Difference between revisions of "Installing Code::Blocks from source on Windows"

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[[Category:Installing Code::Blocks]]
 
[[Category:Installing Code::Blocks]]
 
[[Category:Installing Code::Blocks from source]]
 
[[Category:Installing Code::Blocks from source]]
 +
== Overview ==
 +
 +
=== Self-Hosting ===
 +
 +
The build process described on this page is a kind of "[https://en.wikipedia.org/wiki/Self-hosting Self-Hosting]."  You use an existing version of Code::Blocks to compile the next version.  When that version is proven to function correctly it is used to compile the next, and so on.
  
 
== Prerequisites ==
 
== Prerequisites ==
  
'''Note for RC2 users'''
+
=== Bootstrap Code::Blocks ===
  
The older Code::Blocks RC2 does not support global compiler variables which were added after RC2 was released and is unable to read project files generated with post-RC2 versions.
+
A properly working Code::Blocks is required to compile the next SVN version. A [[Installing_Code::Blocks_nightly_build_on_Windows | Nightly Build]] is a good candidate to use. It will be paired with a MinGW compiler in the next item.
To build Code::Blocks, you need a post-RC2 build, such as any of the ''nightly builds'' obtainable by [/index.php?board=20.0 searching the forum].
 
  
=== MinGW compiler ===
+
=== MinGW Compiler ===
  
At the present time, Code::Blocks only compiles successfully with the MinGW compiler (or any other gcc for that matter). You will need a complete, working [[MinGW installation]].
+
At the present time, Code::Blocks only compiles successfully with a MinGW compiler toolchain on Windows. You will need a complete, working [[MinGW installation]].
  
 
=== wxWidgets ===
 
=== wxWidgets ===
  
Code::Blocks officially supports wxWidgets 2.6.3 (although any 2.6+ version probably works).<br/>
+
wxWidgets is the "[https://en.wikipedia.org/wiki/Graphical_user_interface graphical user interface toolkit]" that Code::Blocks is built on top of.
Download: [http://prdownloads.sourceforge.net/wxwindows/wxMSW-2.6.3-1.zip].
+
 
 +
For information about wxWidgets, see their official site ➡ [https://www.wxwidgets.org/ wxWidgets.org]
 +
 
 +
You can use any version of wxWidgets >= 3.1.3, but the latest stable release will work better. At this moment it is wx3.2.4, download it in [https://github.com/wxWidgets/wxWidgets/releases/download/v3.2.4/wxWidgets-3.2.4.zip zip] or [https://github.com/wxWidgets/wxWidgets/releases/download/v3.2.4/wxWidgets-3.2.4.7z 7z] format.
 +
 
 +
=== Utilities ===
 +
 
 +
ZIP and SVN functions are not required to run Code::Blocks but ZIP is required to build it and a SVN client is strongly recommended but not absolutely necessary.
 +
 
 +
==== ZIP ====
 +
 
 +
You will need a command-line <tt>zip.exe</tt> program. Some toolchains include it, if yours does not then the recommended one can be found on the [[MinGW installation#Development Tools|Development Tools]] page. You do ''not'' need WinZip.
 +
 
 +
Make sure <tt>zip.exe</tt> is in your [https://en.wikipedia.org/wiki/PATH_(variable) PATH] as it is used both during the compilation in your current version of Code::Blocks and also by the <tt>update.bat</tt> script.
 +
 
 +
==== SVN ====
 +
 
 +
It is recommended, but not required, that you install a SVN client. If you are a absolute beginner in programming skip this part and go to [https://wiki.codeblocks.org/index.php/Installing_Code::Blocks_from_source_on_Windows#Code::Blocks_Sources Code::Blocks Sources].  An example would be [http://tortoisesvn.net/downloads TortoiseSVN] if you would like an all-in-one SVN solution. ''TortoiseSVN'' includes optional command-line client tools, which you should install as they provide a command-line SVN client. Choosing to install the command-line client tools will automatically add them to your PATH.  However, if you do not wish to have the ''TortoiseSVN'' Explorer extensions in your right-click context menu or just don't feel a need for a graphical client in particular then you can use another: [http://subversion.apache.org/packages.html SVN command-line client] equally well. Just make sure that whichever client you install has its executable in your PATH.
 +
 
