Rename tech notes to files with reasonable names.

Keep the old files to avoid breaking existing links to them, but just point to
the files in the new contributing subdirectory with more meaningful names now.

Also remove a couple of long obsolete tech notes.

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@76689 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Vadim Zeitlin 2014-06-11 21:14:02 +00:00
parent ff38c9ebdc
commit 4ce8a5ed00
34 changed files with 2035 additions and 2141 deletions

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wxWidgets naming conventions
============================
Being a cross platform development library, it is naturally desirable
(at least to me ;) for wxWidgets to be exploited in a fully cross
platform development environment -- a single invocation of make should
be sufficient to build target executables for a variety of host platforms
when desired.
Since this is now in fact possible for at least the most commonly used
platforms, wxWidgets has been structured to allow multiple, simultaneous
installations of the library. Common files are shared, platform and port
specific files and libraries are arranged so as to be unambiguous when
installed together.
To manage this sanely we need a sufficiently descriptive and logical
labelling convention for file and install path names -- this document (at
least at its time of writing) describes the system we have adopted.
It is not fine grained enough to include every possible build configuration
for wxWidgets, but is encompassing enough to maintain a relatively complete
set of cross platform build tools on a single machine and to provide an
obvious slot for new ports to slip into.
For UNIX libraries, the canonical library name shall be of the form:
libwx_$(toolkit)$(widgetset)$(debug)-$(version)-$(host).$(lib_extension)
For MSW (native hosted only) libraries the library name should be of
the form:
wx$(toolkit)$(widgetset)$(version)$(unicode)$(debug).$(lib_extension)
Where:
--------------------------------------------------------------------
$toolkit must currently be one of the following:
msw
gtk
base
mac
motif
--------------------------------------------------------------------
$widgetset may be one of:
univ
or empty if the widget set is the same as the toolkit.
--------------------------------------------------------------------
$version is a string encoding the full version (major, minor, release)
for MSW, or just the major and minor number for UNIX.
eg. for wxWidgets 2.3.2, $version = 232 for MSW or 2.3 for UNIX.
The rationale for this is that under UNIX-like systems it is desirable
that differently 'minor numbered' releases can be installed together,
meaning your old 2.2 apps can continue to work even if you migrate
development to the next stable or unstable release (eg. 2.3, 2.4),
but binary compatibility is maintained between point releases (those
with the same major.minor number)
A known break in binary compatibility should be addressed by updating
the library soname (see the notes in configure.in for details on this)
I do not know why MSW should not also omit the release number from
$version. (maybe that will change by the time this document is ratified)
--------------------------------------------------------------------
$unicode and $debug are either empty or set to 'u' and 'd'
respectively when enabled.
--------------------------------------------------------------------
$host is empty for a 'native' library, (that is one where the host
system is the same as the build system) or set to the value returned
by the autoconf ${host_alias} variable in configure for libraries
that are cross compiled.
--------------------------------------------------------------------
$lib_extension is system specific and most usually set to .a for
a static library, .dll for a MSW shared library, or .so.$so_version
for a shared UNIX library.
====================================================================
The installed location of the library specific setup.h is also
determined by the values of these items. On UNIX systems they
will be found in:
$(prefix)/lib/wx/include/$(toolkit)$(widgetset)$(debug)-$(version)-$(host)/wx/
which will be in the include search path returned by the relevant
wx-config for that library. (or presumably set in the relevant
make/project files for platforms that do not use wx-config)
====================================================================
The port specific wx-config file for each library shall be named:
wx-$(toolkit)$(widgetset)$(debug)-$(version)-$(host)-config
${prefix}/bin/wx-config shall exist as a link to (or copy of) one of
these port specific files (on platforms which support it) and as such
it defines the default build configuration for wxApps on the system.
It may be modified by the system user at any time.
---==O==---

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All about wxWidgets Version Numbers
===================================
1. Where to update the version numbers:
There are several places in the wxWidgets source tree that
define the version number for the library.
The script misc/scripts/inc_release can be used for incrementing the release
field of the version, i.e. changing 2.8.x to 2.8.x+1 but it does not take
care of version.bkl and can't be used for changing the other version
components, this needs to be done manually. It also doesn't update
version.bkl file which always needs to be updated manually, follow the
instructions there.
Here is the list of files that need to be updated:
build/bakefiles/version.bkl {C:R:A} [NOT UPDATED AUTOMATICALLY]
build/bakefiles/wxpresets/presets/wx.bkl [NOT UPDATED AUTOMATICALLY]
configure.in
build/osx/wxvers.xcconfig
docs/changes.txt
docs/readme.txt (date needs manual editing) [NOT UPDATED AUTOMATICALLY]
docs/doxygen/Doxyfile (PROJECT_NUMBER and DOCSET_FEEDNAME)
docs/doxygen/latexdocstart.inc
docs/doxygen/mainpages/manual.h (just date) [NOT UPDATED AUTOMATICALLY]
docs/msw/install.txt {major release only}
include/wx/version.h
include/wx/osx/config_xcode.h
samples/Info.plist
samples/docview/Info.plist
samples/minimal/Info_carbon.plist
samples/minimal/Info_cocoa.plist
samples/minimal/borland_ide.cpp {major release only}
Do not forget to rebake everything after updating version.bkl!
2. When to update the version numbers:
Version should be updated immediately after releasing the previous version
so that the sources in the repository always correspond to the next release
and not the past one.
See also tn0020.txt.
=== EOF ===

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Binary Compatibility and wxWidgets
==================================
0. Purpose
----------
This is a broad technote covering all aspects of binary compatibility with
wxWidgets.
1. Releases
-----------
General overview of releases can be found in tn0012.txt, but for
completeness the wxWidgets release version number is as follows:
2.6.2
Where
2 6 2
Major Minor Release
(I.E. Major.Minor.Release).
All versions with EVEN minor version component (e.g. 2.4.x, 2.6.x etc.)
are expected to be binary compatible (ODD minors are development versions
and the compatibility constraints don't apply to them). Note that by
preserving binary compatibility we mean BACKWARDS compatibility only,
meaning that applications built with old wxWidgets headers should continue
to work with new wxWidgets (shared/dynamic) libraries without the need to
rebuild. There is no requirement to preserve compatibility in the other
direction (i.e. make new headers compatible with old libraries) as this
would preclude any additions whatsoever to the stable branch. But see
also section (4).
2. What kind of changes are NOT binary compatible
-------------------------------------------------
If its still up, the KDE guide is a good reference:
http://techbase.kde.org/Policies/Binary_Compatibility_Issues_With_C++
The changes that are NOT binary compatible:
- Adding a virtual function
- Changing the name of a any function or variable
- Changing the signature of a virtual function (adding a parameter,
even a default one)
- Changing the order of the virtual functions in a class
["switching" them, etc.]
- Changing access privileges of a function: some compilers (among which MSVC)
use the function access specifier in its mangled name. Moreover, while
changing a private function to public should be compatible (as the old
symbol can't be referenced from outside the library anyhow), changing a
virtual private function to public is NOT compatible because the old symbol
is referenced by the virtual tables in the executable code and so an old
program compiled with MSVC wouldn't start up with a new DLL even if it
doesn't use the affected symbol at all!
- Adding a member variable
- Changing the order of non-static member variables
3. Changes which are compatible
-------------------------------
- Adding a new class
- Adding a new non-virtual method to an existing class
- Adding a new constructor to an existing class
- Overriding the implementation of an existing virtual function
[this is considered to be backwards binary compatible until we find a
counter example; currently it's known to work with Apple gcc at least]
- Anything which doesn't result in ABI change at all, e.g. adding new
macros, constants and, of course, private changes in the implementation
4. wxABI_VERSION and "forward" binary compatibility
--------------------------------------------------
As mentioned we do not support "forward" binary compatibility, that is the
ability to run applications compiled with new wxWidgets headers on systems
with old wxWidgets libraries.
However, for the developers who want to ensure that their application works
with some fixed old wxWidgets version and doesn't (inadvertently) require
features added in later releases, we provide the macro wxABI_VERSION which
can be defined to restrict the API exported by wxWidgets headers to that of
a fixed old release.
For this to work, all new symbols added to binary compatible releases must
be #if'ed with wxABI_VERSION.
The layout of wxABI_VERSION is as follows:
20602
where
2 06 02
Major Minor Release
I.E. it corresponds to the wxWidgets release in (1).
An example of using wxABI_VERSION is as follows for symbols
only in a 2.6.2 release:
#if wxABI_VERSION >= 20602 /* 2.6.2+ only */
bool Load(const wxURI& location, const wxURI& proxy);
wxFileOffset GetDownloadProgress();
wxFileOffset GetDownloadTotal();
bool ShowPlayerControls(
wxMediaCtrlPlayerControls flags =
wxMEDIACTRLPLAYERCONTROLS_DEFAULT);
//helpers for the wxPython people
bool LoadURI(const wxString& fileName)
{ return Load(wxURI(fileName)); }
bool LoadURIWithProxy(const wxString& fileName, const wxString& proxy)
{ return Load(wxURI(fileName), wxURI(proxy)); }
#endif
5. Workarounds for adding virtual functions
-------------------------------------------
Originally the idea for adding virtual functions to binary compatible
releases was to pad out some empty "reserved" functions and then
rename those later when someone needed to add a virtual function.
However, after there was some actual testing of the idea a lot of
controversy erupted. Eventually we decided against the idea, and
instead devised a new method for doing so called wxShadowObject.
wxShadowObject is a class derived from wxObject that provides a means
of adding functions and/or member variables to a class internally
to wxWidgets. It does so by storing these in a hash map inside of
it, looking it up when the function etc. is called. wxShadowObject
is generally stored inside a reserved member variable.
wxShadowObject resides in include/wx/clntdata.h.
To use wxShadowObject, you first call AddMethod or AddField with
the first parameter being the name of the field and/or method
you want, and the second parameter being the value of the
field and/or method.
In the case of fields this is a void*, and in the case of method
is a wxShadowObjectMethod which is a typedef:
typedef int (*wxShadowObjectMethod)(void*, void*);
After you add a field, you can set it via SetField with the same
parameters as AddField, the second parameter being the value to set
the field to. You can get the field after you call AddField
via GetField, with the parameters as the other two field functions,
only in the case the second parameter is the fallback
value for the field in the case of it not being found in the
hash map.
You can call a method after you add it via InvokeMethod, which
returns a bool indicating whether or not the method was found
in the hash map, and has 4 parameters. The first parameter is
the name of the method you wish to call, the second is the first
parameter passed to the wxShadowObjectMethod, the third is the
second parameter passed to that wxShadowObjectMethod, and the
fourth is the return value of the wxShadowObjectMethod.
6. version-script.in
--------------------
For ld/libtool we use sun-style version scripts. Basically
anything which fits the conditions of being #if'ed via wxABI_VERSION
needs to go here also.
See 'info ld scripts version' on a GNU system, it's online here:
http://www.gnu.org/software/binutils/manual/ld-2.9.1/html_node/ld_25.html
Or see chapter 5 of the 'Linker and Libraries Guide' for Solaris, available
online here:
http://docsun.cites.uiuc.edu/sun_docs/C/solaris_9/SUNWdev/LLM/p1.html
The file has the layout as follows:
@WX_VERSION_TAG@.X
Where X is the current Release as mentioned earlier, i.e. 2. This
is following by an opening bracket "{", followed by "global:",
followed by patterns matching added symbols, then followed by "}", and then
the file is either followed by earlier Releases or ended by
a @WX_VERSION_TAG@ block without the period or Release.
The patterns used to specify added symbols are globbing patters and can
contain wildcards such as '*'.
For example for a new class member such as:
wxFont wxGenericListCtrl::GetItemFont( long item ) const;
the mangled symbol might be:
_ZNK17wxGenericListCtrl11GetItemFontEl
so a line like this could be added to version-script.in:
*wxGenericListCtrl*GetItemFont*;
Allow for the fact that the name mangling is going to vary from compiler to
complier.
When adding a class you can match all the symbols it adds with a single
pattern, so long as that pattern is not likely to also match other symbols.
For example for wxLogBuffer a line like this:
*wxLogBuffer*;
7. Checking the version information in libraries and programs
-------------------------------------------------------------
On Sun there is a tool for this, see pvs(1). On GNU you can use objdump, below
are some examples.
To see what versions of each library a program (or library) depends on:
$ objdump -p widgets | sed -ne '/Version References/,/^$/p'
Version References:
required from libgcc_s.so.1:
0x0b792650 0x00 10 GCC_3.0
required from libwx_based-2.6.so.0:
0x0cca2546 0x00 07 WXD_2.6
required from libstdc++.so.6:
0x056bafd3 0x00 09 CXXABI_1.3
0x08922974 0x00 06 GLIBCXX_3.4
required from libwx_gtk2d_core-2.6.so.0:
0x0a2545d2 0x00 08 WXD_2.6.2
0x0cca2546 0x00 05 WXD_2.6
required from libc.so.6:
0x09691a75 0x00 04 GLIBC_2.2.5
To see what WXD_2.6.2 symbols a program uses:
$ objdump -T widgets | grep 'WXD_2\.6\.2'
0000000000000000 g DO *ABS* 0000000000000000 WXD_2.6.2 WXD_2.6.2
00000000004126d8 DF *UND* 0000000000000177 WXD_2.6.2 _ZN19wxTopLevelWindowGTK20RequestUserAttentionEi
To see what WXD_2.6.2 symbols a library defines:
$ objdump -T libwx_based-2.6.so | grep 'WXD_2\.6\.2' | grep -v 'UND\|ABS'
0000000000259a10 w DO .data 0000000000000018 WXD_2.6.2 _ZTI19wxMessageOutputBest
00000000002599e0 w DO .data 0000000000000028 WXD_2.6.2 _ZTV19wxMessageOutputBest
000000000010a98e w DF .text 000000000000003e WXD_2.6.2 _ZN19wxMessageOutputBestD0Ev
0000000000114efb w DO .rodata 000000000000000e WXD_2.6.2 _ZTS11wxLogBuffer
0000000000255590 w DO .data 0000000000000018 WXD_2.6.2 _ZTI11wxLogBuffer
000000000011b550 w DO .rodata 0000000000000016 WXD_2.6.2 _ZTS19wxMessageOutputBest
00000000000bfcc8 g DF .text 00000000000000dd WXD_2.6.2 _ZN11wxLogBuffer5DoLogEmPKcl
000000000010a3a6 g DF .text 0000000000000153 WXD_2.6.2 _ZN19wxMessageOutputBest6PrintfEPKcz
00000000000c0b22 w DF .text 000000000000004b WXD_2.6.2 _ZN11wxLogBufferD0Ev
00000000000bfc3e g DF .text 0000000000000089 WXD_2.6.2 _ZN11wxLogBuffer5FlushEv
00000000000c0ad6 w DF .text 000000000000004b WXD_2.6.2 _ZN11wxLogBufferD1Ev
00000000000b1130 w DF .text 0000000000000036 WXD_2.6.2 _ZN11wxLogBufferC1Ev
00000000000c095c w DF .text 0000000000000029 WXD_2.6.2 _ZN19wxMessageOutputBestC1Ev
00000000000c08e8 w DF .text 000000000000003e WXD_2.6.2 _ZN19wxMessageOutputBestD1Ev
00000000002554c0 w DO .data 0000000000000038 WXD_2.6.2 _ZTV11wxLogBuffer
00000000000bfda6 g DF .text 0000000000000036 WXD_2.6.2 _ZN11wxLogBuffer11DoLogStringEPKcl
00000000000abe10 g DF .text 0000000000000088 WXD_2.6.2 _ZN14wxZipFSHandler7CleanupEv
8. Testing binary compatibility between releases
------------------------------------------------
An easy way of testing binary compatibility is just to build wxWidgets
in dll/dynamic library mode and then switch out the current library
in question with an earlier stable version of the library, then running
the application in question again. If it runs OK then there is usually
binary compatibility between those releases.
You can also break into your debugger or whatever program you want
to use and check the memory layout of the class. If it is the same
then it is binary compatible.
(In GDB the command x/d will show addresses as pointers to functions if
possible so you can see if the order of the functions in vtbl doesn't change.)
Another way to check for binary compatibility is to build wxWidgets in shared mode
and use the 'abicheck.sh --generate' script before doing your changes to generate
the current ABI (if the 'expected_abi' file is not already in the repo).
Then rebuild wxWidgets with your changes and use 'abicheck.sh' to compare the
resulting ABI with the expected one.
Note that the abicheck.sh script is in the "lib" folder.
=== EOF ===
Author: RN

