Difference between revisions of "Win32"

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(Created page with "µGFX can be run natively on a Windows system. This simplifies the process of developing your embedded GUI application. The following steps are our tested method of running µ...")
 
(Visual Studio)
 
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µGFX can be run natively on a Windows system. This simplifies the process of developing your embedded GUI application. The following steps are our tested method of running µGFX on a Windows system:
 
µGFX can be run natively on a Windows system. This simplifies the process of developing your embedded GUI application. The following steps are our tested method of running µGFX on a Windows system:
  
# Make sure you got MinGW (32-bit) and CyGWIN installed.
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# Make sure you got [http://www.mingw.org/ MinGW] (32-bit) '''and''' [https://www.cygwin.com/ Cygwin] installed
# Compile using the Makefile below.
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# Compile using the Makefile that can be found in ''/boards/base/Win32/example/''
  
== Example ==
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'''''Note:''' You might want to checkout [[Your First Compile - Windows|this guide]] which is a detailed step-by-step guide on compiling a native uGFX application on a Windows environment.''
While we do all our testing using the MinGW toolchain, it should compile equally well using Microsoft Visual Studio compilers with some changes to the Makefile.
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<syntaxhighlight lang=make line start="1", highlight="2">
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# Compiler, optimizer and uGFX library location
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GFXLIB  = path/to/your/ugfx
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CC      = mingw32-gcc
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CCOPT  = -g -ggdb -O0 -fomit-frame-pointer -Wall -Wextra -Wstrict-prototypes
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LDOPT  = -g
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== Visual Studio ==
# ******* Start: Your Project Settings **************
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If you'd like to compile µGFX using Visual Studio, please see this forum post: https://community.ugfx.io/topic/434-visual-studio-2013-build-issues
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# Your project directories
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UINCDIR =
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ULIBDIR =
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# Your project definitions and libraries
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UDEFS  =
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ULIBS  =
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# Your project executable
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PROJECT = uGFX.exe
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# Your project C source files
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SRC    =
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# Your project uGFX drivers
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include $(GFXLIB)/boards/base/Win32/board.mk
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include $(GFXLIB)/demos/modules/gwin/widgets/demo.mk
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# ******* End: Your Project Settings **************
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# The default directories, libraries and source
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include $(GFXLIB)/gfx.mk
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DSRC    = $(GFXSRC) $(MYCSRC)
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DINCDIR = $(GFXINC) $(MYFILES)
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DLIBDIR =
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DLIBS  = ws2_32 gdi32
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DDEFS  =
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# Putting it all together - Object files and compiler flags
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OBJS    = $(DSRC:.c=.o) $(SRC:.c=.o)
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LDFLAGS = $(LDOPT) $(patsubst %,-L%, $(ULIBDIR) $(DLIBDIR)) $(patsubst %,-l%, $(ULIBS) $(DLIBS))
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CCFLAGS = $(CCOPT) $(patsubst %,-D%, $(UDEFS) $(DDEFS)) $(patsubst %,-I%, . $(UINCDIR) $(DINCDIR))
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# Makefile rules
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all: $(OBJS) $(PROJECT)
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%.o : %.c     
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$(CC) -DGFX_USE_OS_WIN32=TRUE -c $(CCFLAGS) $< -o $@
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%.exe: $(OBJS)
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$(CC) $(OBJS) $(LDFLAGS) -o $@
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run: $(PROJECT)
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./$(PROJECT)
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clean:
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-rm -f $(OBJS) 
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-rm -f $(PROJECT)
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</syntaxhighlight>
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Latest revision as of 15:57, 23 July 2021

µGFX can be run natively on a Windows system. This simplifies the process of developing your embedded GUI application. The following steps are our tested method of running µGFX on a Windows system:

  1. Make sure you got MinGW (32-bit) and Cygwin installed
  2. Compile using the Makefile that can be found in /boards/base/Win32/example/

Note: You might want to checkout this guide which is a detailed step-by-step guide on compiling a native uGFX application on a Windows environment.

Visual Studio

If you'd like to compile µGFX using Visual Studio, please see this forum post: https://community.ugfx.io/topic/434-visual-studio-2013-build-issues