slint/api/cpp/docs/mcu/generic.md
Olivier Goffart 2930d90bf0 Update C++ MSRV
Because some crate in our examples are using the edition2024 resolver
with no way to remove them without removing the exmaples from the
workspace, this means that effectively the C++ build which needs to run
the cargo metadata on the workspace, doens't build anymore with the
rust MSRV

ChangeLog: C++: requires Rust 1.85
2025-06-10 12:15:30 +02:00

53 lines
3.3 KiB
Markdown

<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
# Generic MCU Environment Setup
We aim to support many different MCUs and their respective software development environments.
For those environments where we can't provide an out-of-the-box integration, we provide the
following generic instructions on what's needed to compile and use Slint.
## Prerequisites
* Install Rust by following the [Rust Getting Started Guide](https://www.rust-lang.org/learn/get-started). If you already
have Rust installed, make sure that it's at least version 1.85 or newer. You can check which version you have installed
by running `rustc --version`. Once this is done, you should have the `rustc` compiler and the `cargo` build system installed in your path.
* A C++ cross-compiler compiler that supports C++20.
* **[cmake](https://cmake.org/download/)** (3.21 or newer)
* Slint comes with a CMake integration that automates the compilation step of the `.slint` markup language files and offers a CMake target for convenient linkage.
* *Note*: We recommend using the Ninja generator of CMake for the most efficient build and `.slint` dependency tracking. Install [Ninja](https://ninja-build.org) and select the CMake Ninja backend by passing `-GNinja` or set the `CMAKE_GENERATOR` environment variable to `Ninja`.
* A build environment for [cross-compilation with CMake](https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html#cross-compiling), such as a toolchain file.
## Compiling Slint
To target an MCU environment, all of the following additional CMake configuration options must be set when compiling Slint:
| Option | Description |
|---------------------------------------------------------------|----------------------------------------------------------------------|
| `-DSLINT_FEATURE_FREESTANDING=ON` | Enables building for environments without a standard library. |
| `-DBUILD_SHARED_LIBS=OFF` | Disables shared library support and instead builds Slint statically. |
| `-DSLINT_FEATURE_RENDERER_SOFTWARE=ON` | Enable support for the software renderer. |
| `-DDEFAULT_SLINT_EMBED_RESOURCES=embed-for-software-renderer` | Default to pre-compiling images and fonts. |
For example, if you're targeting an MCU with a ARM Cortex-M processor, the complete command line for CMake could look like this:
```sh
cmake -DRust_CARGO_TARGET=thumbv7em-none-eabihf -DSLINT_FEATURE_FREESTANDING=ON
-DBUILD_SHARED_LIBS=OFF -DSLINT_FEATURE_RENDERER_SOFTWARE=ON
-DDEFAULT_SLINT_EMBED_RESOURCES=embed-for-software-renderer
..
```
## Next Steps
- Check out the [](../getting_started.md) instructions for a generic "Hello World" with C++.
- Study the [](../api/library_root), in particular the `slint::platform` namespace for
writing a Slint platform integration to handle touch input and render pixel, which you
need to forward to your MCU's display driver.
- For more details about the Slint language, check out the [Slint Language Documentation](slint-reference:).
- Learn about the [](../types.md) between Slint and C++.