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Adding wxWidgets class documentation
====================================
This note is aimed at people wishing to add documentation for a
class to either the main wxWidgets manual, or to their own
manual.
wxWidgets uses Doxygen to process header input files with embedded
documentation in the form of C++ comments and output in HTML, and XML
(Doxygen itself can also output Latex, manpages, RTF, PDF etc).
See http://www.doxygen.org for more info about Doxygen.
If you want to add documentation of a new class/function to the
existing manual in docs/doxygen, you need to create a new .h file,
e.g. myclass.h, under the interface folder, which contains the public
interface of the new class/function in C++ syntax.
The documentation can then be added in form of Doxygen comments to
the header file.
You may also want to write a separate topic file,
e.g. docs/doxygen/overviews/myclass.h, and add the entry to
docs/doxygen/mainpages/topics.h.
If applicable, also add an entry to one of the docs/doxygen/mainpages/cat_*.h
files.
You can generate a first raw version of myclass.h simply taking its
"real" header and removing all the private and protected sections and
in general removing everything the user "shouldn't know": i.e. all things
which are implementation details.
Running Doxygen
===============
First, make sure you have a recent version of Doxygen installed in your system
(you'll need Doxygen >= 1.5.7).
On Unix:
1) run wxWidgets/docs/doxygen/regen.sh [format-to-generate]
On Windows:
1) cd wxWidgets/docs/doxygen
2) run regen.bat [format-to-generate]
If you don't specify which format to [re]generate, all output formats will
be enabled. Possible values for [format-to-generate] are: "html", "chm", "latex",
"xml" and "all".
The output of Doxygen is all placed in the wxWidgets/docs/doxygen/out folder.
Important Dos and Don'ts
========================
DO:
- Doxygen supports both commands in the form \command and @command;
all wxWidgets documentation uses the @command form.
Follow strictly this rule.
- strive to use dedicated Doxygen commands for e.g. notes, lists,
sections, etc. The "Special commands" page:
http://www.stack.nl/~dimitri/doxygen/commands.html
is your friend!
It's also very important to make a consistent use of the ALIASES
defined by wxWidgets' Doxyfile. Open that file for more info.
- when you write true, false and NULL with their C++ semantic meaning,
then use the @true, @false and @NULL commands.
- separate different paragraphs with an empty comment line.
This is important otherwise Doxygen puts everything in the same
paragraph making the result less readable.
- leave a blank comment line between a @section, @subsection, @page
and the next paragraph.
- test your changes, both reading the generated HTML docs and by looking
at the "doxygen.log" file produced (which will warn you about any
eventual mistake found in the comments).
- quote all the following characters prefixing them with a "@" char:
@ $ \ & < > # %
unless they appear inside a @code or @verbatim section
(you can also use HTML-style escaping, e.g. &amp; rather than @ escaping)
- when using a Doxygen alias like @itemdef{}, you need to escape the
comma characters which appear on the first argument, otherwise Doxygen
will interpret them as the marker of the end of the first argument and
the beginning of the second argument's text.
E.g. if you want to define the item "wxEVT_MACRO(id, func)" you need to
write:
@itemdef{wxEVT_MACRO(id\, func), This is the description of the macro}
Also note that you need to escape only the commas of the first argument's
text; second argument can have up to 10 commas unescaped (see the Doxyfile
for the trick used to implement this).
- for linking use one of:
=> the @ref command to refer to topic overviews;
=> the () suffix to refer to function members of the same class you're
documenting or to refer to global functions or macros;
=> the classname:: operator to refer to functions of classes different
from the one you're documenting;
=> the :: prefix to refer to global variables (e.g. ::wxEmptyString).
Class names are auto-linked by Doxygen without the need of any explicit
command.
DON'T:
- use jargon, such as 'gonna', or omit the definite article.
The manual is intended to be a fluent, English document and
not a collection of rough notes.
- use non-alphanumeric characters in link anchors.
- use Doxygen @b @c @e commands when referring to more than a single word;
in that case you need to use the <b>...</b>, <tt>...</tt>, <em>...</em>
HTML-style tags instead
- use HTML style tags for creation of tables or lists.
Use wx aliases instead like @beginTable, @row2col, @row3col, @endTable and
@beginDefList, @itemdef, @endDefList, etc.
See the Doxyfile.inc for more info.
Documentation comment for a class
=================================
Start off with:
/**
@class wxMyClass
...here goes the description...
@beginEventTable
@event{EVT_SOME_EVENT(id, func)}:
Description for EVT_SOME_EVENT.
@endEventTable
@beginStyleTable
@style{wxSOME_STYLE}:
Description for wxSOME_STYLE.
...
@endStyleTable
@beginExtraStyleTable
@style{wxSOME_EXTRA_STYLE}:
Description for wxSOME_EXTRA_STYLE.
...
@endExtraStyleTable
@library{wxbase}
@category{cat_shortcut}
@nativeimpl{wxgtk, wxmsw, ...}
@onlyfor{wxgtk, wxmsw, ...}
@appearance{button.png}
@stdobjects
...here goes the list of predefined instances...
@see ...here goes the see-also list...
you can make references to topic overviews or other
manual pages using the @ref command
*/
Note that everything *except* the @class, @library and @category
commands are optionals.
Also note that if you use @section and @subsection in the class description
(at the beginning), you should use as the section's anchor name "xxxx_yyyy"
where "xxxx" is the class name without the initial "wx" in lowercase
and "yyyy" is a lowercase word which uniquely identifies that section.
E.g.:
/**
@class wxMyClass
This class does not exist really and is only used as an example
of best documentation practices.
@section myclass_special Special functions of this class
This section describes the functions whose usage is reserved for
wxWidgets internal mechanisms... etc etc...
@section myclass_custom Customizing wxMyClass
What if you want to customize this powerful class?
First you should do this and that, etc etc...
@library{wxbase}
@category{misc}
@see wxMyOtherClass
*/
Documentation comment for a function
====================================
Start off with:
/**
...here goes the description of the function....
@param param1
...here goes the description for the first parameter of this function
@param param2
...here goes the description for the second parameter of this function
...
@return
...here goes the description of what the function returns...
@note ...here go any eventual notes about this function...
@remarks ...here go any eventual remarks about this function...
@see ...here goes the see-also list...
*/
Note that the @return, @note, @remarks, @see commands are optional.
The @param command has an optional attribute specifying the direction of
the attribute. Possible values are "in" and "out". E.g.
/**
* Copies bytes from a source memory area to a destination memory area,
* where both areas may not overlap.
* @param[out] dest The memory area to copy to.
* @param[in] src The memory area to copy from.
* @param[in] n The number of bytes to copy.
* @param[in,out] pmisc Used both as input and as output.
*/
void func(void *dest, const void *src, size_t n, void *pmisc);
Documentation comment for a topic overview
==========================================
Topic overviews are stored inside the docs/doxygen/overviews folder
and are completely placed inside a single comment block in the form of:
/*!
@page overview_tname wxSomeStuff overview
This page provides an overview of the wxSomeStuff and related classes.
....
@li @ref overview_tname_intro
@li @ref overview_tname_details
...
<hr>
@section overview_tname_intro Introduction
...here goes the introduction to this topic...
@section overview_tname_details Details
...here go the details to this topic...
*/
Note that there is a convention in the anchor link names.
Doxygen in fact requires that for each @page, @section, @subsection, etc tag,
there is a corresponding link anchor.
The following conventions are used in wxWidgets doxygen comments:
1) all "main" pages of the manual (those which are placed in
docs/doxygen/mainpages) have link anchors which begin with "page_"
2) all topic overviews (those which are placed in docs/doxygen/overviews) have
link anchors which begin with "overview_"
3) all @section, @subsection, @subsubsection tags should have as link anchor
name the name of the parent section plus a specific word separated with an
underscore; e.g.:
/*!
@page overview_tname wxSomeStuff overview
@section overview_tname_intro Introduction
@subsection overview_tname_intro_firstpart First part
@subsection overview_tname_intro_secondpart Second part
@subsubsection overview_tname_intro_secondpart_sub Second part subsection
@subsection overview_tname_intro_thirdpart Third part
@section overview_tname_details Details
...
*/
=== EOF ===
Author: FM (along the lines of the previous technote about tex2rtf)

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How to add new files and libraries to wxWidgets build system
============================================================
1. Regenerating makefiles
-------------------------
wxWidgets now uses Bakefile (http://bakefile.sourceforge.net) to generate
native makefiles. You must have bakefile installed if you want to regenerate
the makefiles. Bakefile currently runs on Unix and Windows systems. You will
need Python >= 2.2 installed on Unix and either use Bakefile installer or have
Python on Windows.
Once you have installed Bakefile, you can easily regenerate the makefiles using
the bakefile_gen tool. Run it from $(wx)/build/bakefiles directory and it will
regenerate all outdated makefiles. See $(wx)/build/bakefiles/README for more
details.
Note that it generates makefiles for samples, too.
IMPORTANT NOTE: Don't forget to run autoconf in wxWidgets root directory
(after running Bakefile) if you changed any conditional
variable or target condition in .bkl files! You will know that
this happened if $(wx)/autoconf_inc.m4 content changed.
You can use Bakefile to generate makefiles or projects customized to your
needs, too. See Bakefiles.bkgen for details on bakefile commands used to
generate makefiles. For example, you can use this command to generate
VC++ project files without wxUniversal configurations:
bakefile -v -fmsvc6prj -o../wxmy.dsw -DRUNTIME_LIBS=dynamic
-DDEBUG_INFO=default -DDEBUG_FLAG=default
-DOFFICIAL_BUILD=0 -DUSE_HTML=1 -DUSE_OPENGL=1
-DMONOLITHIC=0 -DUSE_GUI=1 -DWXUNIV=0 wx.bkl
Or monolithic instead of multilib (the default):
bakefile -v -fmsvc6prj -o../wxmono.dsw -DRUNTIME_LIBS=dynamic
-DDEBUG_INFO=default -DDEBUG_FLAG=default
-DOFFICIAL_BUILD=0 -DUSE_HTML=1 -DUSE_OPENGL=1
-DMONOLITHIC=1 -DUSE_GUI=1 wx.bkl
Or monolithic wxBase:
bakefile -v -fmsvc6prj -o../wxBase.dsw -DRUNTIME_LIBS=dynamic
-DDEBUG_INFO=default -DDEBUG_FLAG=default
-DOFFICIAL_BUILD=0 -DUSE_HTML=0 -DUSE_OPENGL=0
-DMONOLITHIC=1 -DUSE_GUI=0 wx.bkl
It is, however, recommended to modify Bakefiles.bkgen (or
Bakefiles.local.bkgen) by means of <add-flags> and <del-flags> directives
and use bakefile_gen instead of running bakefile directly.
2. Bakefile files organization
------------------------------
Makefile are generated from .bkl files ("bakefiles") from two places:
- $(wx)/build/bakefiles directory
- samples directories
$(wx)/build/bakefiles contains bakefiles for main library and support files
that simplify writing bakefiles for samples.
Support files are:
wxwin.py - helper functions
common.bkl
common_samples.bkl
config.bkl - user-configurable build options
make_dist.mk - implementation of "make dist" on Unix
Files used to build the library are:
wx.bkl - main file
files.bkl - lists of source files
monolithic.bkl - targets for wxWin built as single big library
multilib.bkl - targets for multilib build
opengl.bkl - GL library with wxGLCanvas (this one is not
included in monolithic library for historical
reasons, so "monolithic" really means "two libs")
{expat,jpeg,png,tiff,
regex,zlib,odbc}.bkl - 3rd party libraries makefiles
3. Adding files to existing library
-----------------------------------
UPDATE: files.bkl is now itself partially generated from the master file
build/files. If the variable which you need to modify, according to the
instructions below, is already defined in build/files, update it there
and run build/upmake to update files.bkl.
All files used by main libraries are listed in files.bkl. The file is
organized into variables for toolkits, platforms and libraries. The variables
come in pairs: there's always FOO_SRC for source files and FOO_HDR for header
files. Platform or toolkit specific files are grouped together in variable
with platform or toolkit name in them, e.g. BASE_WIN32_SRC, BASE_UNIX_SRC,
GTK_SRC, MOTIF_SRC.
Note: A side effect of this toolkit-centric organization is that one file may
be present several times in files.bkl in different contexts.
When you are adding a file, you must put it into appropriate variable. This is
easy if you are adding the file to library that is always built from same
sources on all platforms (e.g. wxXml or wxXML) -- simply add the file to e.g.
HTML_SRC or HTML_HDR.
If the file is used only on one platform and is part of wxBase, add it to
BASE_{platform}_SRC/HDR. If it is used on all platforms, add it to BASE_CMN.
If it is built on more than one platform but not on all of them, add the file
to *all platforms that use it*!
If a file is not wxBase file, but GUI file, then the variables are named after
toolkits/ports, not platforms. Same rules as for wxBase files apply
(substitute "platform" with "toolkit"). Make sure you correctly choose between
{port}_LOWLEVEL_SRC and {port}_SRC -- the former is for files used by
wxUniversal, e.g. GDI classes. Files shared by all X Window System ports
should be put into XWIN_LOWLEVEL_SRC.
4. Adding sample
----------------
Copy the bakefile from another sample, change the ID and files accordingly.
If the sample uses some data files, make sure to have <wx-data> node
in the sample's bakefile (see e.g. samples/image/image.bkl for an example).
Make sure to add <wx-lib> statements for all libraries from multilib build
that are required by the sample.
The Windows resource specification should use the central .rc file:
<win32-res>../sample.rc</win32-res>
Run bakefile_gen in $(wx)/build/bakefiles to regenerate the bakefiles.
Finally commit $(wx)/build/bakefiles/make_dist.mk and all the other modified files.
Currently we commit the generated makefiles except .dms, .vcp.
5. Adding new core library
--------------------------
When adding new library to the core set of libraries, the files must be
added to both a newly added library in multilib build and into the single
library built in monolithic mode. We will assume that the new library is
called wxFoo.
a) Add files to files.bkl:
* If wxFoo builds from same files on all platforms (e.g. wxNet),
add FOO_SRC and FOO_HDR variables with lists of sources and headers.
* If wxFoo have no files in common (e.g. wxGL), add FOO_SRC and FOO_HDR
with toolkit or platform conditions. Have a look at OPENGL_SRC for an
example.
* Otherwise add FOO_CMN_SRC and FOO_CMN_HDR for common files and
FOO_{platform}_{SRC,HDR} or FOO_{toolkit}_{SRC,HDR} as appropriate. Add
FOO_PLATFORM_{SRC,HDR} into "Define sources for specific libraries"
section that is conditionally set to one of FOO_xxx_{SRC,HDR} based on
target platform/toolkit (see NET_PLATFORM_SRC definition for an example).
Finally, define FOO_SRC and FOO_HDR to contain both
FOO_PLATFORM_{SRC,HDR} and FOO_{SRC,HDR} (see NET_SRC definition for an
example).
* Add FOO_HDR to ALL_GUI_HEADERS or ALL_BASE_HEADERS.
* If wxFoo is wxBase library (doesn't use GUI), add FOO_SRC to
ALL_BASE_SOURCES.
(You can apply different approaches to HDR and SRC variables, if e.g.
headers are all common but sources are not.)
Note that the conditions can only test for equality, due to limitations of
native make tools.
b) Modify bakefile system in build/bakefiles/ to recognize wxFoo:
* Add 'foo' to MAIN_LIBS and LIBS_NOGUI or LIBS_GUI (depending on whether
the library depends on wxCore or not) to wxwin.py file.
* Add extra libraries needed by wxFoo (if any) to EXTRALIBS in wxwin.py
* Add WXLIB_FOO definition to common.bkl (into the "Names of component
libraries" section). It looks like this:
<set var="WXLIB_FOO">
<if cond="MONOLITHIC=='0'">$(mk.evalExpr(wxwin.mkLibName('foo')))</if>
</set>
c) Modify monolithic.bkl to add files to monolithic build: it's enough to add
FOO_SRC to MONOLIB_GUI_SRC or MONOLIB_SRC, depending on whether wxFoo uses
GUI or not.
d) Modify multilib.bkl to add files to multilib build: add foolib and foodll
targets. Don't use wxBase targets as the template, use e.g. wxXML or wxHTML.
Make sure WXMAKINGDLL_FOO is defined in foodll.
e) Regenerate all makefiles (don't forget to run autoconf)
f) Update configure.in and wx-config.in to contain information about
the library and needed linker flags:
* Add "foo" to BUILT_WX_LIBS in configure.in.
* If appropriate, but it rarely is, so normally this should _not_ be done,
add "foo" to either STD_BASE_LIBS or STD_GUI_LIBS in configure.in.
* If wxFoo links against additional libraries, add necessary linker
flags and libraries to ldflags_foo and ldlibs_foo variables in
wx-config.in (both are optional).
g) Update dlimpexp.h to define WXMAKINGDLL_FOO if WXMAKINGDLL is defined (add
#define WXMAKINGDLL_FOO inside first "#ifdef WXMAKINGDLL" block in
dlimpexp.h) and to define WXDLLIMPEXP_FOO and WXDLLIMPEXP_DATA_FOO. You
can copy e.g. WXDLLIMPEXP_NET definition, it is something like this:
#ifdef WXMAKINGDLL_NET
#define WXDLLIMPEXP_NET WXEXPORT
#define WXDLLIMPEXP_DATA_NET(type) WXEXPORT type
#elif defined(WXUSINGDLL)
#define WXDLLIMPEXP_NET WXIMPORT
#define WXDLLIMPEXP_DATA_NET(type) WXIMPORT type
#else // not making nor using DLL
#define WXDLLIMPEXP_NET
#define WXDLLIMPEXP_DATA_NET(type) type
#endif
Don't forget to add WXDLLIMPEXP_FWD_FOO definitions too.
Use WXDLLIMPEXP_FOO when declaring wxFoo classes and functions.
h) Add this code to one of wxFoo's files (the more often used, the better):
// DLL options compatibility check:
#include "wx/app.h"
WX_CHECK_BUILD_OPTIONS("wxFoo")
i) Add information about wxFoo to the manual ("Libraries list" section
in libs.tex) and update docs/latex/wx/libs.dia (you need Dia for this)
to show the dependencies of the new library.
j) Also please add 4 #pragma comment(lib, "foo") (for Unicode/ANSI
Release/Debug combinations) to the file include/msvc/wx/setup.h and
add a check for WXMAKINGDLL_FOO to the test whether we're building a DLL at
the end of include/wx/msw/chkconf.h.
=== EOF ===

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How to add a new font encoding to wxWidgets
===========================================
I. Introduction
---------------
wxWidgets has built in support for a certain number of font encodings (which
is synonymous with code sets and character sets for us here even though it is
not exactly the same thing), look at include/wx/fontenc.h for the full list.
This list is far from being exhaustive though and if you have enough knowledge
about an encoding to add support for it to wxWidgets, this tech note is for
you!
A word of warning though: this is written out of my head and is surely
incomplete. Please correct the text here, especially if you detect problems
when you try following it.
Also note that I completely ignore all the difficult issues of support for
non European languages in the GUI (i.e. BiDi and text orientation support).
II. The receipt
---------------
Suppose you want to add support for Klingon to wxWidgets. This is what you'd
have to do:
1. include/wx/fontenc.h: add a new wxFONTENCODING_KLINGON enum element, if
possible without changing the values of the existing elements of the enum
and be careful to now make it equal to some other elements -- this means
that you have to put it before wxFONTENCODING_MAX
2. wxFONTENCODING_MAX must be the same as the number of elements in 3
(hopefully) self explanatory arrays in src/common/fmapbase.cpp:
a) gs_encodings
b) gs_encodingDescs
c) gs_encodingNames
You must update all of them, e.g. you'd add wxFONTENCODING_KLINGON,
"Klingon (Star Trek)" and "klingon" to them in this example. The latter
name should ideally be understandable to both Win32 and iconv as it is used
to convert to/from this encoding under Windows and Unix respectively.
Typically any reasonable name will be supported by iconv, if unsure run
"iconv -l" on your favourite Unix system. For the list of charsets
supported under Win32, look under HKEY_CLASSES_ROOT\MIME\Database\Charset
in regedit. Of course, being consistent with the existing encoding names
wouldn't hurt neither.
3. Normally you don't have to do anything else if you've got support for this
encoding under both Win32 and Unix. If you haven't, you should modify
wxEncodingConverter to support it (this could be useful anyhow as a
fallback for systems where iconv is unavailable). To do it you must:
a) add a new table to src/common/unictabl.inc: note that this file is auto
generated so you have to modify misc/unictabl script instead (probably)
b) possibly update EquivalentEncodings table in src/common/encconv.cpp
if wxFONTENCODING_KLINGON can be converted into another one
(losslessly only or not?)
4. Add a unit test (see tn0017.txt) for support of your new encoding (with
time we should have a wxCSConv unit test so you would just add a case to
it for wxFONTENCODING_KLINGON) and test everything on as many different
platforms as you can.
=== EOF ===
Author: VZ

