/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021, 2022, 2023, 2024, 2025 Vladimír Vondruš Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ namespace Magnum { /** @page platforms-windows Windows @brief Tips and tricks for Windows platforms @tableofcontents @m_keyword{ANGLE OpenGL compatibility layer,,} @m_keywords{clang-cl MSYS2 MinGW} @m_footernavigation @section platforms-windows-hidpi HiDPI support Windows supports two approaches to advertising HiDPI support. The recommended way is via a so-called manifest file added to an executable, but it's also possible to it programatically through the [SetProcessDpiAwareness()](https://docs.microsoft.com/en-us/windows/win32/api/shellscalingapi/nf-shellscalingapi-setprocessdpiawareness) family of APIs. Note there's three different levels of DPI awareness setup for Windows Vista and newer, Windows 8.1 and newer and Windows 10, and for best support may want to support all three. When using MSVC, the manifest file can be added directly via CMake. Advertising application-wide per-monitor support can look like in the following snippet, together with fallbacks for older systems: @code{.xml} true/pm permonitorv2,permonitor @endcode Then, the manifest file can be supplied directly in the sources list for @cmake add_executable() @ce, via a variable, or you can add it conditionally later using @cmake target_sources() @ce. For example: @code{.cmake} add_executable(my-application MyApplication.cpp) if(CORRADE_TARGET_WINDOWS) target_sources(my-application PRIVATE WindowsHiDPI.manifest) endif() @endcode If you're not using CMake, [here's how to do it directly with mt.exe](https://docs.microsoft.com/en-us/cpp/build/how-to-embed-a-manifest-inside-a-c-cpp-application). Some toolkits (such as GLFW in @ref Platform-GlfwApplication-dpi "Platform::GlfwApplication") are advertising HiDPI support implicitly programatically. In that case the manifest file doesn't need to be supplied, but there may be some disadvantages compared to supplying the manifest. See the [MSDN documentation about DPI awareness](https://msdn.microsoft.com/en-us/library/windows/desktop/mt846517(v=vs.85).aspx) for more information. @m_class{m-block m-info} @par Supplying manifests with MinGW With MinGW the operation is slightly more involved, as you need to pass it through a `*.rc` file. A downside is that MinGW is not able to merge information from multiple manifests like the MSVC toolchain can. @par @code{.txt} 1 RT_MANIFEST "WindowsHiDPI.manifest" @endcode @par Then you add the `*.rc` file using @cb{.cmake} target_sources @ce like above. Here's a CMake snippet that will work for both: @par @code{.cmake} add_executable(my-application MyApplication.cpp) if(CORRADE_TARGET_WINDOWS) if(MSVC) target_sources(my-application PRIVATE WindowsHiDPI.manifest) elif(MINGW) target_sources(my-application PRIVATE WindowsHiDPI.rc) endif() endif() @endcode @section platforms-windows-unicode Unicode support Windows is the only major platform that forces developers into UTF-16. This presents several challenges, however Magnum tries to shield users from this as much as possible: - All Magnum APIs work with strings encoded as UTF-8, converting to UTF-16 behind the scenes if necessary - If you use @ref Corrade::Utility::Directory instead of C file APIs or @ref std::fstream, all filesystem operations are Unicode-aware, working with paths encoded in UTF-8 - All Magnum APIs operating with files (@ref Trade::AbstractImporter::openFile(), @ref GL::Shader::addFile(), ...) use @ref Corrade::Utility::Directory underneath, meaning you're implicitly Unicode-aware as long as you use Magnum APIs - @ref Corrade::Utility::Arguments expose environment variables as UTF-8, decoding them from UTF-16 input on Windows - And finally, for Unicode-aware console I/O and command-line arguments, simply link to the @ref main "Corrade::Main" library, which will do needed conversion implicitly for you @section platform-windows-icon Executable icon In order to supply an icon for the executable, make an `*.ico` file (preferably out of multiple different sizes) and create a `*.rc` file referencing it. The first argument can be anything (it can be used for retrieving the icon later at runtime via Windows APIs), Windows always pick the first icon in the `*.rc` file for the executable. @code{.txt} MYICON ICON "my-icon.ico" @endcode Then add the `*.rc` file to your application sources and CMake will take care of the rest: @code{.cmake} if(CORRADE_TARGET_WINDOWS) target_sources(my-application PRIVATE icon.rc) endif() @endcode Note that this doesn't have any effect on the *window* icon --- there it has to be specified at runtime, for example via @ref Platform::Sdl2Application::setWindowIcon(). See also the @ref Trade::IcoImporter "IcoImporter" plugin for importing icon files. @section platform-windows-terminal-colors Colored terminal output There's two options for colored terminal output --- either using the classic Windows API (which is the default), or making use of the ANSI color escape codes compatible with all Unix systems. The