 +
The <tt>autorevision</tt> tool which is used during the build of Code::Blocks makes use of the <tt>svn.exe</tt> binary if it is available (in your PATH) and also uses the SVN meta-data generated by a SVN checkout.  If you have both a SVN command-line client in your PATH, and the meta-data, the resulting build of Code::Blocks will show the revision on the loading splash window, the Start here page, and in the About dialog (shown here in the About dialog, indicated by the red arrow):
 +
 
 +
[[Image:About_SVN10627.png]]
 +
 
 +
=== Code::Blocks Sources ===
  
 +
If you don't wish to use a SVN utility, you can download a snapshot from [https://sourceforge.net/p/codeblocks/code/HEAD/tree/ here] clicking on "Download Snapshot". Now you can go on to the [https://wiki.codeblocks.org/index.php/Installing_Code::Blocks_from_source_on_Windows#Build_wxWidgets_Support_Library next section]
  
You do ''not'' need MSYS (''in fact, if you have MSYS, make sure it is not in your PATH when building wxWidgets'').
+
The last item is to acquire the Code::Blocks source code.  Follow the appropriate instructions for whether you have a graphical or command line SVN client.
  
=== SVN client ===
+
==== TortoiseSVN ====
  
In order to check out the Code::Blocks sources you will need a SVN client.
+
If you prefer a graphical SVN client you can use ''TortoiseSVN'' - make a directory where you want to store the sources, right-click on the directory, and select "'''SVN Checkout'''," and as shown you will get a checkout dialog:
For convenience, it is recommended that you install [http://tortoisesvn.tigris.org/download.html TortoiseSVN] on your machine, as this is a lot more comfortable. However, if you get a bad feeling when some program is messing with your Explorer menu, then you can use the [http://subversion.tigris.org/project_packages.html svn commandline client] equally well.
 
  
It is generally a good idea to install the commandline client (and adding it to PATH) even if you use TortoiseSVN for convenience. The <tt>autorevision</tt> tool which is used during the build of Code::Blocks makes use of the <tt>svn</tt> binary if it is available. This is preferrable to the manual parsing of the entries file that is used as fallback.
+
[[Image:Tor_SVN.png]]
  
 +
In the URL of the repository box, enter <tt><nowiki>svn://svn.code.sf.net/p/codeblocks/code/trunk</nowiki></tt> and verify the checkout directory is where you would like it to be.  The example given here is "''C:\cb_svn''" - once satisfied with the arguments click the OK button to process the checkout.
  
Please do note that working copies checked out with the 1.4 version of Subversion are no longer compatible with earlier versions (Subversion will transparently update existing repositories).
+
==== Command-Line SVN ====
  
The builtin fallback mechanism in <tt>autorevision</tt> has been updated to the new 1.4 format and will no longer work with the old format.<br>
+
If you do not wish to use a graphical SVN client then a command-line equivalent to the above is to use the <tt>svn</tt> command - open a command prompt, make a directory, change into that directory, and then checkout a copy of the repository:
Therefore, if you use a Subversion client from the 1.0-1.3 line, you ''must'' put the commandline tool into <tt>PATH</tt> for a successful build.<br>
 
If you use Subversion 1.4, then it is good practice nevertheless, but you can do without, too.
 
  
=== Code::Blocks sources ===
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mkdir codeblocks-head
 +
cd codeblocks-head
 +
svn checkout <nowiki>svn://svn.code.sf.net/p/codeblocks/code/trunk</nowiki>
  
You will also (obviously) need the Code::Blocks sources.
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== Build wxWidgets Support Library ==
  
Using ''TortoiseSVN'', make a folder where you want to store the sources, right-click on the folder, and select "SVN Checkout...".
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=== Configure Build Options ===
  
In the top box, enter svn://svn.berlios.de/codeblocks/trunk and hit the OK button.
+
Please note that support has been removed for wxWidgets < 3.1.3 because it lacks Direct2D support.
  