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How to add a new sample to wxWidgets.
=====================================
To add a new sample "foo" under directory "samples/foo" you need to do
the following: (note that all this applies also to demos: just replace
samples/ with demos/ where needed).
1. Create the directory samples/foo locally and "svn add" it.
2. "svn add" the sample sources (usually based on minimal.cpp) as well.
Note that unless your sample requires something special you shouldn't
add foo.rc, foo.ico, ... any more, please just reuse the generic sample.*
files in the samples subdirectory.
3. Create the makefiles:
a) modify samples/samples.bkl (just copy an existing line)
b) create foo.bkl (sed 's/minimal/foo/g' minimal.bkl > foo.bkl is usually
enough, but you may need to add more <wx-lib> lines if your sample uses
anything not in the core lib)
c) generate the makefiles for your sample using bakefile. For this you
need to:
(i) install bakefile (see http://bakefile.sf.net/)
(ii) run bakefile_gen in build/bakefiles which will regenerate all
makefiles which are not up to date
You may also use "bakefile_gen -b ../../samples/foo/foo.bkl" to
regenerate only the makefiles for this sample (path must be relative!)
or even add a "-f<compiler>" to generate just the makefiles for the given
compiler (run 'bakefile --help' to get the list of possible values).
See Technote #16 for more information.
d) currently samples/samples.dsw needs to be updated manually as it's not
generated by bakefile.
4. Modify configure.in Unix compilation:
a) if the sample should only be built if "wxUSE_FOO" is enabled, locate
the test for "wxUSE_FOO = yes" in configure.in and add a line
SAMPLES_SUBDIRS="$SAMPLES_SUBDIRS foo" under it
b) if it should be always built, locate the line "if test $wxUSE_GUI = yes"
near the end of configure.in and modify the assignment to
SAMPLES_SUBDIRS to include "foo" (put in alphabetical order)
After this, regenerate configure from configure.in
by running "autoconf" on a Unix system in the corresponding directory.
5. Add a short description of what the sample does and how does it work
to the "samples overview" section in the wxWidgets manual. That section
lives in docs/doxygen/mainpages/samples.h; look at the descriptions for
other samples, if you are not familiar with Doxygen.
6. Add any non-standard sample's files to build/bakefiles/make_dist.mk (the
makefiles copies all bmp, cpp, h, ico, png, rc, xpm and makefiles by
default, you only need to update it if the sample uses some other files)
and run the ./update-manifests.sh script in distrib/scripts (don't forget
to check the changes to manifests/*.rsp files in).
=== EOF ===
Author: VZ

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How to add new bitmaps to wxWidgets UI elements
===============================================
0. Introduction
---------------
Since the introduction of wxArtProvider class, it is no longer desired to
hardcode art resources (e.g. icons and toolbar or button bitmaps) into the
code. This was previously done either by including the bitmap in win32
resource file (include/wx/msw/wx.rc) or by including XPM files in the code.
wxArtProvider should be used instead, to allow users to customize the look of
their wxWidgets app. This technote is a detailed description of steps needed
when adding new bitmap/icon.
1. Adding new resource
----------------------
(Please see wxArtProvider reference documentation for explanation of "art ID"
and "art client" terms.)
First of all, you have to add new wxArtID constant to include/wx/artprov.h.
Look for "Art IDs" and add new definition to the list, e.g.
#define wxART_MY_BITMAP wxART_MAKE_ART_ID(wxART_MY_BITMAP)
Add it to interface/wx/artprov.h, too.
It may happen that the intended use of the new resource doesn't fit into any
of defined client categories (search for "Art clients" in the header). In case
the new resource is part of a larger category, you need to define a new
client. Just add it to the list of existing clients (and don't forget to
update artprov.tex):
#define wxART_MY_CLIENT wxART_MAKE_CLIENT_ID(wxART_MY_CLIENT)
Alternatively, you may use wxART_OTHER when accessing the resource if the
bitmap is standalone.
Once the header is updated, it's time to add XPM file with the bitmap to
$(wx)/art. Add it to $(wx)/art if it is platform-independent or to
$(wx)/art/$(toolkit) if it is something specific to one of the toolkits. Note
that "specific to one of the toolkits" doesn't mean that the bitmap is *used*
by only one toolkit, but that it doesn't make sense for any of the others! For
example, a GTK wxART_WARNING icon ($(wx)/art/gtk/warning.xpm) is specific to
wxGTK, but new_dir.xpm makes sense even under wxMSW even though it is
currently only used by the generic file dialog. Remember that wxArtProvider
can be used by users, not only the library.
Finally, wxDefaultArtProvider in $(wx)/src/common/artstd.cpp must be updated.
This consists of two steps:
a) add #include line for your XPM file, e.g. #include "../../art/my_bmp.xpm"
b) add ART(...) line to wxDefaultArtProvider::CreateBitmap(). The first
argument is wxArtID, the other is XPM file name (w/o extension), e.g.
ART(wxART_MY_BITMAP, my_bmp)
That's all. The bitmap is now available to wxArtProvider users.
Note: there's no difference between icons and bitmaps, always treat them as
bitmaps inside wx(Default)ArtProvider.
1b. Adding Tango version of the resource.
-----------------------------------------
While all the bitmaps are provided in XPM format so that they are available in
all builds of wxWidgets, we also provide most of them in PNG format with full
transparency support that is not available in XPM. Another advantage of the PNG
versions is that the icons used are those of the Tango project and so have the
consistent look, unlike the XPM ones.
So if you an icon exists in http://tango.freedesktop.org/Tango_Icon_Gallery you
should add it too. For this you need to:
1. Convert the PNG to a C array of bytes suitable for inclusion in the code.
This is done using misc/scripts/png2c.py script, e.g. if the variable "f"
contains the name of the icon you want to add and you have installed Tango
icons in a standard location under a Linux system:
./misc/scripts/png2c.py -s /usr/share/icons/Tango/{16x16,24x24}/*/$f.png >
art/tango/${f//-/_}.h
Of course, the same command may be ran with different paths under Windows.
Just remember to add both 16 and 24 pixel versions of the bitmap to the
header and use the "-s" option to embed the image size in its array name.
2. Add #include for the newly created file to src/common/arttango.cpp.
3. Add an entry to s_allBitmaps array in the same file.
2. Accessing the resource
-------------------------
The file that will use the bitmap needs to include "wx/artprov.h". The code to
access the bitmap (or icon) is trivial:
wxBitmap bmp = wxArtProvider::GetBitmap(wxART_MY_BITMAP, wxART_MY_CLIENT);
// this would be "wxBitmap bmp(my_bmp_xpm);" before
wxIcon icon = wxArtProvider::GetIcon(wxART_MY_ICON, wxART_MY_CLIENT);
Substitute wxART_MY_CLIENT in the example with a suitable client ID. If the
client is wxART_OTHER you may write only
wxArtProvider::GetBitmap(wxART_MY_BITMAP).
3. Providing a demo
-------------------
It is highly desirable to let the users know what stock bitmaps are available
in wxWidgets. The "artprov" sample serves this purpose: it contains a browser
dialog that displays all available art resources.
It has to be updated to accommodate for new bitmaps. Fortunately, this is
trivial: open $(wx)/samples/artprov/artbrows.cpp in text editor and
ART_ICON(wxART_MY_BITMAP) line to the FillBitmaps() function.
Similarly, if you add a new client, please update FillClients() by adding new
client to the end of the list.
=== EOF ===

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How to add a new wxUSE_XXX preprocessor constant
================================================
0. Purpose
----------
Detailed description of what needs to be done when you want to add a new
wxUSE_XXX compilation flag. The text below assumes you need new wxUSE_FOO.
1. Overview
-----------
wxWidgets uses wxUSE_XXX macros for conditionally compiling in (or not)
optional components. In general, whenever a new non critical (i.e. not
absolutely required by important parts of the library) class Foo is added it
should use its own wxUSE_FOO compilation flag.
wxUSE_FOO must be always defined and have value of 0 or 1. Be careful with
testing for it in wx/foo.h: don't do it at the very beginning of the file
because then wxUSE_FOO would be not defined at all if the user directly
includes wx/foo.h, include "wx/defs.h" before testing for wxUSE_FOO.
2. Files to update
------------------
The following files need to be modified when adding a new wxUSE_FOO:
a) include/wx/setup_inc.h
This file contains all common wxUSE_XXXs, and is used to update wxMSW, wxMac
setup.h and Unix setup.h.in using build/update-setup-h. Please try to add
the new define in a logical place (i.e. near any related ones) and write a
detailed comment explaining what does it do and why would you want to turn
it on/off. Choose the appropriate default value: this should be usually 1
but can be 0 if there are some problems preventing the use of Foo by default
(e.g. it requires installation of some non standard 3rd party libraries).
After changing this file, run the update-setup-h script (this is probably
better done on a Unix machine although it should work under Cygwin too).
a') include/wx/msw/setup_inc.h for MSW-specific options
This file contains MSW-specific options, so if the new option is only used
under MSW, add it here instead of include/wx/setup_inc.h. The rest of the
instructions is the same as above.
b) include/wx/chkconf.h
Add the check for wxUSE_FOO definedness in the corresponding (base or GUI)
section. Please keep the alphabetic order.
If there are any dependencies, i.e. wxUSE_FOO requires wxUSE_BAR and
wxUSE_BAZ, check for thme here too.
b') include/wx/msw/chkconf.h for MSW-specific options
These options won't be defined for the other ports, so shouldn't be added to
the common include/wx/chkconf.h but to this file instead.
c) configure.in
Here you need to add DEFAULT_wxUSE_FOO define. It should be added in the
block beginning after WX_ARG_CACHE_INIT line and should default to "no" for
"if DEBUG_CONFIGURE = 1" branch (this is used for absolutely minimal builds)
and the same as default value in setup_inc.h in the "else" branch.
You also need to add a WX_ARG_ENABLE (or, if new functionality can be
reasonably described as support for a 3rd party library, WX_ARG_WITH)
line togetherw with all the existing WX_ARG_ENABLEs.
If you have a sample/foo which should be only built when wxUSE_FOO==1,
then only add it to the SAMPLES_SUBDIRS if wxUSE_FOO=yes in configure.
d) docs/doxygen/mainpages/const_wxusedef.h
Add a brief description of the new constant.
=== EOF ===
Author: VZ

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How to add a new XRC handler
============================
0. Purpose
----------
This note describes what needs to be done to add a new XRC handler, i.e. add
support for loading the objects of some class wxFoo from XRC.
1. Implement the handler
------------------------
By convention, the XRC handler for a class wxFoo declared in wx/foo.h is called
wxFooXmlHandler and is declared in the file wx/xrc/xh_foo.h (this last rule
wasn't always respected in the past, however it's not a reason to not respect
it in the future). The steps for adding a new handler are:
a) Add handler declaration in include/wx/xrc/xh_foo.h, it will usually be the
same as in the other files so you can get inspiration for your brand new
handler from e.g. wx/xrc/xh_srchctrl.h. Notice the use of wxUSE_FOO if wxFoo
is guarded by this symbol.
b) Add implementation in src/xrc/xh_foo.cpp: again, it will be almost always
very similar to the existing controls. You will need to add support for
the control-specific styles.
2. Update the other files
-------------------------
There are a few other files to update to make wxWidgets aware of the new
handler:
a) Add the new files created above to build/bakefiles/files.bkl: search for
"xh_srchctrl" to see where you need to add them
b) Add #include "wx/xrc/xh_foo.h" to wx/xrc/xh_all.h.
c) Register the new handler in wxXmlResource::InitAllHandlers() in
src/xrc/xmlrsall.cpp
3. Update the sample
--------------------
Demonstrate that the new handler works by adding a control using it to
samples/xrc/rc/controls.xrc.
=== EOF ===
Author: VZ

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Making a new wxWidgets release
==============================
Before making the release
-------------------------
Change the version in include/wx/version.h.
Update docs/readme.txt. Please review its contents in addition to just
changing the version number.
Put a date on the release line in docs/changes.txt.
Update the date in the manual (docs/doxygen/mainpages/manual.h).
Update the release announcement post in docs/publicity/announce.txt.
Creating release files
----------------------
The currently used release scripts need to be used from git-svn checkout and
rely on Git to avoid problems with using non-clean trees and such. If you don't
use Git you may use the alternative archive creation scripts in the next
section.
Follow these steps assuming the current working directory is the root of git
working copy and you want to prepare distribution for the version x.y.z:
1. Run "./build/tools/svn-find-native-eols.pl > ../eol-native" (if you have
an existing svn checkout, pass it to the script to make it run much faster,
but take care to have up to date sources in the working tree).
2. Run "./build/tools/git-make-release x.y.z" to create source archives
../wxWidgets-x.y.z.{7z,tar.bz2,zip} and wxWidgets_x.y.z_Headers.zip.
3. Run "./build/tools/make-html-docs x.y.z" to create HTML documentation
archives ../wxWidgets-x.y.z.{tar.bz2,zip}
4. This step must be done under Windows as it relies on having hhc.exe, the
Html Help compiler, in PATH: run the following commands
cd docs\doxygen
regen.bat chm
cd out
zip ..\..\..\wxWidgets-x.y.z-docs-chm.zip wx.chm
5. This step also must be done under Windows as it uses Inno Setup to produce
the .exe file and it also requires the CHM file built above:
md x.y.z-sources
cd x.y.z-sources
7z x ..\wxWidgets-x.y.z.7z
md docs\htmlhelp
cp ..\docs\doxygen\out\wx.chm docs\htmlhelp
set WXW_VER=x.y.z
iscc build\tools\wxwidgets.iss
Instructions for the previous version of release scripts
--------------------------------------------------------
NB: These scripts haven't been used since 2.8 series and may not work any longer!
Currently our release system uses a Python 2.x script to generate releases.
The script requires Unix utilities such as tar, zip and unix2dos and thus must
be run either on Unix or using Cygwin on Windows. To generate a release, simply
run the following command:
build/tools/create-archive.py --compression=all /path/to/output/dir
This will produce zip, gzip and bzip archives of the tree (without
"compression" argument only .gz is made). Note that this commands produces huge
amounts of output so redirecting it to a file is recommended.
To add a prefix to the release, such as RC1, the SVN revision, or a date, just
pass --postfix="postfix" to the script. More info on the options and their
possible values can be found by calling `create-archive.py --help`.
IMPORTANT NOTE: You *must* run this script from a clean source tree, that is,
with no junk files in it or modifications. This is because the
release should be a pristine copy of the tree as of the time of
release. If you have legitimate modifications in the tree that need
to be in the release, commit them first.
To generate the windows installer (.exe) and the documentation files (chm and htb formats)
run:
build\tools\bld_chm_exe.bat
which depends on the wxwidgets.iss file, and generates output in the %DAILY% directory. It
assumes a clean copy of the wxWidgets source tree in %INNO%. Temporary files will be generated
in the tree from which the batch file is run. It depends on doxygen, a number of gnu
win32 tools and Microsofts htmlhelp compiler. The wxwidgets.iss file should not need
editing, but you will want to check that the bld_chm_exe.bat has the correct version number.
Uploading
---------
Upload the files to SourceForge. This can be done via the web interface or just
scp to sfusername,wxwindows@frs.sf.net:/home/frs/project/w/wx/wxwindows/x.y.z
The following files need to be uploaded:
wxMSW-Setup-x.y.z.exe
wxWidgets-x.y.z.7z
wxWidgets-x.y.z.tar.bz2
wxWidgets-x.y.z.zip
wxWidgets-docs-chm-x.y.z.zip
wxWidgets-docs-html-x.y.z.tar.bz2
wxWidgets-docs-html-x.y.z.zip
The file wxWidgets-x.y.z_Headers.7z should be uploaded to binaries
subdirectory as it's only useful when using pre-built binaries.
You will need to use the web interface to mark the latest uploaded files as
being "default downloads" for the appropriate platforms (.zip or .exe for MSW,
.tar.bz2 for everything else) as otherwise SourceForge would continue to suggest
people to download old files.
Next, update (at least the versions and SHA1 sums, but maybe more) and upload
docs/release_files.mdwn and docs/release_binaries.mdwn files. They need to be
renamed to README.md on SF to be shown when the directory is viewed, i.e. do:
scp docs/release_files.mdwn \
sfuser,wxwindows@frs.sf.net:/home/frs/project/w/wx/wxwindows/x.y.z/README.md
scp docs/release_binaries.mdwn \
sfuser,wxwindows@frs.sf.net:/home/frs/project/w/wx/wxwindows/x.y.z/binaries/README.md
And upload the change log too:
scp docs/changes.txt \
sfuser,wxwindows@frs.sf.net:/home/frs/project/w/wx/wxwindows/x.y.z
Also upload the files to the FTP mirror at ftp.wxwidgets.org (ask Chris for
access if you don't have it).
Create http://docs.wxwidgets.org/x.y.z/ (ask Bryan to do it if not done yet).
Announcement
------------
Post docs/publicity/announce.txt at least to wx-announce@googlegroups.com and
to wx-users for the important releases.
Submit a link to http://www.reddit.com/r/programming
Submit to http://isocpp.org/blog/suggest
For major releases, submit the announcement to http://slashdot.org/submission
Update www.wxwidgets.org, usually a news item is enough but something more can
be called for for major releases.
Modify the links at downloads/index.html to point to the new release.
Also update docs/index.html for the minor or major (i.e. not micro) releases.
Post to wxBlog if necessary.
Announce on Google+/Twitter/whatever the person doing the release prefers (we
don't have "official" wxWidgets account, should we?).
Version updates
---------------
Trac: mark the milestone corresponding to the release as completed and add a
new version for it to allow reporting bugs against it and create the next
milestone (ask Vadim or Robin to do it or to get admin password).
Run misc/scripts/inc_release to increment micro version, i.e. replace x.y.z
with x.y.z+1 (minor or major versions updates require manual intervention).
Update the definition of the stable and release branches in
build/buildbot/config/include/defs.xml after a minor version change.

