mirror of
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After commit 3e5aa212d5
the Slint DLLs
aren't placed in the `bin/` directory by default anymore. Since the
tutorial builds Slint as an external sub-project, it is entirely
isolated and the CMAKE_*_OUTPUT_DIRECTORY variables do not propagate. On
macOS and Linux, the program still runs due to rpath. On Windows, the
instructions said to put `bin` into `%PATH%`, but that doesn't work
anymore, the dll is now in `_deps/slint-build`.
Instead of adjusting `%PATH%`, this change adjusts the documentation to
recommend the use of a custom command on Windows using
$<TARGET_RUNTIME_DLLS:tgt> to copy the DLL across. This is guarded with
WIN32 due to https://gitlab.kitware.com/cmake/cmake/-/issues/23543 ,
where the proposed solution requires CMake 3.26 (not released yet).
134 lines
6.8 KiB
Markdown
134 lines
6.8 KiB
Markdown
# Installing or Building with CMake
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Slint comes with a CMake integration that automates the compilation step of the `.slint` markup language files and
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offers a CMake target for convenient linkage.
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*Note*: We recommend using the Ninja generator of CMake for the most efficient build and `.slint` dependency tracking.
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You can select the CMake Ninja backend by passing `-GNinja` or setting the `CMAKE_GENERATOR` environment variable to `Ninja`.
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## Binary Packages
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We also provide binary packages of Slint for use with C++, which eliminates the need to have Rust installed in your development environment.
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You can download one of our pre-built binaries for Linux or Windows on x86-64 architectures:
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1. Open <https://github.com/slint-ui/slint/releases>
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2. Click on the latest release
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3. From "Assets" download either `slint-cpp-XXX-Linux-x86_64.tar.gz` for a Linux archive
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or `slint-cpp-XXX-win64.exe` for a Windows installer. ("XXX" refers to the version of the latest release)
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4. Uncompress the downloaded archive or run the installer.
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After extracting the artifact or running the installer, you can place the `lib` sub-directory into your `CMAKE_PREFIX_PATH` and `find_package(Slint)` should succeed in locating the package.
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You also need to place the `lib` sub-directory in the `PATH` envionment variable on Windows, and the `LD_LIBRARY_PATH` on Linux so that
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the DLL can be found at runtime.
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In the next section you will learn how to use the installed library in your application
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and load `.slint` UI files.
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## Building from Sources
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The recommended and most flexible way to use the C++ API is to build Slint from sources.
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First you need to install the prerequisites:
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* Install Rust by following the [Rust Getting Started Guide](https://www.rust-lang.org/learn/get-started). If you already
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have Rust installed, make sure that it's at least version 1.60 or newer. You can check which version you have installed
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by running `rustc --version`. Once this is done, you should have the ```rustc``` compiler and the ```cargo``` build system installed in your path.
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* **[cmake](https://cmake.org/download/)** (3.21 or newer)
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* A C++ compiler that supports C++20 (e.g., **MSVC 2019 16.6** on Windows)
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You can include Slint in your CMake project using CMake's [`FetchContent`](https://cmake.org/cmake/help/latest/module/FetchContent.html) feature.
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Insert the following snippet into your `CMakeLists.txt` to make CMake download the latest release, compile it and make the CMake integration available:
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```cmake
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include(FetchContent)
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FetchContent_Declare(
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Slint
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GIT_REPOSITORY https://github.com/slint-ui/slint.git
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GIT_TAG release/0.3
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SOURCE_SUBDIR api/cpp
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)
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FetchContent_MakeAvailable(Slint)
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```
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If you prefer to treat Slint as an external CMake package, then you can also build Slint from source like a regular
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CMake project, install it into a prefix directory of your choice and use `find_package(Slint)` in your `CMakeLists.txt`.
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### Features
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The Slint run-time library supports different features that can be toggled. You might want to enable a feature that is
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not enabled by default but that is revelant for you, or you may want to disable a feature that you know you do not need and
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therefore reduce the size of the resulting library.
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The CMake configure step offers CMake options for various feature that are all prefixed with `SLINT_FEATURE_`. For example
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you can make a build that exclusively supports Wayland on Linux by enabling the `SLINT_FEATURE_BACKEND_WINIT_WAYLAND` feature and turning
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off `SLINT_FEATURE_BACKEND_WINIT`. There are different ways of toggling CMake options. For example on the command line using the `-D` parameter:
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`cmake -DSLINT_FEATURE_BACKEND_WINIT=OFF -DSLINT_FEATURE_BACKEND_WINIT_WAYLAND=ON ...`
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Alternatively, after the configure step you can use `cmake-gui` or `ccmake` on the build directory for a list of all features
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and their description.
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This works when compiling Slint as a package, using `cmake --build` and `cmake --install`, or when including Slint
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using `FetchContent`.
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### Backends
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Slint needs a backend that will act as liaison between Slint and the OS.
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By default, Slint will use the Qt backend, if Qt is installed, otherwise, it
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will use [Winit](https://crates.io/crates/winit) with [Femtovg](https://crates.io/crates/femtovg).
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Both backends are compiled in. If you want to not compile one of these you need
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to disable the `SLINT_FEATURE_BACKEND_WINIT` and `SLINT_FEATURE_RENDERER_WINIT_FEMTOVG` features and enable
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the backend and renderer features you choose.
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If you enable the Winit backend, you need to also include a renderer.
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`SLINT_FEATURE_RENDERER_WINIT_FEMTOVG` is the only stable renderer, the other ones are experimental
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It is also possible to select the backend and renderer at runtime when several
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are enabled, using the `SLINT_BACKEND` environment variable.
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* `SLINT_BACKEND=Qt` selects the Qt backend
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* `SLINT_BACKEND=winit` selects the winit backend
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* `SLINT_BACKEND=winit-femtovg` selects the winit backend with the femtovg renderer
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* `SLINT_BACKEND=winit-skia` selects the winit backend with the skia renderer
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* `SLINT_BACKEND=winit-software` selects the winit backend with the software renderer
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If the selected backend is not available, the default will be used.
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### Cross-compiling
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It is possible to cross-compile Slint to a different target architecture when building with CMake. In order to complete
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that, you need to make sure that your CMake setup is ready for cross-compilation. You can find more information about
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how to set this up in the [upstream CMake documentation](https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html#cross-compiling).
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If you are building against a Yocto SDK, it is sufficient to source the SDK's environment setup file.
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Since Slint is implemented using the Rust programming language, you need to determine which Rust target
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matches the target architecture that you're compiling to. Please consult the [upstream Rust documentation](https://doc.rust-lang.org/nightly/rustc/platform-support.html) to find the correct target name. Now you need to install the Rust toolchain:
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```sh
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rustup target add <target-name>
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```
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Then you're ready to invoke CMake and you need to add `-DRust_CARGO_TARGET=<target name>` to the CMake command line.
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This ensures that the Slint library is built for the correct architecture.
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For example if you are building against an embedded Linux Yocto SDK targeting an ARM64 board, the following commands
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show how to compile:
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Install the Rust targe toolchain once:
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<!-- cSpell:disable -->
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```sh
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rustup target add aarch64-unknown-linux-gnu
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```
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<!-- cSpell:enable -->
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Set up the environment and build:
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<!-- cSpell:disable -->
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```sh
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. /path/to/yocto/sdk/environment-setup-cortexa53-crypto-poky-linux
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cd slint
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mkdir build
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cd build
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cmake -DRust_CARGO_TARGET=aarch64-unknown-linux-gnu -DCMAKE_INSTALL_PREFIX=/slint/install/path ..
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cmake --build .
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cmake --install .
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```
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