Using ''svn'', you have to open a command prompt ("DOS Window"). Make a folder, change directory, and run svn:
+
Unpack the wxWidgets zip file to a directory of your choice, open a command-line prompt, and navigate to the directory <tt>build/msw</tt> inside the wxWidgets directory. In this directory there is a text file named <tt>config.gcc</tt> which you can edit with notepad to control the build options.  There are two lines to note, <tt>CFLAGS ?=</tt> and <tt>CXXFLAGS ?=</tt>.  The options given here will go in either or both of those lines.
  
  mkdir codeblocks-head
+
If your linker runs out of memory while building use:
  cd codeblocks-head
 
  svn checkout svn://svn.berlios.de/codeblocks/trunk
 
  
=== zip.exe ===
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-fno-keep-inline-dllexport
  
You'll also need a working 'zip' program.
+
Some versions of the MinGW Windows Runtime Library will cause an error during compilation. See [https://sourceforge.net/p/tdm-gcc/bugs/269/ Bug #269]. If this is the case with the toolchain you are using then try this workaround:
If you have the version listed on our [https://wiki.codeblocks.org/index.php?title=Mingw#Other_developer_tools tools page], you'll be fine, alternatively you can use the one found [http://www.info-zip.org/ here].
 
  
The zip program coming with cygwin will ''not'' work properly. You do ''not'' need WinZip.
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-D_WIN32_IE=0x0603
  
Make sure the zip binary is in your PATH so the <tt>update.bat</tt> script will be able to find it (alternatively, you can edit the batch file, setting the ZIPCMD variable to something else).
+
To silence warnings that can significantly slow down the compilation process:
  
The easiest way is to put zip.exe into <tt>bin</tt> inside your MinGW installation directory (that folder is normally in the path).
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-Wno-unused-local-typedefs
  
== Building ==
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and
  
=== Unicode Build ===
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-Wno-deprecated-declarations
  
==== Compile wxWidgets in Unicode mode ====
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All of these options apply to both <tt>CFLAGS</tt> and <tt>CXXFLAGS</tt> so the two lines containing all the options would look like this:
  
After unpacking the zip file to a directory of your choice, open a cmd prompt, and navigate to the folder build/msw inside the wxWidgets folder. Use the following commands to compile wxWidgets:
+
  CFLAGS ?= -fno-keep-inline-dllexport -D_WIN32_IE=0x0603 -Wno-unused-local-typedefs -Wno-deprecated-declarations
  
   set path=c:\mingw\bin;c:\mingw\mingw32\bin
+
   CXXFLAGS ?= -fno-keep-inline-dllexport -D_WIN32_IE=0x0603 -Wno-unused-local-typedefs -Wno-deprecated-declarations
  mingw32-make -f makefile.gcc USE_XRC=1 SHARED=1 MONOLITHIC=1 BUILD=release UNICODE=1  clean
 
  mingw32-make -f makefile.gcc USE_XRC=1 SHARED=1 MONOLITHIC=1 BUILD=release UNICODE=1
 
  
This assumes your MinGW installation is in C:\mingw. Use a different path if you installed MinGW somewhere else.
+
=== Build wxWidgets Library ===
  
You will see a lot of warning messages during compilation. Don't worry, this is normal, you are compiling wxWidgets. The build process may take 10-30 minutes, depending on your computer's speed.
+
First you must edit include\wx\msw\setup.h; locate a line containing
  
'''Optional:'''
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#define wxUSE_GRAPHICS_DIRECT2D 0
  
To reduce the size of your wxWidgets library, you can disable features which are not used by Code::Blocks. However, you should not do this unless you know what you are doing. You have to delete the generated setup.h from lib/gcc_dll/msw/wx before building, because your changes to include/wx/msw will otherwise not be honoured.
+
and change it to
  
==== Compile Code::Blocks ====
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#define wxUSE_GRAPHICS_DIRECT2D 1
  
Open the project CodeBlocks.cbp. You will be prompted to define the global variable $(#wx). Enter the location where you unpacked wxWidgets.
+
If you can not find setup.h please copy setup0.h to setup.h
  
Hit the blue gear and lean back. Compilation may take 3-5 minutes, depending on the speed of your computer.
+
At a command-line, inside the <tt>build/msw</tt> directory, use the following commands to build wxWidgets:
  
After the compilaton has finished, copy <tt>lib\gcc_dll\wxmsw26u_gcc_custom.dll</tt> from the wxWidgets directory to the <tt>src\devel</tt> directory inside the Code::Blocks source folder (it will also work if you keep a copy of that library in your Windows folder or anywhere in your system path, but this is generally not recommended because you can get into dll hell).
+
mingw32-make -f makefile.gcc SHARED=1 MONOLITHIC=1 BUILD=release UNICODE=1 clean
 +
mingw32-make -f makefile.gcc SHARED=1 MONOLITHIC=1 BUILD=release UNICODE=1
  
Run <tt>src\update.bat</tt> (located in the root source directory). This will pack the resource files and copy libraries and plugins to their correct locations.
+
or, if you want to build using multiple threads:
The location of executable is <tt>src\output</tt> in Code::Blocks tree. From here you do not need the nighty build any more.
 
