This is wxWidgets for Microsoft Windows 7 or later (up to 11) including both 32 bit and 64 bit versions.
[TOC]
If you are using one of the supported compilers, you can use [pre-built binaries](@ref plat_msw_binaries).
In this case, just uncompress the binaries archive under any directory and skip to Building Applications Using wxWidgets part.
Otherwise, or if you want to build a configuration of the library different from the default one, you need to build the library from sources before using it.
If you use CMake, please see @ref overview_cmake for building wxWidgets using it.
The first step, which you may have already performed, unless you are reading this file online, is to download the source archive and uncompress it in any directory. It is strongly advised to avoid using spaces in the name of this directory, i.e. notably do not choose a location under "C:\Program Files", as this risks creating problems with makefiles and other command-line tools.
After choosing the directory location, please define WXWIN environment variable containing the full path to this directory. While this is not actually required, this makes using the library more convenient and this environment variable is used in the examples below.
The following sections explain how to compile wxWidgets with each supported compiler, see the "Building Applications" section about the instructions for building your application using wxWidgets.
All makefiles and project are located in build\msw
directory.
Ready to use project files are provided for VC++ versions 2015, 2017, 2019 and 2022.
Simply open wx_vcN.sln
(for N=14, 15, 16 or 17) file,
select the appropriate configuration (Debug or Release, static or DLL)
and build the solution. Notice that when building a DLL configuration,
you may need to perform the build several times because the projects
are not always built in the correct order, and this may result in link
errors. Simply do the build again, up to 3 times, to fix this.
wxWidgets can also be built from the command line using the provided makefiles.
This needs to be done from the "Visual Studio Command Prompt" window, which can be opened using a shortcut installed to the "Start" menu or the "Start" screen by MSVS installation.
In this window, change directory to %%WXWIN%\build\msw
and type
> nmake /f makefile.vc
to build wxWidgets in the default debug configuration as a static library. You can also do
> nmake /f makefile.vc BUILD=release
to build a release version or
> nmake /f makefile.vc BUILD=release SHARED=1 TARGET_CPU=X86
to build a 32 bit release DLL version from an x86 command prompt, or
> nmake /f makefile.vc BUILD=release SHARED=1 TARGET_CPU=X64
to build a 64 bit release DLL version from an x64 command prompt.
See Make Parameters for more information about the additional parameters that can be specified on the command line.
To verify your build, change the directory to %%WXWIN%\samples\minimal
and
run the same nmake command (with the same parameters there), this should create
a working minimal wxWidgets sample.
If you need to rebuild, use "clean" target first or "nmake /a".
You can download and install wxWidgets using the vcpkg dependency manager:
> git clone https://github.com/Microsoft/vcpkg.git
> cd vcpkg
> bootstrap-vcpkg.bat
> vcpkg integrate install
> vcpkg install wxwidgets
> vcpkg install wxwidgets:x64-windows
The wxWidgets port in vcpkg is kept up to date by Microsoft team members and community contributors. If the version is out of date, please [create an issue or pull request] (https://github.com/Microsoft/vcpkg) on the vcpkg repository.
For Visual Studio solutions it is possible to customize the build by
creating a wx_local.props
file in the build\msw
directory which is used, if it
exists, by the projects. The settings in that file override the default values
for the properties such as wxCfg (corresponding to the CFG makefile variable
described below) or wxVendor (corresponding to VENDOR). The typical way to
make the file is to copy wx_setup.props
to wx_local.props
and then edit local.
For example, if you are building wxWidgets libraries using multiple versions of Visual Studio you could change wxCompilerPrefix to include the toolset:
- <wxCompilerPrefix>vc</wxCompilerPrefix>
+ <wxCompilerPrefix>vc$(PlatformToolsetVersion)</wxCompilerPrefix>
Following that example if you are using Visual Studio 2015 and open
wx_vc14.sln
it will build using the "vc140" prefix for the build directories
so to allow its build files to coexist with the files produced by the other
MSVC versions.
Keep in mind that by using a separate local props file you ensure that your
changes won't be lost when updating to a future wxWidgets version. But if
wx_setup.props
is updated in some later commit your wx_local.props
is not
updated with it. For example the version information in wx_setup.props
could
change and the information in your wx_local.props
would be outdated. It is
your responsibility to monitor for such situations.
Debug visualizers which make inspecting various wxWidgets classes easier to view
while debugging are provided in file %%WXWIN%\misc\msvc\wxWidgets.natvis
.
The visualisers can be either added to a project or installed system-wide.