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How to update a third party library to a newer version
======================================================
0. Introduction
---------------
wxWidgets includes several third party libraries, i.e. libraries which are
used by wxWidgets and distributed with it but which we don't maintain nor even
modify, inasmuch as possible, ourselves. These libraries are developed by
their maintainers and from time to time we need to replace the versions used
by wxWidgets with newer versions.
1. Vendor branches
------------------
Normally all third party libraries should be managed using Subversion vendor
branches. I.e. we should have the latest version of the library under
/wx/wxWidgets/vendor directory in the repository. Currently only expat, libpng
and libtiff are handled like this, while libjpeg and zlib are not. Hopefully
these exceptions will disappear soon, the rest of this note assumes that we
are using a vendor branch for the library $(LIB).
We also use $(OLD_VERSION) and $(VERSION) below for the current version of the
library and the version we are upgrading to. $(OLD_VERSION) can be determined
by doing
svn ls https://svn.wxwidgets.org/svn/wx/wxWidgets/vendor/$(LIB)
as normally it's the latest version present in this directory. You can, of
course, also look at the library sources currently in the trunk to find out
its version.
NB: the instructions here are based on the Subversion documentation, see
http://svnbook.red-bean.com/en/1.6/svn.advanced.vendorbr.html for more
information about vendor branches.
2. Updating the current branch
------------------------------
The first thing to do is to checkout a pristine copy of the version currently
being used, e.g.
cd /some/temp/directory
svn checkout https://svn.wxwidgets.org/svn/wx/wxWidgets/vendor/$(LIB)/current $(LIB)
Now delete all the old files:
cd $(LIB)
find . -type f -not -path '*/.svn/*' -exec rm {} \;
or, if you are using zsh, just
rm **/*(.)
Next, get the version of the library you are updating to and unpack it into
the same directory. Examine "svn status" output and add all the files with "?"
in the first column using "svn add" and delete all the files with "!" in the
first column using "svn rm".
Finally commit and tag the new version:
svn commit -m 'Update $(LIB) to $(VERSION).'
svn cp https://svn.wxwidgets.org/svn/wx/wxWidgets/vendor/$(LIB)/current \
https://svn.wxwidgets.org/svn/wx/wxWidgets/vendor/$(LIB)/$(VERSION) \
-m 'Tagging $(LIB) $(VERSION).'
You can now do
rm -rf /some/temp/directory/$(LIB)
as it won't be needed any longer.
3. Merging the current branch
-----------------------------
Now switch to wxWidgets checkout and run
svn merge ^/wxWidgets/vendor/$(LIB)/$(OLD_VERSION) ^/wxWidgets/vendor/$(LIB)/current src/$(LIBDIR)
Notice that you may need to escape the circumflexes with backslashes if they
are special for your shell. Also notice that the directory of the library may
be different from its name, e.g. we use libpng for the vendor branch but just
png for the name of the directory.
Unless you are very lucky, the merge will result in conflicts and you will
need to resolve them by examining the differences -- this is the difficult
part.
Once everything was resolved, test your changes. As building the third party
libraries is quite different between Unix and Windows, please do it under both
platforms. Under Windows it's enough to just build everything as usual as the
built-in libraries are used by default. Please build both static and dynamic
wxWidgets libraries as some problems arise only in one of those configurations.
Under Unix you need to configure with --with-$(LIB)=builtin option to ensure
that the newly updated built-in version of the library is used and not the
system version. If upgrading an image format library, please build and run the
image sample. In any case, run the unit tests to check that everything still
works.
After testing and correcting the problems, simply commit your changes:
svn commit -m 'Update $(LIB) to $(VERSION).' src/$(LIBDIR)
4. Special instructions for libpng
----------------------------------
We use a special hack for libpng as we want to prefix all its symbols with
"wx_" but don't want to use its build system which makes this easily possible
(perhaps we should, but for now we don't). So, when upgrading libpng, you need
to perform an extra step after merging the new version (and before committing
your changes):
Create a temporary build directory and run libpng configure from it using
--with-libpng-prefix=wx_ option. Then run "make" (actually just "make png.lo"
is sufficient as we don't really need to build the library) to create
pnglibconf.h and pngprefix.h files in the build directory. And copy these
files to src/png subdirectory of the wxWidgets source tree, overwriting the
versions there.
Notice that config.h generated by libpng configure is not used, we build it
without -DHAVE_CONFIG_H as it works just fine without it on any ANSI C system
(i.e. anywhere by now).

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How to write unit tests for wxWidgets
=====================================
Unit tests for wxWidgets are written using small cppunit framework. To compile
(but not to run) them you need to have it installed. Hence the first part of
this note explains how to do it while the second one explains how to write the
test.
I. CppUnit Installation
-----------------------
1. Get it from http://www.sourceforge.net/projects/cppunit
(latest version as of the time of this writing is 1.10.2)
2. Build the library:
a) Under Windows using VC++:
- build everything in CppUnitLibraries.dsw work space
- add include and lib subdirectories of the directory
where you installed cppunit to the compiler search path
using "Tools|Options" menu in VC IDE
b) Under Unix: run configure && make && make install as usual
II. Writing tests with CppUnit
------------------------------
1. Create a new directory tests/foo
2. Write a cpp file for the test copying, if you want,
from one of the existing tests. The things to look for:
a) #include "wx/cppunit.h" instead of directly including CppUnit headers
b) don't put too many things in one test case nor in one method of a test
case as it makes understanding what exactly failed harder later
c) 'register' your tests as follows so that the test program will find and
execute them:
// register in the unnamed registry so that these tests are run by default
CPPUNIT_TEST_SUITE_REGISTRATION(MBConvTestCase);
// also include in its own registry so that these tests can be run alone
CPPUNIT_TEST_SUITE_NAMED_REGISTRATION(MBConvTestCase, "MBConvTestCase");
Read CppUnit documentation for more.
d) wxUIActionSimulator can be used when user input is required, for example
clicking buttons or typing text. A simple example of this can be found
in controls/buttontest.cpp. After simulating some user input always
wxYield to allow event processing. When writing a test using
wxUIActionSimulator always add the test using WXUISIM_TEST rather than
CPPUNIT_TEST as then it won't run on unsupported platforms. The test itself
must also be wrapped in a #if wxUSE_UIACTIONSIMULATOR block.
e) There are a number of classes that are available to help with testing GUI
elements. Firstly throughout the test run there is a frame of type
wxTestableFrame that you can access through wxTheApp->GetTopWindow(). This
class adds two new functions, GetEventCount, which takes an optional
wxEventType. It then returns the number of events of that type that it has
received since the last call. Passing nothing returns the total number of
event received since the last call. Also there is OnEvent, which counts the
events based on type that are passed to it. To make it easy to count events
there is also a new class called EventCounter which takes a window and event
type and connects the window to the top level wxTestableFrame with the specific
event type. It disconnects again once it is out of scope. It simply reduces
the amount of typing required to count events.
3. add a '<sources>' tag for your source file to tests/test.bkl. Make sure it's
in the correct section: the one starting '<exe id="test_gui"' for a gui test,
the one starting '<exe id="test" template="wx_sample_console' otherwise.
III. Running the tests
----------------------
1. Regenerate the make/project files from test.bkl using bakefile_gen, e.g.:
cd build/bakefiles
bakefile_gen -b ../../tests/test.bkl
and if you're on a unix system re-run configure.
2. Build the test program using one of the make/project files in the tests
subdirectory.
3. Run the test program by using the command 'test' for the console tests,
'test_gui' for the gui ones. With no arguments, all the default set of tests
(all those registered with CPPUNIT_TEST_SUITE_REGISTRATION) are run.
Or to list the test suites without running them:
test -l or test_gui -l
4. Tests that have been registered under a name using
CPPUNIT_TEST_SUITE_NAMED_REGISTRATION can also be run separately. For
example:
test_gui ButtonTestCase
or to list the tests done by a particular testcase:
test -L MBConvTestCase
5. Fault navigation.
VC++ users can run the programs as a post build step (Projects/Settings/
Post-build step) to see the test results in an IDE window. This allows
errors to be jumped to in the same way as for compiler errors, for
example by pressing F4 or highlighting the error and pressing return.
Similarly for makefile users: makefiles can be modified to execute the
test programs as a final step. Then you can navigate to any errors in the
same way as for compiler errors, if your editor supports that.
Another alternative is to run the tests manually, redirecting the output
to a file. Then use your editor to jump to any failures. Using Vim, for
example, ':cf test.log' would take you to the first error in test.log, and
':cn' to the next.
If you would like to set a breakpoint on a failing test using a debugger,
put the breakpoint on the function 'CppUnit::Asserter::fail()'. This will
stop on each failing test.
IV. Notes
---------
1. You can register your tests (or a subset of them) just under a name, and not
in the unnamed registry if you don't want them to be executed by default.
2. If you are going to register your tests both in the unnamed registry
and under a name, then use the name that the tests have in the 'test -l'
listing.
3. Tests which fail can be temporarily registered under "fixme" while the
problems they expose are fixed, instead of the unnamed registry. That
way they can easily be run, but they do not make regression testing with
the default suite more difficult. E.g.:
// register in the unnamed registry so that these tests are run by default
//CPPUNIT_TEST_SUITE_REGISTRATION(wxRegExTestCase);
CPPUNIT_TEST_SUITE_NAMED_REGISTRATION(wxRegExTestCase, "fixme");
// also include in its own registry so that these tests can be run alone
CPPUNIT_TEST_SUITE_NAMED_REGISTRATION(wxRegExTestCase, "wxRegExTestCase");
4. Tests which take a long time to execute can be registered under "advanced"
instead of the unnamed registry. The default suite should execute reasonably
quickly. To run the default and advanced tests together:
test "" advanced
=== EOF ===
Author: VZ & MW

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wxWidgets translator guide
==========================
This note is addressed to wxWidgets translators.
First of all, here is what you will need:
1. GNU gettext package version 0.10.35 or later (NB: earlier versions were
known to have serious bugs)
a) for Unix systems you can download gettext-0.10.tar.gz from any GNU
mirror (RPMs and DEBs are also available from the usual places)
b) for Windows you can download the precompiled binaries from
www.wxwidgets.org or install PoEdit (poedit.sourceforge.net) and
add <installdir>/poEdit/bin to your path (so it can find xgettext).
2. A way to run a program recursively on an entire directory from the command
line:
a) for Unix systems, this is done in locale/Makefile using the standard find
command and xargs which is installed on almost all modern Unices. If you
are unlucky enough to not have xargs, you can use the -exec option of find
instead.
b) for Win32 systems you can use either Cygwin or MinGW. If you don't have
those it is less trivial: if you have 4DOS/4NT/bash, that's
fine, but you'd have to use some kind of "for /s" loop with the
command.com/cmd.exe.
3. (at least read) access to the subversion is not necessary strictly speaking, but
will make things a lot easier for you and others.
Now a brief overview of the process of translations (please refer to GNU
gettext documentation for more details). It happens in several steps:
1. the strings to translate are extracted from the C++ sources using xgettext
program into a wxstd.pot file which is a "text message catalog"
2. this new wxstd.pot file (recreated each time some new text messages are added
to wxWidgets) is merged with existing translations in another .po file (for
example, de.po) and replaces this file (this is done using the program
msgmerge)
3. the resulting .po file must be translated
4. finally, msgformat must be run to produce a .mo file: "binary message catalog"
How does it happen in practice? There is a Makefile in the "locale"
directory which will do almost everything (except translations) for you. i.e.
just type "make lang.po" to create or update the message catalog for 'lang'.
Then edit the resulting lang.po and make sure that there are no empty or fuzzy
translations left (empty translations are the ones with msgstr "", fuzzy
translations are those which have the word "fuzzy" in a comment just above
them). Then type "make lang.mo" which will create the binary message catalog.
Under Windows (If you don't have Cygwin or MinGW), you should execute the
commands manually, please have a look at Makefile to see what must be done.
For platform specific translations, .po files such as 'locale/msw/it.po' can be
used to provide translations that override the usual ones in 'locale/it.po'.
The generated .mo files are then installed under the names such as 'wxmsw.mo'
alongside the generic 'wxstd.mo'.
A new platform specific translation should be added to a section such as this
in wx.bkl:
<gettext-catalogs id="locale_msw">
<srcdir>$(SRCDIR)/locale/msw</srcdir>
<catalog-name>wxmsw</catalog-name>
<linguas>it</linguas>
<install-to>$(LOCALEDIR)</install-to>
</gettext-catalogs>
=== EOF ===
Author: VZ
$Log$
Revision 1.7 2005/08/12 15:34:01 MW
Typo
Revision 1.6 2005/08/12 15:29:47 MW
Translate '&Help' to '&' for italian Windows only
Revision 1.5 2004/10/22 19:12:59 KH
*** empty log message ***
Revision 1.4 2004/05/04 08:26:58 JS
Name change replacements
Revision 1.3 2003/11/18 16:37:11 DS
Updated translation technote to mention Makefile usage under Windows.
Revision 1.2 2002/07/03 15:01:26 VZ
typos and other doc corrections from Olly Betts (patch 573738)
Revision 1.1 2000/03/07 10:53:53 VZ
technote about translations added

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Special notes about writing wxMSW code
======================================
0. Purpose
----------
This is just a collection of various notes which should be useful to anybody
working on wxMSW codebase, please feel free to add more here.
This text assumes familiarity with both Windows programming and wxWidgets so it
doesn't cover any wxWidgets-wide issues not specific to Windows.
1. Windows headers wrappers
---------------------------
In no event should the Windows headers such as <windows.h> or <commctrl.h> be
included directly. So instead of #include <...> use "wx/msw/wrapwin.h" or
"wx/msw/wrapcctl.h".
For convenience it is also possible to replace #include <commdlg.h> and
<shlobj.h> with #include "wx/msw/wrapcdlg.h" and wrapshl.h but this is less
vital.
Also notice that many convenient (albeit undocumented) functions and classes
are declared in "wx/msw/private.h", please do become familiar with this file
contents and use the utility classes and functions from it instead of
duplicating their functionality (which can often be done only in exception
unsafe way).
2. Windows features checks
--------------------------
All checks of features not present in all Windows versions must be done both at
compile-time (because, even though we use maximal value for WINVER in our code,
some compilers come with headers too old to declare them) and at run-time
(because wxMSW applications should run everywhere).
The functions wxGetWinVersion() (from wx/msw/private.h) and wxApp::
GetComCtl32Version() should be used to check Windows and comctl32.dll versions
respectively.
Any functions which may not be present in kernel32.dll/user32.dll/... in all
Windows versions should be resolved dynamically, i.e. using wxDynamicLibrary as
otherwise any wx application -- even not needing them at all -- would refuse to
start up on Windows versions not implementing the feature in question. As an
example, look at AlphaBlt()-related code in src/msw/dc.cpp.
=== EOF ===
Author: VZ

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@ -1,29 +1,31 @@
All wxWidgets technical notes at a glance
=========================================
All the files in this directory are obsolete (including this one) and are kept
just to avoid breaking the existing links to them, please refer to the files
with the corresponding name under docs/contributing instead:
tn0001.txt How to add a new sample
tn0002.txt wxWidgets translator guide
tn0003.txt Adding wxWidgets class documentation
tn0004.htm *** REMOVED *** (obsoleted by Bakefile changes)
tn0005.txt Adding a wxWidgets contribution
tn0006.txt *** REMOVED *** (obsoleted by tn0013.txt)
tn0007.txt *** REMOVED *** (obsoleted by Bakefile changes)
tn0008.htm *** REMOVED *** (included in the manual now)
tn0009.htm Creating and converting icons
tn0010.htm *** REMOVED *** (obsoleted by Bakefile changes)
tn0011.txt All about version numbers
tn0012.txt wxWidgets platform, toolkit and library names
tn0013.txt *** REMOVED *** (obsoleted by tn0022.txt)
tn0014.txt *** REMOVED *** (included in the manual now)
tn0015.txt How to add new bitmaps to wxWidgets UI elements
tn0016.txt How to add new files and libraries to wxWidgets build system (Bakefile)
tn0017.txt How to write unit tests for wxWidgets classes
tn0018.txt How to add a new font encoding/charset to wxWidgets
tn0019.txt Special notes about writing wxMSW code
tn0020.txt Binary compatibility and wxWidgets
tn0021.txt How to add a new wxUSE_XXX preprocessor constant
tn0022.txt Making a new release
tn0023.txt Adding a new app/screenshot to the wxWidgets.org front page
tn0024.txt How to add a new XRC handler
tn0025.txt How to update a third party library to a newer version
tn0001.txt -> docs/contributing/how-to-add-new-sample.txt
tn0002.txt -> docs/contributing/translators-guide.txt
tn0003.txt -> docs/contributing/how-to-add-class-documentation.txt
tn0004.htm -> *** REMOVED *** (obsoleted by Bakefile changes)
tn0005.txt -> *** REMOVED *** (obsoleted by http://wiki.wxwidgets.org/Development:_How_To_Contribute)
tn0006.txt -> *** REMOVED *** (obsoleted by tn0013.txt)
tn0007.txt -> *** REMOVED *** (obsoleted by Bakefile changes)
tn0008.htm -> *** REMOVED *** (included in the manual now)
tn0009.htm -> *** REMOVED *** (use any standard tool for icon creation)
tn0010.htm -> *** REMOVED *** (obsoleted by Bakefile changes)
tn0011.txt -> docs/contributing/about-version-numbers.txt
tn0012.txt -> docs/contributing/about-platform-toolkit-and-library-names.txt
tn0013.txt -> *** REMOVED *** (obsoleted by tn0022.txt)
tn0014.txt -> *** REMOVED *** (included in the manual now)
tn0015.txt -> docs/contributing/how-to-add-new-ui-bitmaps.txt
tn0016.txt -> docs/contributing/how-to-add-files-to-build-system.txt
tn0017.txt -> docs/contributing/how-to-write-unit-tests.txt
tn0018.txt -> docs/contributing/how-to-add-new-font-encoding.txt
tn0019.txt -> docs/contributing/wxmsw-contributor-guide.txt
tn0020.txt -> docs/contributing/binary-compatibility.txt
tn0021.txt -> docs/contributing/how-to-add-new-wxUSE_XXX.txt
tn0022.txt -> docs/contributing/how-to-release.txt
tn0023.txt -> *** REMOVED *** (obsoleted by web site redesign)
tn0024.txt -> docs/contributing/how-to-add-new-xrc-handler.txt
tn0025.txt -> docs/contributing/how-to-update-third-party-library.txt