  
For future updates, go into the Code::Blocks root directory and run <tt>svn update</tt> (or use TurtoiseSVN to the same effect).<br/>
+
mingw32-make -f makefile.gcc    SHARED=1 MONOLITHIC=1 BUILD=release UNICODE=1 clean
Then open and build the project as described before (and any contrib plugins that you wish to use), and re-run <tt>src\update.bat</tt>. You'll now have an up-to-date Code::Blocks!
+
mingw32-make -f makefile.gcc    SHARED=1 MONOLITHIC=1 BUILD=release UNICODE=1 setup_h
 +
mingw32-make -f makefile.gcc -j8 SHARED=1 MONOLITHIC=1 BUILD=release UNICODE=1
  
==== Install Code::Blocks ====
+
If your compiler toolchain is not in your PATH (it should be on a development machine), then put it in your path first:
  
Copy the folder output to where you want Code::Blocks to reside.
+
set PATH=X:\path\to\toolchain\bin;%PATH%
  
==== Compile contributed (or your own) plugins ====
+
Where "'''''X'''''" is the drive letter, and "'''''\path\to\toolchain\bin'''''" is where your toolchain is located.
  
The workspace file ContribPlugins.workspace contains the project files for all contributed plugins. Open that workspace and compile the plugins which you would like to use (or select "Build Workspace" from the context menu if you want them all).<br/>
+
If your compilation fails for any reason then make sure to run the ''clean'' line before trying again.
When you open the contrib plugins workspace, you will be asked to define the <tt>$(#cb)</tt> global compiler variable. The build process uses this information to place the plugins and data files into the correct place. Enter the location of the Code::Blocks sources in the same way as for the <tt>$(#wx)</tt> variable earlier.
 
  
Don't forget to run update.bat again after building the contrib plugins.
+
== Build Code::Blocks ==
  
 +
=== Self-Hosting ===
  
 +
All the preparation work is now complete and we can actually perform a self-hosting compile of the next Code::Blocks with our current one.  If you do not make any changes to your non-Code::Blocks prepared items, like your MinGW compiler version, and the wxWidgets library, then when building subsequent SVN versions of Code::Blocks you can keep all the preparation from a previous build and start with this section.  When restarting from this point you can refresh your current Code::Blocks local source with ''TortoiseSVN''.  Right-click on your local source directory, go to "TortoiseSVN" in the context-menu, then choose "update to revision."  The "head" is always the latest version.  If you are using a command-line SVN, just run <tt>svn update</tt> in the root of your local source directory.
  
 +
=== Open project ===
 +
This guide uses wx3.1, you can use wx3.2 just replacing 31 with 32 where needed.
  
 +
Open the project file '''CodeBlocks_wx31.cbp''' (or '''CodeBlocks_wx31_64.cbp''' for 64-bit mode).
 +
*You will be prompted to define the global variable $(#wx31). In the base field, enter the root of the location where you unpacked wxWidgets.
  
 +
*You will also be prompted to enter the global variable '''cb_release_type'''. Here you can add compiler optimization or debug-flags. Enter '''-g''' in the '''base''' field as a default or any other options you require for your specific needs.
  
 +
[[Image:Global_Variables.png]]
  
 +
[[Image:Global_wx.png]]
  
=== ANSI Build ===
+
=== Prevent unnecessary warnings ===
  
<div style="background-color: #f7d9d9; border: 1px solid #000">
+
Building Code::Blocks against the wxWidgets library will generate an excessive amount of warnings during the compilation. This can significantly impact the time it takes to compile both the main project and the contributors workspace as each warning has to be printed to the build log.  To silence these warnings, go to Compiler Settings:
<div style="margin: 5px;">
 
  
==== DEPRECATION WARNING: ====
+
[[Image:Compiler_Settings.png]]
As of February 2006, the official default build for Code::Blocks is '''Unicode''' (see above). Although ANSI builds are technically possible, we discourage their use unless there is a good reason.<br/>
 
''Support for ANSI builds is likely to be dropped after Version 1.0 is out.''
 