See the Visual Studio documentation
for more information.
wxWidgets supports several different gcc-based toolchains under Windows, including:
Please retrieve and install the latest version of your preferred tool chain by following the instructions provided by these packages.
Additionally note that MinGW-w64 can be used as a cross-compiler from Unix systems, including WSL.
All of these tool chains can be used either with Unix-like configure+make build process (preferred) or with the provided makefile.gcc makefiles without using configure.
This method works in exactly the same way as under Unix systems, and requires a Unix-like environment to work, i.e. one of MSYS, MSYS2 or Cygwin, so the following steps should be done from MSYS or Cygwin shell prompt:
-
Create a build directory: it is strongly recommended to not build the library in the directory containing the sources (
$WXWIN
) but to create a separate build directory instead. The build directory can be placed anywhere (using the fastest available disk may be a good idea), but in this example we create it as a subdirectory of the source one:$ cd $WXWIN $ mkdir build-debug $ cd build-debug
-
Run configure passing it any of the options shown by
configure --help
. Notice that configure builds shared libraries by default, use--disable-shared
to build static ones. For example:$ ../configure --enable-debug
-
Build the library:
$ make
-
Test the library build by building the minimal sample:
$ cd samples/minimal $ make
-
Optionally install the library in a global location
$ make install
Notice that there is not much benefice to installing under Windows so this step can usually be omitted.
The makefile.gcc
makefiles are for compilation using MinGW using Windows
command interpreter (cmd.exe
), they will not work if you use Unix
shell, as is the case with MSYS. Follow the instructions for using configure
above instead if you prefer to use Unix shell. The commands shown here must be
executed from a DOS command line window (cmd.exe, not Bash sh.exe).
-
Change directory to
%%WXWIN%\build\msw
and type> mingw32-make -f makefile.gcc
to build wxWidgets in the default debug configuration as a static library. Add "BUILD=release" and/or "SHARED=1" to build the library in release configuration and/or as a shared library instead of the default static one, see Make Parameters for more details.
NOTE: For parallel builds, i.e. using
-jN
make option, please run the make command first without the-jN
option and withsetup_h
target specified, e.g.mingw32-make ... setup_h
. Only after that run the make command with the same wxWidgets build options but now with the-jN
option and withoutsetup_h
target, e.g.mingw32-make -j4 ...
. All this is necessary to work around the bug in the makefile. -
To verify your build, change the directory to
samples\minimal
and run the same mingw32-make command (with the same parameters there), this should create a working minimal wxWidgets sample. -
If you need to rebuild, use "clean" target first.
NOTE: If you use configure to build the library with MinGW, the contents of this section does not apply, just pass the arguments to configure directly in this case.
While it is never necessary to do it, you may want to change some of
the options in the %%WXWIN%\include\wx\msw\setup.h
file before building
wxWidgets. This file is heavily commented, please read it and enable or disable
the features you would like to compile wxWidgets with[out].
Notice that this file is later copied into a directory under lib for each of the build configurations which allows to have different build options for different configurations too if you edit any configuration-specific file.
When building using makefiles, you can specify many build settings
(unlike when using the project files where you are limited to choosing
just the configuration and platform). This can be done either by
passing the values as arguments when invoking make or by editing
build\msw\config.$compiler
file where $compiler
is the same extension
as the makefile you use has (see below). The latter is good for
setting options that never change in your development process (e.g.
GCC_VERSION
or VENDOR
). If you want to build several versions of
wxWidgets and use them side by side, the former method is better.
Settings in config.*
files are shared by all makefiles (including the
samples), but if you pass the options as arguments, you must use the same
arguments you used for the library when building samples!
For example, to build the library in release mode you can either
change the "BUILD" variable definition in build\msw\config.$compiler
or use
> nmake -f makefile.vc BUILD=debug
> mingw32-make -f makefile.gcc BUILD=debug
depending on the compiler used.
The full list of the build settings follows:
-
BUILD=release
Builds release version of the library. It differs from default 'debug' in lack of appended 'd' in name of library and uses the release CRT libraries instead of debug ones. Notice that even release builds do include debug information by default, see
DEBUG_FLAG
for more information about it. -
SHARED=1
Build shared libraries (DLLs). By default, DLLs are not built (SHARED=0).
-
WXUNIV=1
Build wxUniversal instead of native wxMSW
-
MONOLITHIC=1
wxWidgets is by default built as several smaller libraries ("multilib build") instead of single big one as used to be the case in its much older versions. You can still build single library ("monolithic build") by setting MONOLITHIC variable to 1.