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How to add a new sample to wxWidgets.
=====================================
To add a new sample "foo" under directory "samples/foo" you need to do
the following: (note that all this applies also to demos: just replace
samples/ with demos/ where needed).
1. Create the directory samples/foo locally and "svn add" it.
2. "svn add" the sample sources (usually based on minimal.cpp) as well.
Note that unless your sample requires something special you shouldn't
add foo.rc, foo.ico, ... any more, please just reuse the generic sample.*
files in the samples subdirectory.
3. Create the makefiles:
a) modify samples/samples.bkl (just copy an existing line)
b) create foo.bkl (sed 's/minimal/foo/g' minimal.bkl > foo.bkl is usually
enough, but you may need to add more <wx-lib> lines if your sample uses
anything not in the core lib)
c) generate the makefiles for your sample using bakefile. For this you
need to:
(i) install bakefile (see http://bakefile.sf.net/)
(ii) run bakefile_gen in build/bakefiles which will regenerate all
makefiles which are not up to date
You may also use "bakefile_gen -b ../../samples/foo/foo.bkl" to
regenerate only the makefiles for this sample (path must be relative!)
or even add a "-f<compiler>" to generate just the makefiles for the given
compiler (run 'bakefile --help' to get the list of possible values).
See Technote #16 for more information.
d) currently samples/samples.dsw needs to be updated manually as it's not
generated by bakefile.
4. Modify configure.in Unix compilation:
a) if the sample should only be built if "wxUSE_FOO" is enabled, locate
the test for "wxUSE_FOO = yes" in configure.in and add a line
SAMPLES_SUBDIRS="$SAMPLES_SUBDIRS foo" under it
b) if it should be always built, locate the line "if test $wxUSE_GUI = yes"
near the end of configure.in and modify the assignment to
SAMPLES_SUBDIRS to include "foo" (put in alphabetical order)
After this, regenerate configure from configure.in
by running "autoconf" on a Unix system in the corresponding directory.
5. Add a short description of what the sample does and how does it work
to the "samples overview" section in the wxWidgets manual. That section
lives in docs/doxygen/mainpages/samples.h; look at the descriptions for
other samples, if you are not familiar with Doxygen.
6. Add any non-standard sample's files to build/bakefiles/make_dist.mk (the
makefiles copies all bmp, cpp, h, ico, png, rc, xpm and makefiles by
default, you only need to update it if the sample uses some other files)
and run the ./update-manifests.sh script in distrib/scripts (don't forget
to check the changes to manifests/*.rsp files in).
=== EOF ===
Author: VZ
Please see index.txt

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wxWidgets translator guide
==========================
This note is addressed to wxWidgets translators.
First of all, here is what you will need:
1. GNU gettext package version 0.10.35 or later (NB: earlier versions were
known to have serious bugs)
a) for Unix systems you can download gettext-0.10.tar.gz from any GNU
mirror (RPMs and DEBs are also available from the usual places)
b) for Windows you can download the precompiled binaries from
www.wxwidgets.org or install PoEdit (poedit.sourceforge.net) and
add <installdir>/poEdit/bin to your path (so it can find xgettext).
2. A way to run a program recursively on an entire directory from the command
line:
a) for Unix systems, this is done in locale/Makefile using the standard find
command and xargs which is installed on almost all modern Unices. If you
are unlucky enough to not have xargs, you can use the -exec option of find
instead.
b) for Win32 systems you can use either Cygwin or MinGW. If you don't have
those it is less trivial: if you have 4DOS/4NT/bash, that's
fine, but you'd have to use some kind of "for /s" loop with the
command.com/cmd.exe.
3. (at least read) access to the subversion is not necessary strictly speaking, but
will make things a lot easier for you and others.
Now a brief overview of the process of translations (please refer to GNU
gettext documentation for more details). It happens in several steps:
1. the strings to translate are extracted from the C++ sources using xgettext
program into a wxstd.pot file which is a "text message catalog"
2. this new wxstd.pot file (recreated each time some new text messages are added
to wxWidgets) is merged with existing translations in another .po file (for
example, de.po) and replaces this file (this is done using the program
msgmerge)
3. the resulting .po file must be translated
4. finally, msgformat must be run to produce a .mo file: "binary message catalog"
How does it happen in practice? There is a Makefile in the "locale"
directory which will do almost everything (except translations) for you. i.e.
just type "make lang.po" to create or update the message catalog for 'lang'.
Then edit the resulting lang.po and make sure that there are no empty or fuzzy
translations left (empty translations are the ones with msgstr "", fuzzy
translations are those which have the word "fuzzy" in a comment just above
them). Then type "make lang.mo" which will create the binary message catalog.
Under Windows (If you don't have Cygwin or MinGW), you should execute the
commands manually, please have a look at Makefile to see what must be done.
For platform specific translations, .po files such as 'locale/msw/it.po' can be
used to provide translations that override the usual ones in 'locale/it.po'.
The generated .mo files are then installed under the names such as 'wxmsw.mo'
alongside the generic 'wxstd.mo'.
A new platform specific translation should be added to a section such as this
in wx.bkl:
<gettext-catalogs id="locale_msw">
<srcdir>$(SRCDIR)/locale/msw</srcdir>
<catalog-name>wxmsw</catalog-name>
<linguas>it</linguas>
<install-to>$(LOCALEDIR)</install-to>
</gettext-catalogs>
=== EOF ===
Author: VZ
$Log$
Revision 1.7 2005/08/12 15:34:01 MW
Typo
Revision 1.6 2005/08/12 15:29:47 MW
Translate '&Help' to '&' for italian Windows only
Revision 1.5 2004/10/22 19:12:59 KH
*** empty log message ***
Revision 1.4 2004/05/04 08:26:58 JS
Name change replacements
Revision 1.3 2003/11/18 16:37:11 DS
Updated translation technote to mention Makefile usage under Windows.
Revision 1.2 2002/07/03 15:01:26 VZ
typos and other doc corrections from Olly Betts (patch 573738)
Revision 1.1 2000/03/07 10:53:53 VZ
technote about translations added
Please see index.txt

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@ -1,315 +1 @@
Adding wxWidgets class documentation
====================================
This note is aimed at people wishing to add documentation for a
class to either the main wxWidgets manual, or to their own
manual.
wxWidgets uses Doxygen to process header input files with embedded
documentation in the form of C++ comments and output in HTML, and XML
(Doxygen itself can also output Latex, manpages, RTF, PDF etc).
See http://www.doxygen.org for more info about Doxygen.
If you want to add documentation of a new class/function to the
existing manual in docs/doxygen, you need to create a new .h file,
e.g. myclass.h, under the interface folder, which contains the public
interface of the new class/function in C++ syntax.
The documentation can then be added in form of Doxygen comments to
the header file.
You may also want to write a separate topic file,
e.g. docs/doxygen/overviews/myclass.h, and add the entry to
docs/doxygen/mainpages/topics.h.
If applicable, also add an entry to one of the docs/doxygen/mainpages/cat_*.h
files.
You can generate a first raw version of myclass.h simply taking its
"real" header and removing all the private and protected sections and
in general removing everything the user "shouldn't know": i.e. all things
which are implementation details.
Running Doxygen
===============
First, make sure you have a recent version of Doxygen installed in your system
(you'll need Doxygen >= 1.5.7).
On Unix:
1) run wxWidgets/docs/doxygen/regen.sh [format-to-generate]
On Windows:
1) cd wxWidgets/docs/doxygen
2) run regen.bat [format-to-generate]
If you don't specify which format to [re]generate, all output formats will
be enabled. Possible values for [format-to-generate] are: "html", "chm", "latex",
"xml" and "all".
The output of Doxygen is all placed in the wxWidgets/docs/doxygen/out folder.
Important Dos and Don'ts
========================
DO:
- Doxygen supports both commands in the form \command and @command;
all wxWidgets documentation uses the @command form.
Follow strictly this rule.
- strive to use dedicated Doxygen commands for e.g. notes, lists,
sections, etc. The "Special commands" page:
http://www.stack.nl/~dimitri/doxygen/commands.html
is your friend!
It's also very important to make a consistent use of the ALIASES
defined by wxWidgets' Doxyfile. Open that file for more info.
- when you write true, false and NULL with their C++ semantic meaning,
then use the @true, @false and @NULL commands.
- separate different paragraphs with an empty comment line.
This is important otherwise Doxygen puts everything in the same
paragraph making the result less readable.
- leave a blank comment line between a @section, @subsection, @page
and the next paragraph.
- test your changes, both reading the generated HTML docs and by looking
at the "doxygen.log" file produced (which will warn you about any
eventual mistake found in the comments).
- quote all the following characters prefixing them with a "@" char:
@ $ \ & < > # %
unless they appear inside a @code or @verbatim section
(you can also use HTML-style escaping, e.g. &amp; rather than @ escaping)
- when using a Doxygen alias like @itemdef{}, you need to escape the
comma characters which appear on the first argument, otherwise Doxygen
will interpret them as the marker of the end of the first argument and
the beginning of the second argument's text.
E.g. if you want to define the item "wxEVT_MACRO(id, func)" you need to
write:
@itemdef{wxEVT_MACRO(id\, func), This is the description of the macro}
Also note that you need to escape only the commas of the first argument's
text; second argument can have up to 10 commas unescaped (see the Doxyfile
for the trick used to implement this).
- for linking use one of:
=> the @ref command to refer to topic overviews;
=> the () suffix to refer to function members of the same class you're
documenting or to refer to global functions or macros;
=> the classname:: operator to refer to functions of classes different
from the one you're documenting;
=> the :: prefix to refer to global variables (e.g. ::wxEmptyString).
Class names are auto-linked by Doxygen without the need of any explicit
command.
DON'T:
- use jargon, such as 'gonna', or omit the definite article.
The manual is intended to be a fluent, English document and
not a collection of rough notes.
- use non-alphanumeric characters in link anchors.
- use Doxygen @b @c @e commands when referring to more than a single word;
in that case you need to use the <b>...</b>, <tt>...</tt>, <em>...</em>
HTML-style tags instead
- use HTML style tags for creation of tables or lists.
Use wx aliases instead like @beginTable, @row2col, @row3col, @endTable and
@beginDefList, @itemdef, @endDefList, etc.
See the Doxyfile.inc for more info.
Documentation comment for a class
=================================
Start off with:
/**
@class wxMyClass
...here goes the description...
@beginEventTable
@event{EVT_SOME_EVENT(id, func)}:
Description for EVT_SOME_EVENT.
@endEventTable
@beginStyleTable
@style{wxSOME_STYLE}:
Description for wxSOME_STYLE.
...
@endStyleTable
@beginExtraStyleTable
@style{wxSOME_EXTRA_STYLE}:
Description for wxSOME_EXTRA_STYLE.
...
@endExtraStyleTable
@library{wxbase}
@category{cat_shortcut}
@nativeimpl{wxgtk, wxmsw, ...}
@onlyfor{wxgtk, wxmsw, ...}
@appearance{button.png}
@stdobjects
...here goes the list of predefined instances...
@see ...here goes the see-also list...
you can make references to topic overviews or other
manual pages using the @ref command
*/
Note that everything *except* the @class, @library and @category
commands are optionals.
Also note that if you use @section and @subsection in the class description
(at the beginning), you should use as the section's anchor name "xxxx_yyyy"
where "xxxx" is the class name without the initial "wx" in lowercase
and "yyyy" is a lowercase word which uniquely identifies that section.
E.g.:
/**
@class wxMyClass
This class does not exist really and is only used as an example
of best documentation practices.
@section myclass_special Special functions of this class
This section describes the functions whose usage is reserved for
wxWidgets internal mechanisms... etc etc...
@section myclass_custom Customizing wxMyClass
What if you want to customize this powerful class?
First you should do this and that, etc etc...
@library{wxbase}
@category{misc}
@see wxMyOtherClass
*/
Documentation comment for a function
====================================
Start off with:
/**
...here goes the description of the function....
@param param1
...here goes the description for the first parameter of this function
@param param2
...here goes the description for the second parameter of this function
...
@return
...here goes the description of what the function returns...
@note ...here go any eventual notes about this function...
@remarks ...here go any eventual remarks about this function...
@see ...here goes the see-also list...
*/
Note that the @return, @note, @remarks, @see commands are optional.
The @param command has an optional attribute specifying the direction of
the attribute. Possible values are "in" and "out". E.g.
/**
* Copies bytes from a source memory area to a destination memory area,
* where both areas may not overlap.
* @param[out] dest The memory area to copy to.
* @param[in] src The memory area to copy from.
* @param[in] n The number of bytes to copy.
* @param[in,out] pmisc Used both as input and as output.
*/
void func(void *dest, const void *src, size_t n, void *pmisc);
Documentation comment for a topic overview
==========================================
Topic overviews are stored inside the docs/doxygen/overviews folder
and are completely placed inside a single comment block in the form of:
/*!
@page overview_tname wxSomeStuff overview
This page provides an overview of the wxSomeStuff and related classes.
....
@li @ref overview_tname_intro
@li @ref overview_tname_details
...
<hr>
@section overview_tname_intro Introduction
...here goes the introduction to this topic...
@section overview_tname_details Details
...here go the details to this topic...
*/
Note that there is a convention in the anchor link names.
Doxygen in fact requires that for each @page, @section, @subsection, etc tag,
there is a corresponding link anchor.
The following conventions are used in wxWidgets doxygen comments:
1) all "main" pages of the manual (those which are placed in
docs/doxygen/mainpages) have link anchors which begin with "page_"
2) all topic overviews (those which are placed in docs/doxygen/overviews) have
link anchors which begin with "overview_"
3) all @section, @subsection, @subsubsection tags should have as link anchor
name the name of the parent section plus a specific word separated with an
underscore; e.g.:
/*!
@page overview_tname wxSomeStuff overview
@section overview_tname_intro Introduction
@subsection overview_tname_intro_firstpart First part
@subsection overview_tname_intro_secondpart Second part
@subsubsection overview_tname_intro_secondpart_sub Second part subsection
@subsection overview_tname_intro_thirdpart Third part
@section overview_tname_details Details
...
*/
=== EOF ===
Author: FM (along the lines of the previous technote about tex2rtf)
Please see index.txt

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@ -1,29 +0,0 @@
Adding a wxWidgets contribution
===============================
Here are some different kinds of contribution:
1. Bug fixes. You can send these to the wx-dev list.
2. New classes. They should go somewhere in the wxWidgets
hierarchy if they are deemed to be 'core', otherwise they
could be placed in external repositories of wxWidgets
utilities, like wxCode (see http://wxcode.sf.net).
3. A utility application, such as a new dialog editor or
file format conversion utility. If adding to the SVN
archive, you may put it under the utils hierarchy,
preferably with further src and docs directories.
You may or may not wish to add your code to the main wxWidgets SVN
archive. Whether your code is appropriate for this archive
should first be ascertained by discussing it on wx-dev@wxwidgets.org.
Also, in order to be included in wxWidgets, your code should
follow the wxWidgets coding conventions
(see http://www.wxwidgets.org/develop/standard.htm) and fit in the
wxWidgets src, include, docs directories hierarchy.
Author: Julian Smart

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<HTML>
<HEAD>
<TITLE>Creating and converting icons</TITLE>
</HEAD>
<BODY BGCOLOR=#FFFFFF TEXT=#000000 LINK=#FF0000 VLINK=#000000>
<font face="Arial, Lucida Sans, Helvetica">
<a name="top"></a>
<table align=center width=100% border=4 cellpadding=5 cellspacing=0>
<tr>
<td bgcolor="#660000" align=left colspan=2>
<font size=+1 face="Arial, Lucida Sans, Helvetica" color="#FFFFFF">
Creating and converting icons
</font>
</td>
</tr>
</table>
<P>
Icons are bitmaps that may contain transparency information. Under X, icons are
usually created from XPM files, which may be loaded from a file or created from
data embedded in a C++ source file.<P>
Under Windows, icon files (extension .ico) may contain multiple icons for different sizes and colour
depths, and can be loaded from a file or loaded from the Windows resources compiled
into the executable.<P>
You can decide to use only XPMs on Windows and Unix, or you could use XPMs on Unix and
Windows icons under Windows -- the latter will require some #ifdefs in your code or use of the wxICON macro.<P>
If you are using a compiler such as Borland C++ or Visual C++ you
can use the provided icon editor. However, if using Cygwin or Mingw32, there
is no icon editor so you must obtain one separately, such as <a href="http://hotfiles.zdnet.com/cgi-bin/texis/swlib/hotfiles/info.html?fcode=00165P">IconEdit32</a>.<P>
To convert from XPM to BMP (which can be loaded or pasted into an icon editor to save as an ICO file),
you can use Vadim Zeitlin's <a href="ftp://biolpc22.york.ac.uk/pub/support/xpm2bmp.exe">xpm2bmp.exe</a> utility.
To convert from BMP to XPM, you can use <a href="ftp://biolpc22.york.ac.uk/pub/support/bmp2xpm.exe">bmp2xpm.exe</a>
which is actually the old wxWidgets 1.68 utility, xpmshow. You will have to edit the resulting
file since the full path is used as the variable name, plus you may wish to specify a transparent colour e.g.:<P>
<pre>
" s None c None",
</pre>
This will indicate that the space character will be taken as the transparent colour throughout the image.<P>
<!--
Author: JS
-->
</font>
</body>
</html>

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@ -1,51 +1 @@
All about wxWidgets Version Numbers
===================================
1. Where to update the version numbers:
There are several places in the wxWidgets source tree that
define the version number for the library.
The script misc/scripts/inc_release can be used for incrementing the release
field of the version, i.e. changing 2.8.x to 2.8.x+1 but it does not take
care of version.bkl and can't be used for changing the other version
components, this needs to be done manually. It also doesn't update
version.bkl file which always needs to be updated manually, follow the
instructions there.
Here is the list of files that need to be updated:
build/bakefiles/version.bkl {C:R:A} [NOT UPDATED AUTOMATICALLY]
build/bakefiles/wxpresets/presets/wx.bkl [NOT UPDATED AUTOMATICALLY]
configure.in
build/osx/wxvers.xcconfig
docs/changes.txt
docs/readme.txt (date needs manual editing) [NOT UPDATED AUTOMATICALLY]
docs/doxygen/Doxyfile (PROJECT_NUMBER and DOCSET_FEEDNAME)
docs/doxygen/latexdocstart.inc
docs/doxygen/mainpages/manual.h (just date) [NOT UPDATED AUTOMATICALLY]
docs/msw/install.txt {major release only}
include/wx/version.h
include/wx/osx/config_xcode.h
samples/Info.plist
samples/docview/Info.plist
samples/minimal/Info_carbon.plist
samples/minimal/Info_cocoa.plist
samples/minimal/borland_ide.cpp {major release only}
Do not forget to rebake everything after updating version.bkl!
2. When to update the version numbers:
Version should be updated immediately after releasing the previous version
so that the sources in the repository always correspond to the next release
and not the past one.
See also tn0020.txt.
=== EOF ===
Please see index.txt

