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-rw-r--r--README.MSWindows.txt281
-rw-r--r--README.OSX.txt23
2 files changed, 294 insertions, 10 deletions
diff --git a/README.MSWindows.txt b/README.MSWindows.txt
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+README.MSWindows.txt - 2010-10-25 - Building FLTK under Microsoft Windows
+-------------------------------------------------------------------------
+
+
+
+ CONTENTS
+==========
+
+ 1 INTRODUCTION
+ 2 HOW TO BUILD FLTK USING MinGW
+ 2.1 Prerequisites
+ 2.2 Downloading and Unpacking
+ 2.3 Configuring FLTK
+ 2.4 Building FLTK
+ 2.5 Testing FLTK
+ 2.6 Installing FLTK
+ 2.7 Creating new Projects
+ 3 HOW TO BUILD FLTK USING VISUAL STUDIO 2008
+ 3.1 Prerequisites
+ 3.2 Downloading and Unpacking
+ 3.3 Configuring FLTK
+ 3.4 Building FLTK
+ 3.5 Testing FLTK
+ 3.6 Installing FLTK
+ 3.7 Creating new Projects
+ 4 DOCUMENT HISTORY
+
+
+ INTRODUCTION
+==============
+
+FLTK currently supports the following development environments on the Microsoft
+Windows platform:
+
+ - MinGW gnu command line tools
+ - CygWin gnu command line tools
+ - VisualStudio 2008
+ - VisualStudio 2010
+
+CAUTION: Libraries built by any of these environments can not be mixed!
+
+
+ HOW TO BUILD FLTK USING MinGW
+===============================
+
+
+ Prerequisites
+---------------
+
+In order to build FLTK from the command line, you need to install the MinGW
+environment from www,mingw.org. The graphical installer " mingw-get-inst" can be
+downloaded here for free:
+
+ http://www.mingw.org/wiki/Getting_Started
+
+Launch the installer and follow the instructions. In the "Select Components"
+dialog, add "C++ Compiler", "MSYS Basic System", and "MinGW Develoepr Toolkit".
+Wait for the installer to finish.
+
+After downloading and installing, you need to launch the MinGW Shell through
+the Start menu.
+
+
+ Downloading and Unpacking
+---------------------------
+
+Download FLTK from here:
+
+ http://www.fltk.org/software.php
+
+into your home folder. The default location as seen from MSWindows is similar to
+
+ C:\MinGW\msys\1.0\home\matt\
+
+If you are familiar with "subversion" and like to stay current with you version,
+you will find the subversion access parameters at the bottom of that page.
+Unpack FLTK into a convinient location. I like to have everything in my dev
+directory:
+
+ cd
+ mkdir dev
+ cd dev
+ tar xvfz fltk-1.3.xxxx.tar.gz
+ cd fltk-1.3.xxxx
+
+
+ Configuring FLTK
+------------------
+
+Stay in your FLTK source-code directory. Type:
+
+ autoconf
+
+Now configure your FLTK installation:
+
+ ./configure
+
+ADVANCED: type "./configure --help" to get a complete list of optional
+configurations parameters. These should be pretty self-explenatory. Some
+more details can be found in README.
+:END_ADVANCED
+
+The configuration script will check your machine for the required resources
+which should all have been part of your MinGW installation. Review the
+Configuration Summary, maybe take some notes.
+
+
+ Building FLTK
+---------------
+
+Now this is easy. Stay in your FLTK source-code directory and type:
+
+ make
+
+The entire FLTK toolkit including many test programs will be built for you. No
+warnings should appear.
+
+(actually, as of Oct 25 2010, quite a lot of warnings related to suggested
+parentheses and others will appear, this is normal and will be fixed. The linker
+will also spit out a lbunch of warnings for every program linked. This needs to
+be fixed. Lastly, there is no generator for man pages in MinGW)
+
+
+ Testing FLTK
+--------------
+
+After a successful build, you can test FLTK's capabilities:
+
+ test/demo
+
+
+ Installing FLTK
+-----------------
+
+If you did not change any of the configuration settings, FLTK will be installed
+in "/usr/local/include" and "/usr/local/lib" by typing
+
+ make install
+
+It is possible to install FLTK in user space by changing the installation path
+to a location within the user account by adding the "--prefix=PREFIX" parameter
+to the "./configure" command.
+
+
+ Creating new Projects
+-----------------------
+
+FLTK provides a neat script named "fltk-config" that can provide all the flags
+needed to build FLTK applications using the same flags that were used to build
+the library itself. Running "fltk-config" without arguments will print a list
+options. The easiest call to compile an FLTK application from a single source
+file is:
+
+ fltk-config --compile myProgram.cxx
+
+"fltk-config" and "fluid" will be installed in "/usr/local/bin/" by default. I
+recommend that you add it to the command search path.