-
USE_GUI=0
Disable building GUI parts of the library, build only wxBase components used by console applications. Note that if you leave
USE_GUI=1
then both wxBase and GUI libraries are built. -
USE_$LIBRARY=0
Do not build the corresponding library (all libraries are built by default). Library which can be disabled in this way are: AUI, HTML, MEDIA, GL (the option name is
USE_OPENGL
for this one), PROPGRID, QA, RIBBON, RICHTEXT, STC, WEBVIEW, XRC. -
RUNTIME_LIBS=static
(VC++ only.) Links static version of C and C++ runtime libraries into the executable, so that the program does not depend on DLLs provided with the compiler.
Caution: Do not use static runtime libraries when building DLL (SHARED=1)!
-
DEBUG_FLAG=0
-
DEBUG_FLAG=1
-
DEBUG_FLAG=2
Specifies the level of debug support in wxWidgets. Notice that this is independent from both BUILD and
DEBUG_INFO
options. By default always set to 1 meaning that debug support is enabled: asserts are compiled into the code (they are inactive by default in release builds of the application but can be enabled), wxLogDebug() and wxLogTrace() are available and__WXDEBUG__
is defined. Setting it to 0 completely disables all debugging code in wxWidgets while setting it to 2 enables even the time consuming assertions and checks which are deemed to be unsuitable for production environment. -
DEBUG_INFO=0
-
DEBUG_INFO=1
This option affects whether debugging information is generated. If omitted or set to 'default' its value is determined the value of the BUILD option.
-
DEBUG_RUNTIME_LIBS=0
-
DEBUG_RUNTIME_LIBS=1
(VC++ only.) If set to 1, msvcrtd.dll is used, if to 0, msvcrt.dll is used. By default msvcrtd.dll is used only if the executable contains debug info and msvcrt.dll if it doesn't. It is sometimes desirable to build with debug info and still link against msvcrt.dll (e.g. when you want to ship the app to customers and still have usable .pdb files with debug information) and this setting makes it possible.
-
TARGET_CPU=X64|ARM|ARM64|IA64
(VC++ only.) Set this variable to build for x86_64 systems. If unset, x86 build is performed.
-
VENDOR=<your company name>
Set this to a short string identifying your company if you are planning to distribute wxWidgets DLLs with your application. Default value is 'custom'. This string is included as part of DLL name. wxWidgets DLLs contain compiler name, version information and vendor name in them. For example
wxmsw311u_core_vc_custom.dll
is one of DLLs build using Visual C++ with default settings. If you set VENDOR=mycorp, the name will change towxmsw311u_core_vc_mycorp.dll.
-
CFG=<configuration name>
Sets configuration name so that you can have multiple wxWidgets builds with different setup.h settings coexisting in same tree. The value of this option is appended to the build directories names. This is useful for building the library in some non-default configuration, e.g. you could change
wxUSE_STD_CONTAINERS
to 0 in%%WXWIN%\include\wx\msw\setup.h
and then build withCFG=-nonstd
. Alternatively, you could build with e.g.RUNTIME_LIBS=static CFG=-mt
when using MSVC. -
COMPILER_PREFIX=<string>
If you build with multiple versions of the same compiler, you can put their outputs into directories like
vc14_lib
,vc15_lib
etc. instead ofvc_lib
by setting this variable to e.g.vc15
. This is merely a convenience variable, you can achieve the same effect (but different directory names) with the CFG option. -
CFLAGS
-
CXXFLAGS
-
CPPFLAGS
-
LDFLAGS
Additional flags to be used with C compiler, C++ compiler, C preprocessor (used for both C and C++ compilation) and linker, respectively.
Note: If you want to use CMake for building your project, please see @ref overview_cmake.
If you use MSVS for building your project, simply add
wxwidgets.props
property sheet to (all) your project(s) using wxWidgets
by using "View|Property Manager" menu item to open the property manager
window and then selecting "Add Existing Property Sheet..." from the context
menu in this window.
If you've created a new empty project (i.e. chose "Empty Project" in the "Create a new project" window shown by MSVS rather than "Windows Desktop"), you need to change "Linker|System|SubSystem" in the project properties to "Windows", from the default "Console". You don't need to do anything else.
We suppose that wxWidgets sources are under the directory $WXWIN
(notice that
different tool chains refer to environment variables such as WXWIN in
different ways, e.g. MSVC users should use $``(WXWIN)
instead of just
$WXWIN
). And we will use <wx-lib-dir>
as a shortcut for the subdirectory of
$WXWIN\lib
which is composed from several parts separated by underscore:
first, a compiler-specific prefix (e.g. "vc" for MSVC, "gcc" for g++ or the
value of COMPILER_PREFIX
if you set it explicitly), then "x64" if building in
64 bits using MSVC (but not any other compilers) and finally either "lib" or
"dll" depending on whether static or dynamic wx libraries are being used.