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wxWidgets naming conventions
============================
Being a cross platform development library, it is naturally desirable
(at least to me ;) for wxWidgets to be exploited in a fully cross
platform development environment -- a single invocation of make should
be sufficient to build target executables for a variety of host platforms
when desired.
Since this is now in fact possible for at least the most commonly used
platforms, wxWidgets has been structured to allow multiple, simultaneous
installations of the library. Common files are shared, platform and port
specific files and libraries are arranged so as to be unambiguous when
installed together.
To manage this sanely we need a sufficiently descriptive and logical
labelling convention for file and install path names -- this document (at
least at its time of writing) describes the system we have adopted.
It is not fine grained enough to include every possible build configuration
for wxWidgets, but is encompassing enough to maintain a relatively complete
set of cross platform build tools on a single machine and to provide an
obvious slot for new ports to slip into.
For UNIX libraries, the canonical library name shall be of the form:
libwx_$(toolkit)$(widgetset)$(debug)-$(version)-$(host).$(lib_extension)
For MSW (native hosted only) libraries the library name should be of
the form:
wx$(toolkit)$(widgetset)$(version)$(unicode)$(debug).$(lib_extension)
Where:
--------------------------------------------------------------------
$toolkit must currently be one of the following:
msw
gtk
base
mac
motif
--------------------------------------------------------------------
$widgetset may be one of:
univ
or empty if the widget set is the same as the toolkit.
--------------------------------------------------------------------
$version is a string encoding the full version (major, minor, release)
for MSW, or just the major and minor number for UNIX.
eg. for wxWidgets 2.3.2, $version = 232 for MSW or 2.3 for UNIX.
The rationale for this is that under UNIX-like systems it is desirable
that differently 'minor numbered' releases can be installed together,
meaning your old 2.2 apps can continue to work even if you migrate
development to the next stable or unstable release (eg. 2.3, 2.4),
but binary compatibility is maintained between point releases (those
with the same major.minor number)
A known break in binary compatibility should be addressed by updating
the library soname (see the notes in configure.in for details on this)
I do not know why MSW should not also omit the release number from
$version. (maybe that will change by the time this document is ratified)
--------------------------------------------------------------------
$unicode and $debug are either empty or set to 'u' and 'd'
respectively when enabled.
--------------------------------------------------------------------
$host is empty for a 'native' library, (that is one where the host
system is the same as the build system) or set to the value returned
by the autoconf ${host_alias} variable in configure for libraries
that are cross compiled.
--------------------------------------------------------------------
$lib_extension is system specific and most usually set to .a for
a static library, .dll for a MSW shared library, or .so.$so_version
for a shared UNIX library.
====================================================================
The installed location of the library specific setup.h is also
determined by the values of these items. On UNIX systems they
will be found in:
$(prefix)/lib/wx/include/$(toolkit)$(widgetset)$(debug)-$(version)-$(host)/wx/
which will be in the include search path returned by the relevant
wx-config for that library. (or presumably set in the relevant
make/project files for platforms that do not use wx-config)
====================================================================
The port specific wx-config file for each library shall be named:
wx-$(toolkit)$(widgetset)$(debug)-$(version)-$(host)-config
${prefix}/bin/wx-config shall exist as a link to (or copy of) one of
these port specific files (on platforms which support it) and as such
it defines the default build configuration for wxApps on the system.
It may be modified by the system user at any time.
---==O==---
Please see index.txt

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How to add new bitmaps to wxWidgets UI elements
===============================================
0. Introduction
---------------
Since the introduction of wxArtProvider class, it is no longer desired to
hardcode art resources (e.g. icons and toolbar or button bitmaps) into the
code. This was previously done either by including the bitmap in win32
resource file (include/wx/msw/wx.rc) or by including XPM files in the code.
wxArtProvider should be used instead, to allow users to customize the look of
their wxWidgets app. This technote is a detailed description of steps needed
when adding new bitmap/icon.
1. Adding new resource
----------------------
(Please see wxArtProvider reference documentation for explanation of "art ID"
and "art client" terms.)
First of all, you have to add new wxArtID constant to include/wx/artprov.h.
Look for "Art IDs" and add new definition to the list, e.g.
#define wxART_MY_BITMAP wxART_MAKE_ART_ID(wxART_MY_BITMAP)
Add it to interface/wx/artprov.h, too.
It may happen that the intended use of the new resource doesn't fit into any
of defined client categories (search for "Art clients" in the header). In case
the new resource is part of a larger category, you need to define a new
client. Just add it to the list of existing clients (and don't forget to
update artprov.tex):
#define wxART_MY_CLIENT wxART_MAKE_CLIENT_ID(wxART_MY_CLIENT)
Alternatively, you may use wxART_OTHER when accessing the resource if the
bitmap is standalone.
Once the header is updated, it's time to add XPM file with the bitmap to
$(wx)/art. Add it to $(wx)/art if it is platform-independent or to
$(wx)/art/$(toolkit) if it is something specific to one of the toolkits. Note
that "specific to one of the toolkits" doesn't mean that the bitmap is *used*
by only one toolkit, but that it doesn't make sense for any of the others! For
example, a GTK wxART_WARNING icon ($(wx)/art/gtk/warning.xpm) is specific to
wxGTK, but new_dir.xpm makes sense even under wxMSW even though it is
currently only used by the generic file dialog. Remember that wxArtProvider
can be used by users, not only the library.
Finally, wxDefaultArtProvider in $(wx)/src/common/artstd.cpp must be updated.
This consists of two steps:
a) add #include line for your XPM file, e.g. #include "../../art/my_bmp.xpm"
b) add ART(...) line to wxDefaultArtProvider::CreateBitmap(). The first
argument is wxArtID, the other is XPM file name (w/o extension), e.g.
ART(wxART_MY_BITMAP, my_bmp)
That's all. The bitmap is now available to wxArtProvider users.
Note: there's no difference between icons and bitmaps, always treat them as
bitmaps inside wx(Default)ArtProvider.
1b. Adding Tango version of the resource.
-----------------------------------------
While all the bitmaps are provided in XPM format so that they are available in
all builds of wxWidgets, we also provide most of them in PNG format with full
transparency support that is not available in XPM. Another advantage of the PNG
versions is that the icons used are those of the Tango project and so have the
consistent look, unlike the XPM ones.
So if you an icon exists in http://tango.freedesktop.org/Tango_Icon_Gallery you
should add it too. For this you need to:
1. Convert the PNG to a C array of bytes suitable for inclusion in the code.
This is done using misc/scripts/png2c.py script, e.g. if the variable "f"
contains the name of the icon you want to add and you have installed Tango
icons in a standard location under a Linux system:
./misc/scripts/png2c.py -s /usr/share/icons/Tango/{16x16,24x24}/*/$f.png >
art/tango/${f//-/_}.h
Of course, the same command may be ran with different paths under Windows.
Just remember to add both 16 and 24 pixel versions of the bitmap to the
header and use the "-s" option to embed the image size in its array name.
2. Add #include for the newly created file to src/common/arttango.cpp.
3. Add an entry to s_allBitmaps array in the same file.
2. Accessing the resource
-------------------------
The file that will use the bitmap needs to include "wx/artprov.h". The code to
access the bitmap (or icon) is trivial:
wxBitmap bmp = wxArtProvider::GetBitmap(wxART_MY_BITMAP, wxART_MY_CLIENT);
// this would be "wxBitmap bmp(my_bmp_xpm);" before
wxIcon icon = wxArtProvider::GetIcon(wxART_MY_ICON, wxART_MY_CLIENT);
Substitute wxART_MY_CLIENT in the example with a suitable client ID. If the
client is wxART_OTHER you may write only
wxArtProvider::GetBitmap(wxART_MY_BITMAP).
3. Providing a demo
-------------------
It is highly desirable to let the users know what stock bitmaps are available
in wxWidgets. The "artprov" sample serves this purpose: it contains a browser
dialog that displays all available art resources.
It has to be updated to accommodate for new bitmaps. Fortunately, this is
trivial: open $(wx)/samples/artprov/artbrows.cpp in text editor and
ART_ICON(wxART_MY_BITMAP) line to the FillBitmaps() function.
Similarly, if you add a new client, please update FillClients() by adding new
client to the end of the list.
=== EOF ===
Please see index.txt

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How to add new files and libraries to wxWidgets build system
============================================================
1. Regenerating makefiles
-------------------------
wxWidgets now uses Bakefile (http://bakefile.sourceforge.net) to generate
native makefiles. You must have bakefile installed if you want to regenerate
the makefiles. Bakefile currently runs on Unix and Windows systems. You will
need Python >= 2.2 installed on Unix and either use Bakefile installer or have
Python on Windows.
Once you have installed Bakefile, you can easily regenerate the makefiles using
the bakefile_gen tool. Run it from $(wx)/build/bakefiles directory and it will
regenerate all outdated makefiles. See $(wx)/build/bakefiles/README for more
details.
Note that it generates makefiles for samples, too.
IMPORTANT NOTE: Don't forget to run autoconf in wxWidgets root directory
(after running Bakefile) if you changed any conditional
variable or target condition in .bkl files! You will know that
this happened if $(wx)/autoconf_inc.m4 content changed.
You can use Bakefile to generate makefiles or projects customized to your
needs, too. See Bakefiles.bkgen for details on bakefile commands used to
generate makefiles. For example, you can use this command to generate
VC++ project files without wxUniversal configurations:
bakefile -v -fmsvc6prj -o../wxmy.dsw -DRUNTIME_LIBS=dynamic
-DDEBUG_INFO=default -DDEBUG_FLAG=default
-DOFFICIAL_BUILD=0 -DUSE_HTML=1 -DUSE_OPENGL=1
-DMONOLITHIC=0 -DUSE_GUI=1 -DWXUNIV=0 wx.bkl
Or monolithic instead of multilib (the default):
bakefile -v -fmsvc6prj -o../wxmono.dsw -DRUNTIME_LIBS=dynamic
-DDEBUG_INFO=default -DDEBUG_FLAG=default
-DOFFICIAL_BUILD=0 -DUSE_HTML=1 -DUSE_OPENGL=1
-DMONOLITHIC=1 -DUSE_GUI=1 wx.bkl
Or monolithic wxBase:
bakefile -v -fmsvc6prj -o../wxBase.dsw -DRUNTIME_LIBS=dynamic
-DDEBUG_INFO=default -DDEBUG_FLAG=default
-DOFFICIAL_BUILD=0 -DUSE_HTML=0 -DUSE_OPENGL=0
-DMONOLITHIC=1 -DUSE_GUI=0 wx.bkl
It is, however, recommended to modify Bakefiles.bkgen (or
Bakefiles.local.bkgen) by means of <add-flags> and <del-flags> directives
and use bakefile_gen instead of running bakefile directly.
2. Bakefile files organization
------------------------------
Makefile are generated from .bkl files ("bakefiles") from two places:
- $(wx)/build/bakefiles directory
- samples directories
$(wx)/build/bakefiles contains bakefiles for main library and support files
that simplify writing bakefiles for samples.
Support files are:
wxwin.py - helper functions
common.bkl
common_samples.bkl
config.bkl - user-configurable build options
make_dist.mk - implementation of "make dist" on Unix
Files used to build the library are:
wx.bkl - main file
files.bkl - lists of source files
monolithic.bkl - targets for wxWin built as single big library
multilib.bkl - targets for multilib build
opengl.bkl - GL library with wxGLCanvas (this one is not
included in monolithic library for historical
reasons, so "monolithic" really means "two libs")
{expat,jpeg,png,tiff,
regex,zlib,odbc}.bkl - 3rd party libraries makefiles
3. Adding files to existing library
-----------------------------------
UPDATE: files.bkl is now itself partially generated from the master file
build/files. If the variable which you need to modify, according to the
instructions below, is already defined in build/files, update it there
and run build/upmake to update files.bkl.
All files used by main libraries are listed in files.bkl. The file is
organized into variables for toolkits, platforms and libraries. The variables
come in pairs: there's always FOO_SRC for source files and FOO_HDR for header
files. Platform or toolkit specific files are grouped together in variable
with platform or toolkit name in them, e.g. BASE_WIN32_SRC, BASE_UNIX_SRC,
GTK_SRC, MOTIF_SRC.
Note: A side effect of this toolkit-centric organization is that one file may
be present several times in files.bkl in different contexts.
When you are adding a file, you must put it into appropriate variable. This is
easy if you are adding the file to library that is always built from same
sources on all platforms (e.g. wxXml or wxXML) -- simply add the file to e.g.
HTML_SRC or HTML_HDR.
If the file is used only on one platform and is part of wxBase, add it to
BASE_{platform}_SRC/HDR. If it is used on all platforms, add it to BASE_CMN.
If it is built on more than one platform but not on all of them, add the file
to *all platforms that use it*!
If a file is not wxBase file, but GUI file, then the variables are named after
toolkits/ports, not platforms. Same rules as for wxBase files apply
(substitute "platform" with "toolkit"). Make sure you correctly choose between
{port}_LOWLEVEL_SRC and {port}_SRC -- the former is for files used by
wxUniversal, e.g. GDI classes. Files shared by all X Window System ports
should be put into XWIN_LOWLEVEL_SRC.
4. Adding sample
----------------
Copy the bakefile from another sample, change the ID and files accordingly.
If the sample uses some data files, make sure to have <wx-data> node
in the sample's bakefile (see e.g. samples/image/image.bkl for an example).
Make sure to add <wx-lib> statements for all libraries from multilib build
that are required by the sample.
The Windows resource specification should use the central .rc file:
<win32-res>../sample.rc</win32-res>
Run bakefile_gen in $(wx)/build/bakefiles to regenerate the bakefiles.
Finally commit $(wx)/build/bakefiles/make_dist.mk and all the other modified files.
Currently we commit the generated makefiles except .dms, .vcp.
5. Adding new core library
--------------------------
When adding new library to the core set of libraries, the files must be
added to both a newly added library in multilib build and into the single
library built in monolithic mode. We will assume that the new library is
called wxFoo.
a) Add files to files.bkl:
* If wxFoo builds from same files on all platforms (e.g. wxNet),
add FOO_SRC and FOO_HDR variables with lists of sources and headers.
* If wxFoo have no files in common (e.g. wxGL), add FOO_SRC and FOO_HDR
with toolkit or platform conditions. Have a look at OPENGL_SRC for an
example.
* Otherwise add FOO_CMN_SRC and FOO_CMN_HDR for common files and
FOO_{platform}_{SRC,HDR} or FOO_{toolkit}_{SRC,HDR} as appropriate. Add
FOO_PLATFORM_{SRC,HDR} into "Define sources for specific libraries"
section that is conditionally set to one of FOO_xxx_{SRC,HDR} based on
target platform/toolkit (see NET_PLATFORM_SRC definition for an example).
Finally, define FOO_SRC and FOO_HDR to contain both
FOO_PLATFORM_{SRC,HDR} and FOO_{SRC,HDR} (see NET_SRC definition for an
example).
* Add FOO_HDR to ALL_GUI_HEADERS or ALL_BASE_HEADERS.
* If wxFoo is wxBase library (doesn't use GUI), add FOO_SRC to
ALL_BASE_SOURCES.
(You can apply different approaches to HDR and SRC variables, if e.g.
headers are all common but sources are not.)
Note that the conditions can only test for equality, due to limitations of
native make tools.
b) Modify bakefile system in build/bakefiles/ to recognize wxFoo:
* Add 'foo' to MAIN_LIBS and LIBS_NOGUI or LIBS_GUI (depending on whether
the library depends on wxCore or not) to wxwin.py file.
* Add extra libraries needed by wxFoo (if any) to EXTRALIBS in wxwin.py
* Add WXLIB_FOO definition to common.bkl (into the "Names of component
libraries" section). It looks like this:
<set var="WXLIB_FOO">
<if cond="MONOLITHIC=='0'">$(mk.evalExpr(wxwin.mkLibName('foo')))</if>
</set>
c) Modify monolithic.bkl to add files to monolithic build: it's enough to add
FOO_SRC to MONOLIB_GUI_SRC or MONOLIB_SRC, depending on whether wxFoo uses
GUI or not.
d) Modify multilib.bkl to add files to multilib build: add foolib and foodll
targets. Don't use wxBase targets as the template, use e.g. wxXML or wxHTML.
Make sure WXMAKINGDLL_FOO is defined in foodll.
e) Regenerate all makefiles (don't forget to run autoconf)
f) Update configure.in and wx-config.in to contain information about
the library and needed linker flags:
* Add "foo" to BUILT_WX_LIBS in configure.in.
* If appropriate, but it rarely is, so normally this should _not_ be done,
add "foo" to either STD_BASE_LIBS or STD_GUI_LIBS in configure.in.
* If wxFoo links against additional libraries, add necessary linker
flags and libraries to ldflags_foo and ldlibs_foo variables in
wx-config.in (both are optional).
g) Update dlimpexp.h to define WXMAKINGDLL_FOO if WXMAKINGDLL is defined (add
#define WXMAKINGDLL_FOO inside first "#ifdef WXMAKINGDLL" block in
dlimpexp.h) and to define WXDLLIMPEXP_FOO and WXDLLIMPEXP_DATA_FOO. You
can copy e.g. WXDLLIMPEXP_NET definition, it is something like this:
#ifdef WXMAKINGDLL_NET
#define WXDLLIMPEXP_NET WXEXPORT
#define WXDLLIMPEXP_DATA_NET(type) WXEXPORT type
#elif defined(WXUSINGDLL)
#define WXDLLIMPEXP_NET WXIMPORT
#define WXDLLIMPEXP_DATA_NET(type) WXIMPORT type
#else // not making nor using DLL
#define WXDLLIMPEXP_NET
#define WXDLLIMPEXP_DATA_NET(type) type
#endif
Don't forget to add WXDLLIMPEXP_FWD_FOO definitions too.
Use WXDLLIMPEXP_FOO when declaring wxFoo classes and functions.
h) Add this code to one of wxFoo's files (the more often used, the better):
// DLL options compatibility check:
#include "wx/app.h"
WX_CHECK_BUILD_OPTIONS("wxFoo")
i) Add information about wxFoo to the manual ("Libraries list" section
in libs.tex) and update docs/latex/wx/libs.dia (you need Dia for this)
to show the dependencies of the new library.
j) Also please add 4 #pragma comment(lib, "foo") (for Unicode/ANSI
Release/Debug combinations) to the file include/msvc/wx/setup.h and
add a check for WXMAKINGDLL_FOO to the test whether we're building a DLL at
the end of include/wx/msw/chkconf.h.
=== EOF ===
Please see index.txt