  
There is hardly any good argument against using a Unicode build if your OS supports Unicode, even if you do not understand any other language than English, as a Unicode version guarantees that it will be able to work with whatever languages you may possibly encounter in the future -- at a very reasonable cost.
+
And under the "Compiler settings" tab (red arrow), "Other compiler options" sub-tab (green arrow), enter "<tt>-Wno-unused-local-typedefs</tt>" (blue arrow), and you may also add "<tt>-Wno-deprecated-declarations</tt>" on its own line here too.
  
However, if you absolutely don't care about Unicode or if you are bound to use Windows 95, then you may want to build an ANSI version nevertheless.
+
[[Image:Unused_Local_Typedefs.png]]
  
</div>
+
=== Compile project ===
</div>
+
Make sure that "All" is selected as the target (blue arrow), and then click the Build icon (red arrow).
  
==== Compile wxWidgets in ANSI mode ====
+
[[Image:Compile_All.png]]
  
After unpacking the zip file to a directory of your choice, open a cmd prompt, and navigate to the folder build/msw inside the wxWidgets folder. Use the following commands to compile wxWidgets
+
If everything builds correctly your build messages should end with no errors.
  
  set path=c:\mingw\bin;c:\mingw\mingw32\bin
+
[[Image:Build_Log.png]]
  mingw32-make -f makefile.gcc USE_XRC=1 SHARED=1 MONOLITHIC=1 BUILD=release UNICODE=0 clean
 
  mingw32-make -f makefile.gcc USE_XRC=1 SHARED=1 MONOLITHIC=1 BUILD=release UNICODE=0
 
  
This assumes your MinGW installation is in C:\mingw. Use a different path if you installed MinGW somewhere else.
+
=== Copy wxWidgets support DLL ===
 +
After the compilation has finished, copy <tt>lib\gcc_dll\wxmsw31u_gcc_custom.dll</tt> from the wxWidgets directory to the <tt>devel31</tt> (or <tt>devel31_64</tt> for 64-bit) directory in the Code::Blocks <tt>src</tt> directory. If you are confident enough you can copy it instead to System32 (on 32 bits Windows) or SysWOW64 (on 64 bits Windows).
  
You will see a lot of warning messages during compilation. Don't worry, this is normal, you are compiling wxWidgets. The build process may take 10-30 minutes, depending on your computer's speed.
+
[[Image:Update_Devel_Output.png]]
  
'''Optional:'''
+
The <tt>devel31</tt> directory is created by compiling the Code::Blocks project in Code::Blocks.
  
To reduce the size of your wxWidgets library, you can disable features which are not used by Code::Blocks. However, you should not do this unless you know what you are doing. You have to delete the generated setup.h from lib/gcc_dll/msw/wx before building, because your changes to include/wx/msw will otherwise not be honoured.
+
=== Generate Production Output ===
 +
Move to the <tt>src</tt> directory) and run <tt>update_31.bat</tt>. This will pack the resource files and copy the executables, libraries, and plugins to the <tt>output_31</tt> directory. It will also create the <tt>output_31</tt> directory if it does not exist. If you are compiling the 64-bit version please call <tt>update_31_64.bat</tt> and use folders <tt>devel_31_64</tt> and <tt>output_31_64</tt>.
  
==== Compile Code::Blocks ====
+
[[Image:Update_bat.png]]
  
Open the project CodeBlocks.cbp. You will be prompted to define the global variable $(#wx) if you have not used it before. Enter the location where you unpacked wxWidgets.
+
The stripped ("production") executable is found in <tt>output_31</tt> directory together with all libraries and data files. If you want a version with debug symbols instead (caution: huge size!), use the one found in the <tt>devel_31</tt> directory.
  
'''Important:'''  The project file is set to compile an Unicode version of Code::Blocks by default. To make an ANSI build, you have to make the following two changes to build options before compiling:
+
[[Image:Update_Output.png]]
1. In the "Compiler" tab, under "#defines", remove the entry wxUSE_UNICODE.
 