For example, WXWIN could be "c:\wxWidgets\3.4.5" and <wx-lib-dir>
could be
c:\wxWidgets\3.4.5\lib\vc_x64_lib
for 64-bit static libraries built with
MSVC but for shared libraries built with gcc it would be
c:\wxWidgets\3.4.5\lib\gcc_dll
instead.
Here is what you need to do:
- Add
$WXWIN\include
to the- compiler
- resource compiler include paths.
- Append
<wx-lib-dir>\mswu[d]
to the include paths, where "d" should be used for debug builds only. When using MSVC, there is a simpler alternative which allows to use the same compiler options for debug and release builds: just prepend$WXWIN\include\msvc
to the include paths instead of the paths above. - Define the following symbols for the preprocessor:
__WXMSW__
to ensure you use the correct wxWidgets port.NDEBUG
if you want to build in release mode, i.e. disable asserts.WXUSINGDLL
if you are using DLL build of wxWidgets.
- Add
<wx-lib-dir>
directory described above to the libraries path.
When using MSVC, using include\msvc
in the compiler include path has another
advantage: the header found in this directory ensures that all the required
libraries are linked automatically using #pragma comment(lib)
feature of this
compiler. With the other compilers, or if you don't use include\msvc
with
MSVC, you also need to:
- Add the list of libraries to link with to the linker input. The exact list
depends on which libraries you use and whether you built wxWidgets in
monolithic or default multi-lib mode and basically should include all the
relevant libraries from the directory above, e.g.
wxmsw34ud_core.lib wxbase34ud.lib wxtiffd.lib wxjpegd.lib wxpngd.lib wxzlibd.lib wxregexud.lib wxexpatd.lib
for a debug build of an application using the core library of wxWidgets 3.4 only (all wxWidgets applications use the base library).
For example, to compile your program with gcc using debug wxWidgets DLLs
you would need to use the following options for the compiler (and windres
resource compiler):
-I$WXWIN/include -I$WXWIN/lib/gcc_dll/mswud -D__WXMSW__ -DWXUSINGDLL
and
-L$WXWIN/lib/gcc_dll
for the linker.
Finally, please notice that the makefiles and project files provided with
wxWidgets samples show which flags should be used when building applications
using wxWidgets and always work, so in case of a problem, e.g. if the
instructions here are out of date, you can always simply copy a makefile or
project file from $WXWIN\samples\minimal
or some other sample and adapt it to
your application.
All Windows applications should use a "manifest", which is a special kind of Windows resource containing information about the application compatibility, required, among else, for the application UI to look correctly instead of looking very outdated and different from other native applications. MSVS projects automatically generate the manifest and embed it into the final executable by default, so you don't need to do anything special when using them, however you need to ensure that a manifest specifying the use of the v6 of the Common Controls Library is included when using another compiler.
The most straightforward way to do this is to include one of the manifests
provided by wxWidgets in the include\wx\msw\wx.rc
file. It is sufficient to
simply include it from your own .rc
file in order to use a correct manifest
automatically.
To be precise, wxWidgets offers three manifests, differing only in which
DPI-awareness mode they use. Which of the three is used depends on the value of
wxUSE_DPI_AWARE_MANIFEST
define. See [MSW Platform-Specific Build Issues](@ref high_dpi_platform_msw)
section of the High DPI overview for more information.
Note that the behaviour described above is customizable and you may define
wxUSE_NO_MANIFEST
before including wx/msw/wx.rc
to prevent including a
manifest if you prefer to embed it in some other way and so don't want to use
the wxWidgets-provided or, on the contrary, predefine wxUSE_RC_MANIFEST=1
to
force using wxWidgets manifest even with MSVC, where it wouldn't be used by
default.
More information about application manifests in general is available at https://learn.microsoft.com/en-us/windows/win32/controls/cookbook-overview#using-manifests-or-directives-to-ensure-that-visual-styles-can-be-applied-to-applications
Build instructions to less common library configurations using different UI backends are available here.
@subpage plat_msw_msys2 "Building with Win32 MSys2 backend"
@subpage plat_msw_msys2_gtk "Building with Win32 MSys2 GDK backend"
@subpage plat_msw_gtk "Building wxGTK port with Win32 GDK backend"
@subpage plat_msw_msys2_qt "Building with Win32 MSys2 Qt backend"