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How to write unit tests for wxWidgets
=====================================
Unit tests for wxWidgets are written using small cppunit framework. To compile
(but not to run) them you need to have it installed. Hence the first part of
this note explains how to do it while the second one explains how to write the
test.
I. CppUnit Installation
-----------------------
1. Get it from http://www.sourceforge.net/projects/cppunit
(latest version as of the time of this writing is 1.10.2)
2. Build the library:
a) Under Windows using VC++:
- build everything in CppUnitLibraries.dsw work space
- add include and lib subdirectories of the directory
where you installed cppunit to the compiler search path
using "Tools|Options" menu in VC IDE
b) Under Unix: run configure && make && make install as usual
II. Writing tests with CppUnit
------------------------------
1. Create a new directory tests/foo
2. Write a cpp file for the test copying, if you want,
from one of the existing tests. The things to look for:
a) #include "wx/cppunit.h" instead of directly including CppUnit headers
b) don't put too many things in one test case nor in one method of a test
case as it makes understanding what exactly failed harder later
c) 'register' your tests as follows so that the test program will find and
execute them:
// register in the unnamed registry so that these tests are run by default
CPPUNIT_TEST_SUITE_REGISTRATION(MBConvTestCase);
// also include in its own registry so that these tests can be run alone
CPPUNIT_TEST_SUITE_NAMED_REGISTRATION(MBConvTestCase, "MBConvTestCase");
Read CppUnit documentation for more.
d) wxUIActionSimulator can be used when user input is required, for example
clicking buttons or typing text. A simple example of this can be found
in controls/buttontest.cpp. After simulating some user input always
wxYield to allow event processing. When writing a test using
wxUIActionSimulator always add the test using WXUISIM_TEST rather than
CPPUNIT_TEST as then it won't run on unsupported platforms. The test itself
must also be wrapped in a #if wxUSE_UIACTIONSIMULATOR block.
e) There are a number of classes that are available to help with testing GUI
elements. Firstly throughout the test run there is a frame of type
wxTestableFrame that you can access through wxTheApp->GetTopWindow(). This
class adds two new functions, GetEventCount, which takes an optional
wxEventType. It then returns the number of events of that type that it has
received since the last call. Passing nothing returns the total number of
event received since the last call. Also there is OnEvent, which counts the
events based on type that are passed to it. To make it easy to count events
there is also a new class called EventCounter which takes a window and event
type and connects the window to the top level wxTestableFrame with the specific
event type. It disconnects again once it is out of scope. It simply reduces
the amount of typing required to count events.
3. add a '<sources>' tag for your source file to tests/test.bkl. Make sure it's
in the correct section: the one starting '<exe id="test_gui"' for a gui test,
the one starting '<exe id="test" template="wx_sample_console' otherwise.
III. Running the tests
----------------------
1. Regenerate the make/project files from test.bkl using bakefile_gen, e.g.:
cd build/bakefiles
bakefile_gen -b ../../tests/test.bkl
and if you're on a unix system re-run configure.
2. Build the test program using one of the make/project files in the tests
subdirectory.
3. Run the test program by using the command 'test' for the console tests,
'test_gui' for the gui ones. With no arguments, all the default set of tests
(all those registered with CPPUNIT_TEST_SUITE_REGISTRATION) are run.
Or to list the test suites without running them:
test -l or test_gui -l
4. Tests that have been registered under a name using
CPPUNIT_TEST_SUITE_NAMED_REGISTRATION can also be run separately. For
example:
test_gui ButtonTestCase
or to list the tests done by a particular testcase:
test -L MBConvTestCase
5. Fault navigation.
VC++ users can run the programs as a post build step (Projects/Settings/
Post-build step) to see the test results in an IDE window. This allows
errors to be jumped to in the same way as for compiler errors, for
example by pressing F4 or highlighting the error and pressing return.
Similarly for makefile users: makefiles can be modified to execute the
test programs as a final step. Then you can navigate to any errors in the
same way as for compiler errors, if your editor supports that.
Another alternative is to run the tests manually, redirecting the output
to a file. Then use your editor to jump to any failures. Using Vim, for
example, ':cf test.log' would take you to the first error in test.log, and
':cn' to the next.
If you would like to set a breakpoint on a failing test using a debugger,
put the breakpoint on the function 'CppUnit::Asserter::fail()'. This will
stop on each failing test.
IV. Notes
---------
1. You can register your tests (or a subset of them) just under a name, and not
in the unnamed registry if you don't want them to be executed by default.
2. If you are going to register your tests both in the unnamed registry
and under a name, then use the name that the tests have in the 'test -l'
listing.
3. Tests which fail can be temporarily registered under "fixme" while the
problems they expose are fixed, instead of the unnamed registry. That
way they can easily be run, but they do not make regression testing with
the default suite more difficult. E.g.:
// register in the unnamed registry so that these tests are run by default
//CPPUNIT_TEST_SUITE_REGISTRATION(wxRegExTestCase);
CPPUNIT_TEST_SUITE_NAMED_REGISTRATION(wxRegExTestCase, "fixme");
// also include in its own registry so that these tests can be run alone
CPPUNIT_TEST_SUITE_NAMED_REGISTRATION(wxRegExTestCase, "wxRegExTestCase");
4. Tests which take a long time to execute can be registered under "advanced"
instead of the unnamed registry. The default suite should execute reasonably
quickly. To run the default and advanced tests together:
test "" advanced
=== EOF ===
Author: VZ & MW
Please see index.txt

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How to add a new font encoding to wxWidgets
===========================================
I. Introduction
---------------
wxWidgets has built in support for a certain number of font encodings (which
is synonymous with code sets and character sets for us here even though it is
not exactly the same thing), look at include/wx/fontenc.h for the full list.
This list is far from being exhaustive though and if you have enough knowledge
about an encoding to add support for it to wxWidgets, this tech note is for
you!
A word of warning though: this is written out of my head and is surely
incomplete. Please correct the text here, especially if you detect problems
when you try following it.
Also note that I completely ignore all the difficult issues of support for
non European languages in the GUI (i.e. BiDi and text orientation support).
II. The receipt
---------------
Suppose you want to add support for Klingon to wxWidgets. This is what you'd
have to do:
1. include/wx/fontenc.h: add a new wxFONTENCODING_KLINGON enum element, if
possible without changing the values of the existing elements of the enum
and be careful to now make it equal to some other elements -- this means
that you have to put it before wxFONTENCODING_MAX
2. wxFONTENCODING_MAX must be the same as the number of elements in 3
(hopefully) self explanatory arrays in src/common/fmapbase.cpp:
a) gs_encodings
b) gs_encodingDescs
c) gs_encodingNames
You must update all of them, e.g. you'd add wxFONTENCODING_KLINGON,
"Klingon (Star Trek)" and "klingon" to them in this example. The latter
name should ideally be understandable to both Win32 and iconv as it is used
to convert to/from this encoding under Windows and Unix respectively.
Typically any reasonable name will be supported by iconv, if unsure run
"iconv -l" on your favourite Unix system. For the list of charsets
supported under Win32, look under HKEY_CLASSES_ROOT\MIME\Database\Charset
in regedit. Of course, being consistent with the existing encoding names
wouldn't hurt neither.
3. Normally you don't have to do anything else if you've got support for this
encoding under both Win32 and Unix. If you haven't, you should modify
wxEncodingConverter to support it (this could be useful anyhow as a
fallback for systems where iconv is unavailable). To do it you must:
a) add a new table to src/common/unictabl.inc: note that this file is auto
generated so you have to modify misc/unictabl script instead (probably)
b) possibly update EquivalentEncodings table in src/common/encconv.cpp
if wxFONTENCODING_KLINGON can be converted into another one
(losslessly only or not?)
4. Add a unit test (see tn0017.txt) for support of your new encoding (with
time we should have a wxCSConv unit test so you would just add a case to
it for wxFONTENCODING_KLINGON) and test everything on as many different
platforms as you can.
=== EOF ===
Author: VZ
Please see index.txt

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Special notes about writing wxMSW code
======================================
0. Purpose
----------
This is just a collection of various notes which should be useful to anybody
working on wxMSW codebase, please feel free to add more here.
This text assumes familiarity with both Windows programming and wxWidgets so it
doesn't cover any wxWidgets-wide issues not specific to Windows.
1. Windows headers wrappers
---------------------------
In no event should the Windows headers such as <windows.h> or <commctrl.h> be
included directly. So instead of #include <...> use "wx/msw/wrapwin.h" or
"wx/msw/wrapcctl.h".
For convenience it is also possible to replace #include <commdlg.h> and
<shlobj.h> with #include "wx/msw/wrapcdlg.h" and wrapshl.h but this is less
vital.
Also notice that many convenient (albeit undocumented) functions and classes
are declared in "wx/msw/private.h", please do become familiar with this file
contents and use the utility classes and functions from it instead of
duplicating their functionality (which can often be done only in exception
unsafe way).
2. Windows features checks
--------------------------
All checks of features not present in all Windows versions must be done both at
compile-time (because, even though we use maximal value for WINVER in our code,
some compilers come with headers too old to declare them) and at run-time
(because wxMSW applications should run everywhere).
The functions wxGetWinVersion() (from wx/msw/private.h) and wxApp::
GetComCtl32Version() should be used to check Windows and comctl32.dll versions
respectively.
Any functions which may not be present in kernel32.dll/user32.dll/... in all
Windows versions should be resolved dynamically, i.e. using wxDynamicLibrary as
otherwise any wx application -- even not needing them at all -- would refuse to
start up on Windows versions not implementing the feature in question. As an
example, look at AlphaBlt()-related code in src/msw/dc.cpp.
=== EOF ===
Author: VZ
Please see index.txt

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Binary Compatibility and wxWidgets
==================================
0. Purpose
----------
This is a broad technote covering all aspects of binary compatibility with
wxWidgets.
1. Releases
-----------
General overview of releases can be found in tn0012.txt, but for
completeness the wxWidgets release version number is as follows:
2.6.2
Where
2 6 2
Major Minor Release
(I.E. Major.Minor.Release).
All versions with EVEN minor version component (e.g. 2.4.x, 2.6.x etc.)
are expected to be binary compatible (ODD minors are development versions
and the compatibility constraints don't apply to them). Note that by
preserving binary compatibility we mean BACKWARDS compatibility only,
meaning that applications built with old wxWidgets headers should continue
to work with new wxWidgets (shared/dynamic) libraries without the need to
rebuild. There is no requirement to preserve compatibility in the other
direction (i.e. make new headers compatible with old libraries) as this
would preclude any additions whatsoever to the stable branch. But see
also section (4).
2. What kind of changes are NOT binary compatible
-------------------------------------------------
If its still up, the KDE guide is a good reference:
http://techbase.kde.org/Policies/Binary_Compatibility_Issues_With_C++
The changes that are NOT binary compatible:
- Adding a virtual function
- Changing the name of a any function or variable
- Changing the signature of a virtual function (adding a parameter,
even a default one)
- Changing the order of the virtual functions in a class
["switching" them, etc.]
- Changing access privileges of a function: some compilers (among which MSVC)
use the function access specifier in its mangled name. Moreover, while
changing a private function to public should be compatible (as the old
symbol can't be referenced from outside the library anyhow), changing a
virtual private function to public is NOT compatible because the old symbol
is referenced by the virtual tables in the executable code and so an old
program compiled with MSVC wouldn't start up with a new DLL even if it
doesn't use the affected symbol at all!
- Adding a member variable
- Changing the order of non-static member variables
3. Changes which are compatible
-------------------------------
- Adding a new class
- Adding a new non-virtual method to an existing class
- Adding a new constructor to an existing class
- Overriding the implementation of an existing virtual function
[this is considered to be backwards binary compatible until we find a
counter example; currently it's known to work with Apple gcc at least]
- Anything which doesn't result in ABI change at all, e.g. adding new
macros, constants and, of course, private changes in the implementation
4. wxABI_VERSION and "forward" binary compatibility
--------------------------------------------------
As mentioned we do not support "forward" binary compatibility, that is the
ability to run applications compiled with new wxWidgets headers on systems
with old wxWidgets libraries.
However, for the developers who want to ensure that their application works
with some fixed old wxWidgets version and doesn't (inadvertently) require
features added in later releases, we provide the macro wxABI_VERSION which
can be defined to restrict the API exported by wxWidgets headers to that of
a fixed old release.
For this to work, all new symbols added to binary compatible releases must
be #if'ed with wxABI_VERSION.
The layout of wxABI_VERSION is as follows:
20602
where
2 06 02
Major Minor Release
I.E. it corresponds to the wxWidgets release in (1).
An example of using wxABI_VERSION is as follows for symbols
only in a 2.6.2 release:
#if wxABI_VERSION >= 20602 /* 2.6.2+ only */
bool Load(const wxURI& location, const wxURI& proxy);
wxFileOffset GetDownloadProgress();
wxFileOffset GetDownloadTotal();
bool ShowPlayerControls(
wxMediaCtrlPlayerControls flags =
wxMEDIACTRLPLAYERCONTROLS_DEFAULT);
//helpers for the wxPython people
bool LoadURI(const wxString& fileName)
{ return Load(wxURI(fileName)); }
bool LoadURIWithProxy(const wxString& fileName, const wxString& proxy)
{ return Load(wxURI(fileName), wxURI(proxy)); }
#endif
5. Workarounds for adding virtual functions
-------------------------------------------
Originally the idea for adding virtual functions to binary compatible
releases was to pad out some empty "reserved" functions and then
rename those later when someone needed to add a virtual function.
However, after there was some actual testing of the idea a lot of
controversy erupted. Eventually we decided against the idea, and
instead devised a new method for doing so called wxShadowObject.
wxShadowObject is a class derived from wxObject that provides a means
of adding functions and/or member variables to a class internally
to wxWidgets. It does so by storing these in a hash map inside of
it, looking it up when the function etc. is called. wxShadowObject
is generally stored inside a reserved member variable.
wxShadowObject resides in include/wx/clntdata.h.
To use wxShadowObject, you first call AddMethod or AddField with
the first parameter being the name of the field and/or method
you want, and the second parameter being the value of the
field and/or method.
In the case of fields this is a void*, and in the case of method
is a wxShadowObjectMethod which is a typedef:
typedef int (*wxShadowObjectMethod)(void*, void*);
After you add a field, you can set it via SetField with the same
parameters as AddField, the second parameter being the value to set
the field to. You can get the field after you call AddField
via GetField, with the parameters as the other two field functions,
only in the case the second parameter is the fallback
value for the field in the case of it not being found in the
hash map.
You can call a method after you add it via InvokeMethod, which
returns a bool indicating whether or not the method was found
in the hash map, and has 4 parameters. The first parameter is
the name of the method you wish to call, the second is the first
parameter passed to the wxShadowObjectMethod, the third is the
second parameter passed to that wxShadowObjectMethod, and the
fourth is the return value of the wxShadowObjectMethod.
6. version-script.in
--------------------
For ld/libtool we use sun-style version scripts. Basically
anything which fits the conditions of being #if'ed via wxABI_VERSION
needs to go here also.
See 'info ld scripts version' on a GNU system, it's online here:
http://www.gnu.org/software/binutils/manual/ld-2.9.1/html_node/ld_25.html
Or see chapter 5 of the 'Linker and Libraries Guide' for Solaris, available
online here:
http://docsun.cites.uiuc.edu/sun_docs/C/solaris_9/SUNWdev/LLM/p1.html
The file has the layout as follows:
@WX_VERSION_TAG@.X
Where X is the current Release as mentioned earlier, i.e. 2. This
is following by an opening bracket "{", followed by "global:",
followed by patterns matching added symbols, then followed by "}", and then
the file is either followed by earlier Releases or ended by
a @WX_VERSION_TAG@ block without the period or Release.
The patterns used to specify added symbols are globbing patters and can
contain wildcards such as '*'.
For example for a new class member such as:
wxFont wxGenericListCtrl::GetItemFont( long item ) const;
the mangled symbol might be:
_ZNK17wxGenericListCtrl11GetItemFontEl
so a line like this could be added to version-script.in:
*wxGenericListCtrl*GetItemFont*;
Allow for the fact that the name mangling is going to vary from compiler to
complier.
When adding a class you can match all the symbols it adds with a single
pattern, so long as that pattern is not likely to also match other symbols.
For example for wxLogBuffer a line like this:
*wxLogBuffer*;
7. Checking the version information in libraries and programs
-------------------------------------------------------------
On Sun there is a tool for this, see pvs(1). On GNU you can use objdump, below
are some examples.
To see what versions of each library a program (or library) depends on:
$ objdump -p widgets | sed -ne '/Version References/,/^$/p'
Version References:
required from libgcc_s.so.1:
0x0b792650 0x00 10 GCC_3.0
required from libwx_based-2.6.so.0:
0x0cca2546 0x00 07 WXD_2.6
required from libstdc++.so.6:
0x056bafd3 0x00 09 CXXABI_1.3
0x08922974 0x00 06 GLIBCXX_3.4
required from libwx_gtk2d_core-2.6.so.0:
0x0a2545d2 0x00 08 WXD_2.6.2
0x0cca2546 0x00 05 WXD_2.6
required from libc.so.6:
0x09691a75 0x00 04 GLIBC_2.2.5
To see what WXD_2.6.2 symbols a program uses:
$ objdump -T widgets | grep 'WXD_2\.6\.2'
0000000000000000 g DO *ABS* 0000000000000000 WXD_2.6.2 WXD_2.6.2
00000000004126d8 DF *UND* 0000000000000177 WXD_2.6.2 _ZN19wxTopLevelWindowGTK20RequestUserAttentionEi
To see what WXD_2.6.2 symbols a library defines:
$ objdump -T libwx_based-2.6.so | grep 'WXD_2\.6\.2' | grep -v 'UND\|ABS'
0000000000259a10 w DO .data 0000000000000018 WXD_2.6.2 _ZTI19wxMessageOutputBest
00000000002599e0 w DO .data 0000000000000028 WXD_2.6.2 _ZTV19wxMessageOutputBest
000000000010a98e w DF .text 000000000000003e WXD_2.6.2 _ZN19wxMessageOutputBestD0Ev
0000000000114efb w DO .rodata 000000000000000e WXD_2.6.2 _ZTS11wxLogBuffer
0000000000255590 w DO .data 0000000000000018 WXD_2.6.2 _ZTI11wxLogBuffer
000000000011b550 w DO .rodata 0000000000000016 WXD_2.6.2 _ZTS19wxMessageOutputBest
00000000000bfcc8 g DF .text 00000000000000dd WXD_2.6.2 _ZN11wxLogBuffer5DoLogEmPKcl
000000000010a3a6 g DF .text 0000000000000153 WXD_2.6.2 _ZN19wxMessageOutputBest6PrintfEPKcz
00000000000c0b22 w DF .text 000000000000004b WXD_2.6.2 _ZN11wxLogBufferD0Ev
00000000000bfc3e g DF .text 0000000000000089 WXD_2.6.2 _ZN11wxLogBuffer5FlushEv
00000000000c0ad6 w DF .text 000000000000004b WXD_2.6.2 _ZN11wxLogBufferD1Ev
00000000000b1130 w DF .text 0000000000000036 WXD_2.6.2 _ZN11wxLogBufferC1Ev
00000000000c095c w DF .text 0000000000000029 WXD_2.6.2 _ZN19wxMessageOutputBestC1Ev
00000000000c08e8 w DF .text 000000000000003e WXD_2.6.2 _ZN19wxMessageOutputBestD1Ev
00000000002554c0 w DO .data 0000000000000038 WXD_2.6.2 _ZTV11wxLogBuffer
00000000000bfda6 g DF .text 0000000000000036 WXD_2.6.2 _ZN11wxLogBuffer11DoLogStringEPKcl
00000000000abe10 g DF .text 0000000000000088 WXD_2.6.2 _ZN14wxZipFSHandler7CleanupEv
8. Testing binary compatibility between releases
------------------------------------------------
An easy way of testing binary compatibility is just to build wxWidgets
in dll/dynamic library mode and then switch out the current library
in question with an earlier stable version of the library, then running
the application in question again. If it runs OK then there is usually
binary compatibility between those releases.
You can also break into your debugger or whatever program you want
to use and check the memory layout of the class. If it is the same
then it is binary compatible.
(In GDB the command x/d will show addresses as pointers to functions if
possible so you can see if the order of the functions in vtbl doesn't change.)
Another way to check for binary compatibility is to build wxWidgets in shared mode
and use the 'abicheck.sh --generate' script before doing your changes to generate
the current ABI (if the 'expected_abi' file is not already in the repo).
Then rebuild wxWidgets with your changes and use 'abicheck.sh' to compare the
resulting ABI with the expected one.
Note that the abicheck.sh script is in the "lib" folder.
=== EOF ===
Author: RN
Please see index.txt