former has a restriction that it works only when printing directly to the terminal (so your colors will get lost if you redirect to a file). The latter is available only in Windows 10, has to be explicitly enabled using @ref CORRADE_UTILITY_USE_ANSI_COLORS when building Corrade and additionally requires an explicit setup during application startup. This setup is done when you link to the @ref main "Corrade::Main" library, see its documentation for more information. @section platform-windows-hiding-console Hiding console window By default, CMake compiles GUI applications with a potentially unwanted console window lurking in the background. This can be fixed by creating your executable with @cmake add_executable(... WIN32 ...) @ce and linking to the @ref main "Corrade::Main" library. See its documentation for more information. @section platforms-windows-vulkan Vulkan on Windows @todoc document the horrendous process of installing the whole crazy SDK, touching registry and whatnot @section platform-windows-gl OpenGL on Windows @subsection platforms-windows-gl-angle Using ANGLE to translate OpenGL to Direct3D @todoc cmake options to switch to GLES/EGL, mention getting the binaries from browser installs @todoc steps for building angle from scratch? @todoc reference this from the RT guide? See also @ref platforms-gl-es-angle for further information. @section platforms-windows-clang-cl Using Clang-CL As an alternative to MSVC it's possible to use [Clang-CL](https://clang.llvm.org/docs/UsersManual.html#clang-cl). Compared to MinGW it is fully ABI-compatible with MSVC, sharing the same STL implementation, and thus you can freely mix and match libraries built by either of them. If you already have MSVC 2019, clang-cl is available as an optional install component. Configuring your project to be used with e.g. Ninja could then look similarly to the following. Custom clang-cl installations work as well of course, adapt the paths as necessary: @code{.bat} C:/Program Files (x86)/Microsoft Visual Studio/2019/Community/VC/Auxiliary/Build/vcvarsall.bat" x64 cmake .. ^ -DCMAKE_C_COMPILER="C:/Program Files (x86)/Microsoft Visual Studio/2019/Community/VC/Tools/Llvm/bin/clang-cl.exe" ^ -DCMAKE_CXX_COMPILER="C:/Program Files (x86)/Microsoft Visual Studio/2019/Community/VC/Tools/Llvm/bin/clang-cl.exe" ^ -DCMAKE_LINKER="C:/Program Files (x86)/Microsoft Visual Studio/2019/Community/VC/Tools/Llvm/bin/lld-link.exe" ^ -DCMAKE_CXX_FLAGS="-m64" ^ -G Ninja @endcode CMake is currently [having issues propagating correct bitness to clang-cl](https://gitlab.kitware.com/cmake/cmake/issues/16259) when using Ninja, which means you may need to explicitly pass either `-m64` or `-m32` to Clang. In the above case, `vcvarsall.bat` was called with the `x64` parameter but the Clang bundled with Visual Studio is 32-bit and thus defaults to 32-bit builds. Additionally, if your code needs to use exceptions (Magnum itself doesn't, but @ref Corrade::TestSuite relies on them to report failures in tests), you may need to explicitly pass `/EHs` via `CMAKE_CXX_FLAGS` as exceptions are currently [disabled by default](https://github.com/catchorg/Catch2/issues/1113). While Magnum itself is tested to work with this compiler, be prepared that you might run into exciting new issues that aren't present with MSVC, MinGW or Clang alone. In dire situations, you can use @ref CORRADE_TARGET_CLANG_CL to add compiler-specific workarounds. More information on [the Microsoft C++ Team Blog](https://devblogs.microsoft.com/cppblog/clang-llvm-support-in-visual-studio/). @section platforms-windows-rt Windows RT Windows RT is a restricted subset of Windows API, used for UWP / "Metro" / Windows Store apps. The major difference is lack of access to APIs that are common in Win32 world, such as memory-mapped files, DLLs or environment variables. In particular, Windows RT doesn't provide a direct access to OpenGL, the only possibility to use it is through ANGLE. See @ref building-windows-angle and @ref platforms-gl-es-angle for more information. For Windows RT you need to provide logo images and splash screen, all referenced from the `*.appxmanifest` file. The file is slightly different for different targets, template for Windows Store and MSVC 2013 is below, others are in the @ref Platform-Sdl2Application-bootstrap-winrt "SDL2 bootstrap application". @code{.xml} My Application A Publisher assets/logo-store.png @endcode The assets are referenced also from the main `CMakeLists.txt` file. You have to mark all non-source files (except for the `*.pfx` key) with `VS_DEPLOYMENT_CONTENT` property and optionally set their location with `VS_DEPLOYMENT_LOCATION`. If you are using `*.resw` files, these need to have the `VS_TOOL_OVERRIDE` property set to `PRIResource`. @section platforms-windows-msvc-version-mapping MSVC version mapping MSVC and Visual Studio use three, er, four different versioning schemes. CMake exposes compiler version equivalent to the `_MSC_VER` macro, see this [handy Wikipedia table](https://en.wikipedia.org/wiki/Microsoft_Visual_C%2B%2B#Internal_version_numbering) for