+
+
+
+ HOW TO BUILD FLTK USING VISUAL STUDIO 2008
+============================================
+
+
+ Prerequisites
+---------------
+
+In order to build FLTK from within VisualStudio 2008, you need to install the
+VisualC developer environment from the Microsoft web site. The Express edition
+is free of charge and sufficient to develop FLTK applications:
+
+ http://www.microsoft.com/express/Downloads/
+
+You must make sure that at least VisualStudio 2008 Service Pack 1 is installed
+or building FLTK on a multicore CPU will be very painful!
+
+
+ Downloading and Unpacking
+---------------------------
+
+Download FLTK from here:
+
+ http://www.fltk.org/software.php
+
+If you are familiar with "subversion" and like to stay current with you version,
+you will find the subversion 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
+
+ .../fltk-1.3.xxxx/ide/VisualC2008/fltk.sln
+
+Choose "Debug" or "Release" mode from the "Solution Configurations" menu.
+
+
+ Building FLTK
+---------------
+
+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.
+
+VisualC 2008 has a bug that messes up building a Solution on multicore CPUs.
+Make sure that Visual Studio 2008 Service Pack 1 is installed or, as a
+workaround, set the "maximum number of parallel project builds" to 1 (Tools >
+Options > Projects and Solutions > Build and Run > maximum number of parallel
+project builds).
+
+
+ Testing FLTK
+--------------
+
+Select "Start Debugging" form the "Debug" menu or "" from the "" menu or just
+press F5 to run the Demo program. Use "Demo" to explore all test programs.
+
+
+ Installing FLTK
+-----------------
+
+The default location for VisualC 2008 libraries and headers is here:
+
+ C:\Program Files\Microsoft Visual Studio 9.0\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
+
+ copy all .lib files from the fltk lib directory to the VC lib directory
+
+ copy fluid/fluid.exe to the bin directory
+
+I highly discourace 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 9.0\VC
+
+Create a new project of type "General", "Empty Project". Open the Project
+Properties dialog and add "WIN32" in the Preprocessor Definitions (Configuration
+Properties > C/C++ > Preprocessor > Preprocessor Definitions).
+
+Now add "Comctl32.lib" and all the LFKT libraries that you will need (at least
+"fltk.lib") to Additional Dependencies (Configuration Properties > Linker >
+Additional Dependencies).
+
+Add a simple C++ file with a few FLTK commands and run it with F5.
+
+You can also include .fl resources: add a new Hedare file to you 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 set the
+Custom Build Steps to:
+
+ Command Line: fluid.exe -c $(InputPath)
+ Description: Compiling Fluid .fl file
+ Outputs: $(InputDir)$(InputName).cxx; $(InputDir)$(InputName).h
+
+Now add the generated .cxx file to your project as well. Whenever the .fl file
+is changed, the corresponding .cxx file will be recompiled.
+
+
+ DOCUMENT HISTORY
+==================
+
+Oct 25 2010 - matt: restructured entire document and verified instructions
diff --git a/README.OSX.txt b/README.OSX.txt
index 3c431d65a..899834ecb 100644
--- a/README.OSX.txt
+++ b/README.OSX.txt
@@ -66,10 +66,10 @@ Download FLTK from here:
http://www.fltk.org/software.php
-If you are familiar with "subversion" and like to stay current with you version,
-you will find the subversion access parameters at the bottom of that page.
-Unpack FLTK into a convinient location. I like to have everything in my dev
-directory:
+If you are familiar with "subversion" and like to stay current with your
+version, you will find the subversion access parameters at the bottom of that
+page. Unpack FLTK into a convinient location. I like to have everything in my
+dev directory:
cd
mkdir dev
@@ -176,8 +176,10 @@ Download FLTK from here:
http://www.fltk.org/software.php
-If you are familiar with "subversion" and like to stay current with you version,
-you will find the subversion access parameters at the bottom of that page.
+If you are familiar with "subversion" and like to stay current with your
+version, you will find the subversion access parameters at the bottom of that
+page. You can use the SCM system that is built into Xcode.
+
Unpack FLTK by double-clicking it and copy the new folder into a convenient
location. I have set up a "dev" folder in my home folder for all my projects.
@@ -284,10 +286,11 @@ Next, we copy the Fluid specification over:
sudo cp ide/Xcode3/fluid.pbfilespec /Library/Application\ Support/Developer/Shared/Xcode/Specifications/
-Open Xcoe preferences and select the File Types tab. Find the "sourcecode.fluid"
-entry in "file > text > sourcecode" and set the external editor to Fluid. When
-radding ".fl" files, set the File Type in the Info dialog to "sourcecode.fluid"
-and Xcode will edit your fil in Fluid when double-clicking.
+Open Xcode preferences and select the File Types tab. Find the
+"sourcecode.fluid" entry in "file > text > sourcecode" and set the external
+editor to Fluid. When radding ".fl" files, set the File Type in the Info dialog
+to "sourcecode.fluid" and Xcode will edit your fil in Fluid when
+double-clicking.
- More