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How to add a new wxUSE_XXX preprocessor constant
================================================
0. Purpose
----------
Detailed description of what needs to be done when you want to add a new
wxUSE_XXX compilation flag. The text below assumes you need new wxUSE_FOO.
1. Overview
-----------
wxWidgets uses wxUSE_XXX macros for conditionally compiling in (or not)
optional components. In general, whenever a new non critical (i.e. not
absolutely required by important parts of the library) class Foo is added it
should use its own wxUSE_FOO compilation flag.
wxUSE_FOO must be always defined and have value of 0 or 1. Be careful with
testing for it in wx/foo.h: don't do it at the very beginning of the file
because then wxUSE_FOO would be not defined at all if the user directly
includes wx/foo.h, include "wx/defs.h" before testing for wxUSE_FOO.
2. Files to update
------------------
The following files need to be modified when adding a new wxUSE_FOO:
a) include/wx/setup_inc.h
This file contains all common wxUSE_XXXs, and is used to update wxMSW, wxMac
setup.h and Unix setup.h.in using build/update-setup-h. Please try to add
the new define in a logical place (i.e. near any related ones) and write a
detailed comment explaining what does it do and why would you want to turn
it on/off. Choose the appropriate default value: this should be usually 1
but can be 0 if there are some problems preventing the use of Foo by default
(e.g. it requires installation of some non standard 3rd party libraries).
After changing this file, run the update-setup-h script (this is probably
better done on a Unix machine although it should work under Cygwin too).
a') include/wx/msw/setup_inc.h for MSW-specific options
This file contains MSW-specific options, so if the new option is only used
under MSW, add it here instead of include/wx/setup_inc.h. The rest of the
instructions is the same as above.
b) include/wx/chkconf.h
Add the check for wxUSE_FOO definedness in the corresponding (base or GUI)
section. Please keep the alphabetic order.
If there are any dependencies, i.e. wxUSE_FOO requires wxUSE_BAR and
wxUSE_BAZ, check for thme here too.
b') include/wx/msw/chkconf.h for MSW-specific options
These options won't be defined for the other ports, so shouldn't be added to
the common include/wx/chkconf.h but to this file instead.
c) configure.in
Here you need to add DEFAULT_wxUSE_FOO define. It should be added in the
block beginning after WX_ARG_CACHE_INIT line and should default to "no" for
"if DEBUG_CONFIGURE = 1" branch (this is used for absolutely minimal builds)
and the same as default value in setup_inc.h in the "else" branch.
You also need to add a WX_ARG_ENABLE (or, if new functionality can be
reasonably described as support for a 3rd party library, WX_ARG_WITH)
line togetherw with all the existing WX_ARG_ENABLEs.
If you have a sample/foo which should be only built when wxUSE_FOO==1,
then only add it to the SAMPLES_SUBDIRS if wxUSE_FOO=yes in configure.
d) docs/doxygen/mainpages/const_wxusedef.h
Add a brief description of the new constant.
=== EOF ===
Author: VZ
Please see index.txt

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@ -1,180 +1 @@
Making a new wxWidgets release
==============================
Before making the release
-------------------------
Change the version in include/wx/version.h.
Update docs/readme.txt. Please review its contents in addition to just
changing the version number.
Put a date on the release line in docs/changes.txt.
Update the date in the manual (docs/doxygen/mainpages/manual.h).
Update the release announcement post in docs/publicity/announce.txt.
Creating release files
----------------------
The currently used release scripts need to be used from git-svn checkout and
rely on Git to avoid problems with using non-clean trees and such. If you don't
use Git you may use the alternative archive creation scripts in the next
section.
Follow these steps assuming the current working directory is the root of git
working copy and you want to prepare distribution for the version x.y.z:
1. Run "./build/tools/svn-find-native-eols.pl > ../eol-native" (if you have
an existing svn checkout, pass it to the script to make it run much faster,
but take care to have up to date sources in the working tree).
2. Run "./build/tools/git-make-release x.y.z" to create source archives
../wxWidgets-x.y.z.{7z,tar.bz2,zip} and wxWidgets_x.y.z_Headers.zip.
3. Run "./build/tools/make-html-docs x.y.z" to create HTML documentation
archives ../wxWidgets-x.y.z.{tar.bz2,zip}
4. This step must be done under Windows as it relies on having hhc.exe, the
Html Help compiler, in PATH: run the following commands
cd docs\doxygen
regen.bat chm
cd out
zip ..\..\..\wxWidgets-x.y.z-docs-chm.zip wx.chm
5. This step also must be done under Windows as it uses Inno Setup to produce
the .exe file and it also requires the CHM file built above:
md x.y.z-sources
cd x.y.z-sources
7z x ..\wxWidgets-x.y.z.7z
md docs\htmlhelp
cp ..\docs\doxygen\out\wx.chm docs\htmlhelp
set WXW_VER=x.y.z
iscc build\tools\wxwidgets.iss
Instructions for the previous version of release scripts
--------------------------------------------------------
NB: These scripts haven't been used since 2.8 series and may not work any longer!
Currently our release system uses a Python 2.x script to generate releases.
The script requires Unix utilities such as tar, zip and unix2dos and thus must
be run either on Unix or using Cygwin on Windows. To generate a release, simply
run the following command:
build/tools/create-archive.py --compression=all /path/to/output/dir
This will produce zip, gzip and bzip archives of the tree (without
"compression" argument only .gz is made). Note that this commands produces huge
amounts of output so redirecting it to a file is recommended.
To add a prefix to the release, such as RC1, the SVN revision, or a date, just
pass --postfix="postfix" to the script. More info on the options and their
possible values can be found by calling `create-archive.py --help`.
IMPORTANT NOTE: You *must* run this script from a clean source tree, that is,
with no junk files in it or modifications. This is because the
release should be a pristine copy of the tree as of the time of
release. If you have legitimate modifications in the tree that need
to be in the release, commit them first.
To generate the windows installer (.exe) and the documentation files (chm and htb formats)
run:
build\tools\bld_chm_exe.bat
which depends on the wxwidgets.iss file, and generates output in the %DAILY% directory. It
assumes a clean copy of the wxWidgets source tree in %INNO%. Temporary files will be generated
in the tree from which the batch file is run. It depends on doxygen, a number of gnu
win32 tools and Microsofts htmlhelp compiler. The wxwidgets.iss file should not need
editing, but you will want to check that the bld_chm_exe.bat has the correct version number.
Uploading
---------
Upload the files to SourceForge. This can be done via the web interface or just
scp to sfusername,wxwindows@frs.sf.net:/home/frs/project/w/wx/wxwindows/x.y.z
The following files need to be uploaded:
wxMSW-Setup-x.y.z.exe
wxWidgets-x.y.z.7z
wxWidgets-x.y.z.tar.bz2
wxWidgets-x.y.z.zip
wxWidgets-docs-chm-x.y.z.zip
wxWidgets-docs-html-x.y.z.tar.bz2
wxWidgets-docs-html-x.y.z.zip
The file wxWidgets-x.y.z_Headers.7z should be uploaded to binaries
subdirectory as it's only useful when using pre-built binaries.
You will need to use the web interface to mark the latest uploaded files as
being "default downloads" for the appropriate platforms (.zip or .exe for MSW,
.tar.bz2 for everything else) as otherwise SourceForge would continue to suggest
people to download old files.
Next, update (at least the versions and SHA1 sums, but maybe more) and upload
docs/release_files.mdwn and docs/release_binaries.mdwn files. They need to be
renamed to README.md on SF to be shown when the directory is viewed, i.e. do:
scp docs/release_files.mdwn \
sfuser,wxwindows@frs.sf.net:/home/frs/project/w/wx/wxwindows/x.y.z/README.md
scp docs/release_binaries.mdwn \
sfuser,wxwindows@frs.sf.net:/home/frs/project/w/wx/wxwindows/x.y.z/binaries/README.md
And upload the change log too:
scp docs/changes.txt \
sfuser,wxwindows@frs.sf.net:/home/frs/project/w/wx/wxwindows/x.y.z
Also upload the files to the FTP mirror at ftp.wxwidgets.org (ask Chris for
access if you don't have it).
Create http://docs.wxwidgets.org/x.y.z/ (ask Bryan to do it if not done yet).
Announcement
------------
Post docs/publicity/announce.txt at least to wx-announce@googlegroups.com and
to wx-users for the important releases.
Submit a link to http://www.reddit.com/r/programming
Submit to http://isocpp.org/blog/suggest
For major releases, submit the announcement to http://slashdot.org/submission
Update www.wxwidgets.org, usually a news item is enough but something more can
be called for for major releases.
Modify the links at downloads/index.html to point to the new release.
Also update docs/index.html for the minor or major (i.e. not micro) releases.
Post to wxBlog if necessary.
Announce on Google+/Twitter/whatever the person doing the release prefers (we
don't have "official" wxWidgets account, should we?).
Version updates
---------------
Trac: mark the milestone corresponding to the release as completed and add a
new version for it to allow reporting bugs against it and create the next
milestone (ask Vadim or Robin to do it or to get admin password).
Run misc/scripts/inc_release to increment micro version, i.e. replace x.y.z
with x.y.z+1 (minor or major versions updates require manual intervention).
Update the definition of the stable and release branches in
build/buildbot/config/include/defs.xml after a minor version change.
Please see index.txt

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@ -1,35 +0,0 @@
Adding a new app/screenshot to the wxWidgets.org front page
=====================================
To add a new app/screenshot to the front page, you first will need to have the
following:
1. The application Name
2. A URL for the application
3. A series of screenshots for the app
Each screenshot should have a 300 pixel width. A height around 225 pixels is
preferred, but it's more important to keep the aspect ratio of the screenshot.
Screenshot format is not important, but the important thing is to use the format
that gives you the best ratio of picture compression and size. Also, please
make sure the screenshots all have the app name in them.
Once you have the screenshots and info ready, take the following steps to
update the web site:
1) Put the screenshots in <wxWebSite root>/site-v2/images/front_screens
2) Open <wxWebSite root>/site-v2/index.php
3) Look for the "$apps = array();" line. Below it will be a series of items,
which are the data used for each app shown in the front page screenshots.
Add a new line at the bottom, with the following format:
$apps[] = array(appname, appurl, array(screenshot1, screenshot2, ...));
The screenshot1, etc. filenames should not have any path to them. They should
just be the filename. The actual shown screenshot is chosen at random from
the list of screenshots, so order, etc. doesn't matter.
Once you've done this, the new app w/screenshots should appear on the front page!

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How to add a new XRC handler
============================
0. Purpose
----------
This note describes what needs to be done to add a new XRC handler, i.e. add
support for loading the objects of some class wxFoo from XRC.
1. Implement the handler
------------------------
By convention, the XRC handler for a class wxFoo declared in wx/foo.h is called
wxFooXmlHandler and is declared in the file wx/xrc/xh_foo.h (this last rule
wasn't always respected in the past, however it's not a reason to not respect
it in the future). The steps for adding a new handler are:
a) Add handler declaration in include/wx/xrc/xh_foo.h, it will usually be the
same as in the other files so you can get inspiration for your brand new
handler from e.g. wx/xrc/xh_srchctrl.h. Notice the use of wxUSE_FOO if wxFoo
is guarded by this symbol.
b) Add implementation in src/xrc/xh_foo.cpp: again, it will be almost always
very similar to the existing controls. You will need to add support for
the control-specific styles.
2. Update the other files
-------------------------
There are a few other files to update to make wxWidgets aware of the new
handler:
a) Add the new files created above to build/bakefiles/files.bkl: search for
"xh_srchctrl" to see where you need to add them
b) Add #include "wx/xrc/xh_foo.h" to wx/xrc/xh_all.h.
c) Register the new handler in wxXmlResource::InitAllHandlers() in
src/xrc/xmlrsall.cpp
3. Update the sample
--------------------
Demonstrate that the new handler works by adding a control using it to
samples/xrc/rc/controls.xrc.
=== EOF ===
Author: VZ
Please see index.txt

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How to update a third party library to a newer version
======================================================
0. Introduction
---------------
wxWidgets includes several third party libraries, i.e. libraries which are
used by wxWidgets and distributed with it but which we don't maintain nor even
modify, inasmuch as possible, ourselves. These libraries are developed by
their maintainers and from time to time we need to replace the versions used
by wxWidgets with newer versions.
1. Vendor branches
------------------
Normally all third party libraries should be managed using Subversion vendor
branches. I.e. we should have the latest version of the library under
/wx/wxWidgets/vendor directory in the repository. Currently only expat, libpng
and libtiff are handled like this, while libjpeg and zlib are not. Hopefully
these exceptions will disappear soon, the rest of this note assumes that we
are using a vendor branch for the library $(LIB).
We also use $(OLD_VERSION) and $(VERSION) below for the current version of the
library and the version we are upgrading to. $(OLD_VERSION) can be determined
by doing
svn ls https://svn.wxwidgets.org/svn/wx/wxWidgets/vendor/$(LIB)
as normally it's the latest version present in this directory. You can, of
course, also look at the library sources currently in the trunk to find out
its version.
NB: the instructions here are based on the Subversion documentation, see
http://svnbook.red-bean.com/en/1.6/svn.advanced.vendorbr.html for more
information about vendor branches.
2. Updating the current branch
------------------------------
The first thing to do is to checkout a pristine copy of the version currently
being used, e.g.
cd /some/temp/directory
svn checkout https://svn.wxwidgets.org/svn/wx/wxWidgets/vendor/$(LIB)/current $(LIB)
Now delete all the old files:
cd $(LIB)
find . -type f -not -path '*/.svn/*' -exec rm {} \;
or, if you are using zsh, just
rm **/*(.)
Next, get the version of the library you are updating to and unpack it into
the same directory. Examine "svn status" output and add all the files with "?"
in the first column using "svn add" and delete all the files with "!" in the
first column using "svn rm".
Finally commit and tag the new version:
svn commit -m 'Update $(LIB) to $(VERSION).'
svn cp https://svn.wxwidgets.org/svn/wx/wxWidgets/vendor/$(LIB)/current \
https://svn.wxwidgets.org/svn/wx/wxWidgets/vendor/$(LIB)/$(VERSION) \
-m 'Tagging $(LIB) $(VERSION).'
You can now do
rm -rf /some/temp/directory/$(LIB)
as it won't be needed any longer.
3. Merging the current branch
-----------------------------
Now switch to wxWidgets checkout and run
svn merge ^/wxWidgets/vendor/$(LIB)/$(OLD_VERSION) ^/wxWidgets/vendor/$(LIB)/current src/$(LIBDIR)
Notice that you may need to escape the circumflexes with backslashes if they
are special for your shell. Also notice that the directory of the library may
be different from its name, e.g. we use libpng for the vendor branch but just
png for the name of the directory.
Unless you are very lucky, the merge will result in conflicts and you will
need to resolve them by examining the differences -- this is the difficult
part.
Once everything was resolved, test your changes. As building the third party
libraries is quite different between Unix and Windows, please do it under both
platforms. Under Windows it's enough to just build everything as usual as the
built-in libraries are used by default. Please build both static and dynamic
wxWidgets libraries as some problems arise only in one of those configurations.
Under Unix you need to configure with --with-$(LIB)=builtin option to ensure
that the newly updated built-in version of the library is used and not the
system version. If upgrading an image format library, please build and run the
image sample. In any case, run the unit tests to check that everything still
works.
After testing and correcting the problems, simply commit your changes:
svn commit -m 'Update $(LIB) to $(VERSION).' src/$(LIBDIR)
4. Special instructions for libpng
----------------------------------
We use a special hack for libpng as we want to prefix all its symbols with
"wx_" but don't want to use its build system which makes this easily possible
(perhaps we should, but for now we don't). So, when upgrading libpng, you need
to perform an extra step after merging the new version (and before committing
your changes):
Create a temporary build directory and run libpng configure from it using
--with-libpng-prefix=wx_ option. Then run "make" (actually just "make png.lo"
is sufficient as we don't really need to build the library) to create
pnglibconf.h and pngprefix.h files in the build directory. And copy these
files to src/png subdirectory of the wxWidgets source tree, overwriting the
versions there.
Notice that config.h generated by libpng configure is not used, we build it
without -DHAVE_CONFIG_H as it works just fine without it on any ANSI C system
(i.e. anywhere by now).
Please see index.txt