2. Under "Custom variables", set the variable WX_SUFFIX to empty (default value: u).
 
  
Hit the blue gear and lean back. Compilation may take 3-5 minutes, depending on the speed of your computer.
+
=== Compile contributed (or your own) plugins ===
  
After the compilaton has finished, copy wxmsw26u_gcc_custom.dll from lib\gcc_dll inside the wxWidgets directory to the devel directory inside the Code::Blocks source folder (it will also work if you keep a copy of that library in your Windows folder or anywhere in your system path, but this is generally not recommended because you can get into [http://en.wikipedia.org/wiki/DLL_hell dll hell] ).
+
The workspace file '''ContribPlugins_wx31.workspace''' (or '''ContribPlugins_wx31_64.workspace''' for 64-bit compilation) contains the project files for all contributed plugins. Open that workspace and compile the plugins which you would like to use (or select "Build workspace" from the Build menu if you want them all).
Run update.bat (located in the root source directory). This will pack the resource files and copy libraries and plugins to their correct locations.
 
The location of executable is src\output in C::B tree. From here you'll not need the nighty build anymore.
 
  
One little note for svn updates and rebuilds : just go into the codeblocks root directory and do '''svn update''' (or use Turtoise svn).
+
The NassiShneiderman plugin has a dependency on the "[http://www.boost.org/ Boost]" library. If you do not wish to use that plugin and therefore not need the library, just right-click on that plugin and choose "close project."
  
Then run the src/output/codeblocks.exe, reload project, build it, reload plugins workspace, build it, quit codeblocks and re-run update.bat. You'll have an up-to-date C::B in 3 minutes !
+
Don't forget to run <tt>update_31.bat</tt> or <tt>update_31_64.bat</tt> again after building the contributed plugins.
  
==== Install Code::Blocks ====
+
[[Image:Build_Workspace.png]]
  
Copy the folder output to where you want Code::Blocks to reside.
+
== Install Code::Blocks ==
  
==== Compile contributed (or your own) plugins ====
+
Copy or move the <tt>output_31</tt> or <tt>output_31_64</tt> directory to where you want Code::Blocks to reside. Then you probably want to rename the directory to something else. You can also optionally right-click on <tt>codeblocks.exe</tt> and choose "Create shortcut" and then rename that shortcut to your liking and move it to another location such as your desktop for easy access.
  
The workspace file ContribPlugins.workspace contains the project files for all contributed plugins. Open that workspace and compile the plugins which you would like to use (or select "Build Workspace" from the context menu if you want them all). Don't forget to run update.bat again after building the contrib plugins.
+
If you want to run Code::Blocks on a machine without your compiler toolchain being in the PATH then you will likely have to include, in the same directory as the <tt>codeblocks.exe</tt> is fine, support .dll files from your compiler toolchain. The easiest way to determine the required files is to not have your compiler toolchain in your PATH and repeatedly run Code::Blocks and copy over each .dll it says is missing until all have been found.

Latest revision as of 13:10, 2 January 2024

Overview

Self-Hosting

The build process described on this page is a kind of "Self-Hosting." You use an existing version of Code::Blocks to compile the next version. When that version is proven to function correctly it is used to compile the next, and so on.

Prerequisites

Bootstrap Code::Blocks

A properly working Code::Blocks is required to compile the next SVN version. A Nightly Build is a good candidate to use. It will be paired with a MinGW compiler in the next item.

MinGW Compiler

At the present time, Code::Blocks only compiles successfully with a MinGW compiler toolchain on Windows. You will need a complete, working MinGW installation.

wxWidgets

wxWidgets is the "graphical user interface toolkit" that Code::Blocks is built on top of.

For information about wxWidgets, see their official site ➡ wxWidgets.org

You can use any version of wxWidgets >= 3.1.3, but the latest stable release will work better. At this moment it is wx3.2.4, download it in zip or 7z format.

Utilities

ZIP and SVN functions are not required to run Code::Blocks but ZIP is required to build it and a SVN client is strongly recommended but not absolutely necessary.

ZIP

You will need a command-line zip.exe program. Some toolchains include it, if yours does not then the recommended one can be found on the Development Tools page. You do not need WinZip.

Make sure zip.exe is in your PATH as it is used both during the compilation in your current version of Code::Blocks and also by the update.bat script.

