| Version: 3.2.5

CMake Overview

CMake allows building wxWidgets on various platforms with your preferred build system.

Most linux distributions contain CMake as a package on Windows and macOS you can download an installer at the CMake Page.

# Using the CMake GUI

1. Start the CMake GUI
2. Specify the wxWidgets root as your source folder
3. Specify a path where the build files should be created. It's recommended to use a path outside the wxWidgets root folder.
4. Press the Configure button and you will be asked which IDE or build system you wish to use
5. Optionally: Customize any of the options
6. Press the Generate button
7. Open the wxWidgets project with your preferred IDE

# Using the CMake Command Line

1. Create a folder where the build/project files should be created
2. Change into the created folder
3. Run `cmake -G "Unix Makefiles" path_to_wxWidgets_root`
4. After that you can run `cmake --build .` to start the build process or directly use your chosen build system.

Run `cmake --help` to see a list of available generators on your platform. These can than be specified using the -G command line option. On Windows it is recommended to use Visual Studio and on macOS Xcode is recommended. Various build options can be specified using -D see available options.

## Command Line Examples

Building with tests using Ninja:

cmake -G "Ninja" ~/Downloads/wxWidgets_3.1 -DwxBUILD_TESTS=ALL
cmake --build .

Building the minimal sample:

cmake ~/Downloads/wxWidgets_3.1 -DwxBUILD_SAMPLES=SOME
cmake --build . --target minimal

Installing static libraries to some path:

cmake ~/Downloads/wxWidgets_3.1 \
-DCMAKE_INSTALL_PREFIX=~/wx_install \
-DwxBUILD_SHARED=OFF
cmake --build . --target install

# Build options

The following list of build options can either be configured in the CMake UI or specified via the -D command line option when running the cmake command.

Option Name | Type | Default | Description
--- | --- | --- | ---
wxBUILD_SHARED | BOOL | ON | Build shared or static libraries
wxBUILD_TESTS | STRING | OFF | CONSOLE_ONLY, ALL or OFF
wxBUILD_SAMPLES | STRING | OFF | SOME, ALL or OFF
wxBUILD_DEMOS | BOOL | OFF | Build demo applications
wxUSE_GUI | BOOL | ON | Build the UI libraries
wxBUILD_COMPATIBILITY | STRING | 3.0 | 2.8, 3.0 or 3.1 API compatibility
wxBUILD_PRECOMP | BOOL | ON | Use precompiled headers
wxBUILD_MONOLITHIC | BOOL | OFF | Build a single library

A complete list of options and advanced options can be found when using the CMake GUI.

# Recommendations

While CMake in wxWidgets aims to support most generators available in CMake the following generators are recommended:

- Windows: Visual Studio (any supported version)
- macOS: Xcode
- Linux: Ninja or Makefiles

CMake 3.10 or newer is recommended. The minimum version required is 2.8.12.

# Using CMake with your applications

If you are using CMake with your own application there are various ways to use wxWidgets:

- Using an installed, binary or compiled version of wxWidgets using `find_package()`
- wxWidgets as a sub directory.
- CMake's ExternalProject module.

## Using find_package

You can use `find_package(wxWidgets)` to use a compiled version of wxWidgets. Have a look at the CMake Documentation for detailed instructions. wxWidgets also provides an example CMake file in the minimal sample folder.

WARNING: Please note that CMake `findwxWidgets` module unfortunately doesn't detect wxWidgets 3.2.0 in versions of CMake older than 3.24. You may copy the latest version of `FindwxWidgets.cmake` from CMake sources to your system to fix this or, if you build wxWidgets itself using CMake, use `CONFIG` mode of `find_package()` which works even with older CMake versions.

Your CMakeLists.txt would look like this:

...
find_package(wxWidgets REQUIRED COMPONENTS net core base)
if(wxWidgets_USE_FILE) # not defined in CONFIG mode
include(${wxWidgets_USE_FILE})
endif()
add_executable(myapp myapp.cpp)
target_link_libraries(myapp ${wxWidgets_LIBRARIES})

## Using a sub directory

You can use wxWidgets as a subdirectory in your application's build tree e.g. as a git submodule. This way the wxWidgets libraries will be part of your applications build process.

Your CMakeLists.txt would look like this:

...
add_subdirectory(libs/wxWidgets)
add_executable(myapp myapp.cpp)
target_link_libraries(myapp wx::net wx::core wx::base)

Note that you can predefine the build options before using `add_subdirectory()` by either defining them on command line with e.g. `-DwxBUILD_SHARED=OFF`, or by adding

set(wxBUILD_SHARED OFF)

to your CMakeLists.txt if you want to always use static wxWidgets libraries.

## Using XRC

To embed XRC resources into your application, you need to define a custom command to generate a source file using `wxrc`. When using an installed version of wxWidgets you can just use `wxrc` directly, but when using wxWidgets from a subdirectory you need to ensure that it is built first and use the correct path to it, e.g.:

# One or more XRC files containing your resources.
set(xrc_files ${CMAKE_CURRENT_SOURCE_DIR}/resource.xrc)
# Generate this file somewhere under the build directory.
set(resource_cpp ${CMAKE_CURRENT_BINARY_DIR}/resource.cpp)
# Not needed with the installed version, just use "wxrc".
set(wxrc $<TARGET_FILE:wxrc>)
add_custom_command(
OUTPUT ${resource_cpp}
COMMAND ${wxrc} -c -o ${resource_cpp} ${xrc_files}
DEPENDS ${xrc_files}
DEPENDS wxrc # Not needed with the installed version.
COMMENT "Compiling XRC resources"
)
target_sources(myapp PRIVATE ${resource_cpp})