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HOW TO BUILD FLTK USING VISUAL STUDIO 2010 OR LATER
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====================================================
|
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|
|
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|
Prerequisites
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|
---------------
|
|
|
|
In order to build FLTK from within VisualStudio 2010 or later, you need to
|
|
install the VisualC developer environment from the Microsoft web site. The
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|
Express edition is free of charge and sufficient to develop FLTK applications:
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|
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http://www.microsoft.com/express/Downloads/
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|
|
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|
Downloading and Unpacking
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|
---------------------------
|
|
|
|
Download FLTK from here:
|
|
|
|
https://www.fltk.org/software.php
|
|
|
|
If you are familiar with "git" and like to stay current with your
|
|
version, you will find the git access parameters at the bottom of
|
|
that page.
|
|
|
|
Unpack FLTK by using an appropriate unpacker and copy the new folder into a
|
|
convenient location. I have set up a "dev" folder in my home folder for all
|
|
my projects.
|
|
|
|
|
|
Configuring FLTK
|
|
------------------
|
|
|
|
Launch VisualStudio. Open the project file in
|
|
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.../fltk-1.3.xxxx/ide/VisualC2010/fltk.sln
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|
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Choose "Debug" or "Release" mode from the "Solution Configurations" menu.
|
|
|
|
|
|
Building FLTK
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|
---------------
|
|
|
|
Use the context menu of the "demo" project to "Set as StartUp Project". Then
|
|
select "Build Solution" from the "Build" menu or press F7 to build all
|
|
libraries.
|
|
|
|
|
|
Testing FLTK
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|
--------------
|
|
|
|
Select "Start Debugging" from the "Debug" menu or just press F5 to run the
|
|
Demo program. Use "Demo" to explore all test programs.
|
|
|
|
|
|
Installing FLTK
|
|
-----------------
|
|
|
|
The default location for VisualC 2010 libraries and headers is here:
|
|
|
|
C:\Program Files\Microsoft Visual Studio 10.0\VC\
|
|
|
|
It is possible to move the FLTK libraries, headers, and Fluid into the
|
|
respective subdirectories, so that they are available for future development
|
|
without adding link and include paths to the solution.
|
|
|
|
copy the entire FL directory into the include path
|
|
|
|
add all files from ide\VisualC2010\FL to the FL directory copied above
|
|
(this is currently only one file: abi-version.h)
|
|
|
|
copy all .lib files from the fltk lib directory to the VC lib directory
|
|
|
|
copy fluid.exe in the fluid directory to the bin directory
|
|
|
|
I highly discourage using dll's (dynamically linking libraries) on MSWindows
|
|
because they will require an installation process and likely cause version
|
|
conflicts. Use the static .lib libraries instead.
|
|
|
|
|
|
Creating new Projects
|
|
-----------------------
|
|
|
|
This chapter assumes that libraries and headers are copied into
|
|
|
|
C:\Program Files\Microsoft Visual Studio 10.0\VC\
|
|
|
|
Create a new project of type "General", "Empty Project" and add a simple "C++"
|
|
file to it. The FLTK "hello" source code is a good base.
|
|
|
|
Now open the Project Properties dialog and add "Comctl32.lib" and all the FLTK
|
|
libraries that you want to use (at least "fltk.lib") to Additional Dependencies
|
|
(Configuration Properties > Linker > Additional Dependencies). In the same
|
|
dialog, add "WIN32" to the C++ Preprocessor Definitions (Configuration
|
|
Properties > C/C++ > Preprocessor > Preprocessor Definitions).
|
|
|
|
Compile and run your test program with F5.
|
|
|
|
You can also include .fl resources: add a new Header file to your project, but
|
|
let the name end in .fl. Right-click and select "Open with...". Add "fluid.exe"
|
|
from the "bin" directory and set it as the default editor.
|
|
|
|
To automatically compile .fl files, open the Properties editor and change the
|
|
Element Type to Custom Build and click Apply. Now set the
|
|
Custom Build Steps to:
|
|
|
|
Command Line: fluid.exe -c %(FullPath)
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|
Description: Compiling Fluid .fl file
|
|
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
|
|
is changed, the corresponding .cxx file will be recompiled.
|
|
|
|
|
|
|
|
FREQUENTLY ASKED QUESTIONS
|
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============================
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Why does a console window appear when I run my program?
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---------------------------------------------------------
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Windows has a flag that determines whether an application
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runs in the foreground with a console or in the background
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without a console.
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If you're using gcc (i.e. MinGW or Cygwin), then use the
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linker option "-mwindows" to make your application run in
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the background and "-mconsole" to run in the foreground. Use
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fltk-config --ldflags to see appropriate linker flags, or use
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fltk-config --compile to compile a single source file.
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If you're using MS VC++, then you must set the linker option
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"/subsystem:windows" to create a "Windows" program (w/o console
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window), or set the linker option "/subsystem:console" for a
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console program, i.e. with a console window. These options
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are set differently in the FLTK project files, depending on
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whether you select a "Debug" or "Release" build.
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Other compilers and build systems may have different options.
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Keep in mind that a windows application cannot send output
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to stdout, even if you run it from an existing console
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application.
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(Note: A special case of this exists if running a MinGW
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application from the command line of an MSYS shell, when an
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application is able to write to stdout, even if compiled with
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"-mwindows". The same applies to Cygwin.)
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How do I get OpenGL to work?
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------------------------------
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Both builds should automatically support OpenGL.
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The configuration file config.h has a number of settings
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which control compile-time compilation. One such setting is
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"HAVE_GL". This may be set to 0 to disable Open GL operation.
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Changing the line in config.h to
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#define HAVE_GL 1
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will change this to compile and link in OpenGL.
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LINKS
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=======
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The following links may be of use:
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1. Main Cygwin homepage:
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http://www.cygwin.com/
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2. Main Mingw homepage:
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http://www.mingw.org/
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In particular look for the MinGW FAQ at this link for
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a lot of useful Mingw-native development
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documentation.
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3. Check out the FLTK newsgroups at the FLTK homepage:
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https://www.fltk.org/
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Its archival search facilities are EXTREMELY useful
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to check back through previous problems with this
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sort of configuration before posting new questions.
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4. GNU Compiler Collection (GCC) compiler homepage:
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http://gcc.gnu.org/
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5. OpenGL page - for OpenGL and GLUT libs
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http://www.opengl.org/
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DOCUMENT HISTORY
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==================
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Oct 25 2010 - matt: restructured entire document and verified instructions
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Dec 20 2010 - matt: merged with README.win32
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Dec 22 2010 - AlbrechtS: added newer Cygwin (cross/mingw-w64) options
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Feb 24 2012 - AlbrechtS: clarified console window FAQ
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