SVN

It is recommended, but not required, that you install a SVN client. If you are a absolute beginner in programming skip this part and go to Code::Blocks Sources. An example would be TortoiseSVN if you would like an all-in-one SVN solution. TortoiseSVN includes optional command-line client tools, which you should install as they provide a command-line SVN client. Choosing to install the command-line client tools will automatically add them to your PATH. However, if you do not wish to have the TortoiseSVN Explorer extensions in your right-click context menu or just don't feel a need for a graphical client in particular then you can use another: SVN command-line client equally well. Just make sure that whichever client you install has its executable in your PATH.

The autorevision tool which is used during the build of Code::Blocks makes use of the svn.exe binary if it is available (in your PATH) and also uses the SVN meta-data generated by a SVN checkout. If you have both a SVN command-line client in your PATH, and the meta-data, the resulting build of Code::Blocks will show the revision on the loading splash window, the Start here page, and in the About dialog (shown here in the About dialog, indicated by the red arrow):

About SVN10627.png

Code::Blocks Sources

If you don't wish to use a SVN utility, you can download a snapshot from here clicking on "Download Snapshot". Now you can go on to the next section

The last item is to acquire the Code::Blocks source code. Follow the appropriate instructions for whether you have a graphical or command line SVN client.

TortoiseSVN

If you prefer a graphical SVN client you can use TortoiseSVN - make a directory where you want to store the sources, right-click on the directory, and select "SVN Checkout," and as shown you will get a checkout dialog:

Tor SVN.png

In the URL of the repository box, enter svn://svn.code.sf.net/p/codeblocks/code/trunk and verify the checkout directory is where you would like it to be. The example given here is "C:\cb_svn" - once satisfied with the arguments click the OK button to process the checkout.

Command-Line SVN

If you do not wish to use a graphical SVN client then a command-line equivalent to the above is to use the svn command - open a command prompt, make a directory, change into that directory, and then checkout a copy of the repository:

mkdir codeblocks-head
cd codeblocks-head
svn checkout svn://svn.code.sf.net/p/codeblocks/code/trunk

Build wxWidgets Support Library

Configure Build Options

Please note that support has been removed for wxWidgets < 3.1.3 because it lacks Direct2D support.

Unpack the wxWidgets zip file to a directory of your choice, open a command-line prompt, and navigate to the directory build/msw inside the wxWidgets directory. In this directory there is a text file named config.gcc which you can edit with notepad to control the build options. There are two lines to note, CFLAGS ?= and CXXFLAGS ?=. The options given here will go in either or both of those lines.

If your linker runs out of memory while building use:

-fno-keep-inline-dllexport

Some versions of the MinGW Windows Runtime Library will cause an error during compilation. See Bug #269. If this is the case with the toolchain you are using then try this workaround:

-D_WIN32_IE=0x0603

To silence warnings that can significantly slow down the compilation process:

-Wno-unused-local-typedefs

and

-Wno-deprecated-declarations

All of these options apply to both CFLAGS and CXXFLAGS so the two lines containing all the options would look like this:

 CFLAGS ?= -fno-keep-inline-dllexport -D_WIN32_IE=0x0603 -Wno-unused-local-typedefs -Wno-deprecated-declarations
 CXXFLAGS ?= -fno-keep-inline-dllexport -D_WIN32_IE=0x0603 -Wno-unused-local-typedefs -Wno-deprecated-declarations

Build wxWidgets Library

First you must edit include\wx\msw\setup.h; locate a line containing

#define wxUSE_GRAPHICS_DIRECT2D 0

and change it to

#define wxUSE_GRAPHICS_DIRECT2D 1

If you can not find setup.h please copy setup0.h to setup.h

At a command-line, inside the build/msw directory, use the following commands to build wxWidgets:

mingw32-make -f makefile.gcc SHARED=1 MONOLITHIC=1 BUILD=release UNICODE=1 clean
mingw32-make -f makefile.gcc SHARED=1 MONOLITHIC=1 BUILD=release UNICODE=1

or, if you want to build using multiple threads:

mingw32-make -f makefile.gcc     SHARED=1 MONOLITHIC=1 BUILD=release UNICODE=1 clean
mingw32-make -f makefile.gcc     SHARED=1 MONOLITHIC=1 BUILD=release UNICODE=1 setup_h
mingw32-make -f makefile.gcc -j8 SHARED=1 MONOLITHIC=1 BUILD=release UNICODE=1

If your compiler toolchain is not in your PATH (it should be on a development machine), then put it in your path first:

set PATH=X:\path\to\toolchain\bin;%PATH%

Where "X" is the drive letter, and "\path\to\toolchain\bin" is where your toolchain is located.