mapping to Visual Studio versions. For example, a check for MSVC 2017 would look like this: @code{.cmake} if(CMAKE_CXX_COMPILER_ID STREQUAL "MSVC" AND NOT CMAKE_CXX_COMPILER_VERSION VERSION_LESS "19.10") # Code requiring MSVC 2017 endif() @endcode @note CMake supports `VERSION_GREATER_EQUAL` in the @cb{.cmake} if() @ce statement only [since version 3.7](https://cmake.org/cmake/help/latest/release/3.7.html#commands), use a negated `VERSION_LESS` like above in older versions. @see @ref platforms-macos-clang-version-mapping @section platforms-windows-troubleshooting Troubleshooting @subsection platforms-windows-troubleshooting-ninja-includes Ninja spams the output with tons of include file notices This happens when you have a non-English locale of Visual Studio installed and apart from the spammy output it will probably cause incremental builds to not correctly rebuild files after a header change. A workaround is to uninstall the current locale and install the English one instead, additionally you have to recreate your build directory. See [ninja-build/ninja#613](https://github.com/ninja-build/ninja/issues/613) for more information. @subsection platforms-windows-troubleshooting-file-encoding Code page warnings with MSVC On some Windows systems with non-English locales, a warning similar to the following might come up, emitted for practically any Magnum header: @m_class{m-console-wrap} @code{.shell-session} src\Corrade/Utility/Debug.h : warning C4819: The file contains a character that cannot be represented in the current code page (949). Save the file in Unicode format to prevent data loss @endcode This is due to Visual Studio expecting header files in your system locale. All Magnum headers are *deliberately* containing UTF-8 characters (usually at least the `©` character in the license block) in order to prevent encoding errors in 3rd party contributions. Solution is to convert your source files to UTF-8 as well, and, if the warning doesn't go away, add `/utf-8` to `CMAKE_CXX_FLAGS` --- either on the command line / via CMake GUI, or by directly adding the flag to your project's CMakeLists (useful if your whole team suffers from this problem). See https://stackoverflow.com/a/37872393 for more information. @code{.cmake} set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /utf-8") @endcode @subsection platform-windows-troubleshooting-default-project The ALL_BUILD project can't be executed When CMake generates Visual Studio projects, it will set `ALL_BUILD` as a default project. This can be annoying since the `ALL_BUILD` can be only built but not executed, and thus pressing *Build & Run* will fail with an error. A workaround is to right-click the actual executable target (such as `MyApplication`) and select *Set as Startup Project*. With CMake 3.6 and newer, this can be also changed by setting the [VS_STARTUP_PROJECT](https://cmake.org/cmake/help/latest/prop_dir/VS_STARTUP_PROJECT.html) property for the project directory: @code{.cmake} add_executable(MyApplication ...) set_property(DIRECTORY ${PROJECT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT MyApplication) @endcode The Magnum bootstrap projects set this automatically. @subsection platform-windows-troubleshooting-bom-in-shaders UTF-8 BOM in shader code If your GLSL shaders fail to compile with the following error, it means you have your file saved as UTF-8 with a BOM: @code{.shell-session} GL::Shader::compile(): compilation of vertex shader 1 failed with the following message: ERROR:2:1: `` : syntax error: illegal extended ASCII character (0xef) ERROR:2:1: `` : syntax error: illegal extended ASCII character (0xbb) ERROR:2:1: `` : syntax error: illegal extended ASCII character (0xbf) @endcode While the C++ compilers can usually ignore the BOM marker, it's not so common with GLSL compilers in the drivers. Save your file as UTF-8 without BOM. @subsection platform-windows-troubleshooting-duplicate-section-has-different-size "Duplicate section has different size" warnings/errors on MinGW If you use MinGW Clang, you might be running into warnings like @m_class{m-console-wrap} @code{.shell-session} C:/msys64/mingw64/lib/libMagnumGlfwApplication-d.a(GlfwApplication.cpp.obj): duplicate section ".rdata$_ZTSN6Magnum8Platform15GlfwApplicationE[_ZTSN6Magnum8Platform15GlfwApplicationE]" has different size. @endcode or, with `-fuse-ld=lld`, even an error: @m_class{m-console-wrap} @code{.shell-session} lld-link: error: duplicate symbol: typeinfo name for Magnum::Platform::GlfwApplication >>> defined at CMakeFiles/appExec.dir/src/main.cpp.obj >>> defined at libMagnumGlfwApplication-d.a(GlfwApplication.cpp.obj) @endcode This happens when combining libraries built with MinGW GCC and MinGW Clang, as those two are unfortunately not fully ABI-compatible. Instead please rebuild alll your dependencies using the same compiler. See [mosra/magnum#439](https://github.com/mosra/magnum/issues/439) for details. @todoc DLL paths (wait, what is this TODO about, even) @todoc vcpkg @todoc desktop ES @todoc lcov on mingw (ugh) */ }