If your compilation fails for any reason then make sure to run the clean line before trying again.

Build Code::Blocks

Self-Hosting

All the preparation work is now complete and we can actually perform a self-hosting compile of the next Code::Blocks with our current one. If you do not make any changes to your non-Code::Blocks prepared items, like your MinGW compiler version, and the wxWidgets library, then when building subsequent SVN versions of Code::Blocks you can keep all the preparation from a previous build and start with this section. When restarting from this point you can refresh your current Code::Blocks local source with TortoiseSVN. Right-click on your local source directory, go to "TortoiseSVN" in the context-menu, then choose "update to revision." The "head" is always the latest version. If you are using a command-line SVN, just run svn update in the root of your local source directory.

Open project

This guide uses wx3.1, you can use wx3.2 just replacing 31 with 32 where needed.

Open the project file CodeBlocks_wx31.cbp (or CodeBlocks_wx31_64.cbp for 64-bit mode).

  • You will be prompted to define the global variable $(#wx31). In the base field, enter the root of the location where you unpacked wxWidgets.
  • You will also be prompted to enter the global variable cb_release_type. Here you can add compiler optimization or debug-flags. Enter -g in the base field as a default or any other options you require for your specific needs.

Global Variables.png

Global wx.png

Prevent unnecessary warnings

Building Code::Blocks against the wxWidgets library will generate an excessive amount of warnings during the compilation. This can significantly impact the time it takes to compile both the main project and the contributors workspace as each warning has to be printed to the build log. To silence these warnings, go to Compiler Settings:

Compiler Settings.png

And under the "Compiler settings" tab (red arrow), "Other compiler options" sub-tab (green arrow), enter "-Wno-unused-local-typedefs" (blue arrow), and you may also add "-Wno-deprecated-declarations" on its own line here too.

Unused Local Typedefs.png

Compile project

Make sure that "All" is selected as the target (blue arrow), and then click the Build icon (red arrow).

Compile All.png

If everything builds correctly your build messages should end with no errors.

Build Log.png

Copy wxWidgets support DLL

After the compilation has finished, copy lib\gcc_dll\wxmsw31u_gcc_custom.dll from the wxWidgets directory to the devel31 (or devel31_64 for 64-bit) directory in the Code::Blocks src directory. If you are confident enough you can copy it instead to System32 (on 32 bits Windows) or SysWOW64 (on 64 bits Windows).

Update Devel Output.png

The devel31 directory is created by compiling the Code::Blocks project in Code::Blocks.

Generate Production Output

Move to the src directory) and run update_31.bat. This will pack the resource files and copy the executables, libraries, and plugins to the output_31 directory. It will also create the output_31 directory if it does not exist. If you are compiling the 64-bit version please call update_31_64.bat and use folders devel_31_64 and output_31_64.

Update bat.png

The stripped ("production") executable is found in output_31 directory together with all libraries and data files. If you want a version with debug symbols instead (caution: huge size!), use the one found in the devel_31 directory.

Update Output.png

Compile contributed (or your own) plugins

The workspace file ContribPlugins_wx31.workspace (or ContribPlugins_wx31_64.workspace for 64-bit compilation) contains the project files for all contributed plugins. Open that workspace and compile the plugins which you would like to use (or select "Build workspace" from the Build menu if you want them all).

The NassiShneiderman plugin has a dependency on the "Boost" library. If you do not wish to use that plugin and therefore not need the library, just right-click on that plugin and choose "close project."

Don't forget to run update_31.bat or update_31_64.bat again after building the contributed plugins.

Build Workspace.png

Install Code::Blocks

Copy or move the output_31 or output_31_64 directory to where you want Code::Blocks to reside. Then you probably want to rename the directory to something else. You can also optionally right-click on codeblocks.exe and choose "Create shortcut" and then rename that shortcut to your liking and move it to another location such as your desktop for easy access.

If you want to run Code::Blocks on a machine without your compiler toolchain being in the PATH then you will likely have to include, in the same directory as the codeblocks.exe is fine, support .dll files from your compiler toolchain. The easiest way to determine the required files is to not have your compiler toolchain in your PATH and repeatedly run Code::Blocks and copy over each .dll it says is missing until all have been found.