准备工作:
1.下载VS2015
2.下载CMake 3.12.0
3.下载Dlib:
Dlib官网地址:http://www.dlib.net/ml.html
官网下载最新dlib文件
解压放在F盘,并新建一个文件build
用cmake—gui搞了一个下午,一直编译不过,最后改成官网推荐的命令行编译了。
右键shirt打开cmd,操作:
-
cd build
-
cmake -G "Visual Studio 14 2015 Win64" ..
巴拉巴拉之后,再输入
cmake --build . --config Release
Release X64位比较快,Debug比较慢,在VS2015配置编译也只是Release X64下
巴拉巴拉之后,这时候在F:\dlib-19.15\build\dlib\Release下有
dlib_lib.lib是我新建备份的
注:选择SSE4或者AVX是官网说在release下,可以加快编译速度,如:http://dlib.net/faq.html#Whyisdlibslow
VS2015新建一个空的win32,C++项目
打开view>>other windows>>项目管理器
编译源码时,需要添加一个源文件source.cpp,使用添加现有项的方式。
目录是F:/dlib-19.15/dlib/all/source.cpp
全部改为自己的目录路径既可以
再添加main文件
// The contents of this file are in the public domain. See LICENSE_FOR_EXAMPLE_PROGRAMS.txt
/*
This is an example illustrating the use of the gui api from the dlib C++ Library.
This is a pretty simple example. It makes a window with a user
defined widget (a draggable colored box) and a button. You can drag the
box around or click the button which increments a counter.
*/
#include "stdafx.h"
#include <dlib/gui_widgets.h>
#include <sstream>
#include <string>
using namespace std;
using namespace dlib;
// ----------------------------------------------------------------------------
class color_box : public draggable
{
/*
Here I am defining a custom drawable widget that is a colored box that
you can drag around on the screen. draggable is a special kind of drawable
object that, as the name implies, is draggable by the user via the mouse.
To make my color_box draggable all I need to do is inherit from draggable.
*/
unsigned char red, green, blue;
public:
color_box(
drawable_window& w,
rectangle area,
unsigned char red_,
unsigned char green_,
unsigned char blue_
) :
draggable(w),
red(red_),
green(green_),
blue(blue_)
{
rect = area;
set_draggable_area(rectangle(10, 10, 400, 400));
// Whenever you make your own drawable widget (or inherit from any drawable widget
// or interface such as draggable) you have to remember to call this function to
// enable the events. The idea here is that you can perform whatever setup you
// need to do to get your object into a valid state without needing to worry about
// event handlers triggering before you are ready.
enable_events();
}
~color_box(
)
{
// Disable all further events for this drawable object. We have to do this
// because we don't want any events (like draw()) coming to this object while or
// after it has been destructed.
disable_events();
// Tell the parent window to redraw its area that previously contained this
// drawable object.
parent.invalidate_rectangle(rect);
}
private:
void draw(
const canvas& c
) const
{
// The canvas is an object that represents a part of the parent window
// that needs to be redrawn.
// The first thing I usually do is check if the draw call is for part
// of the window that overlaps with my widget. We don't have to do this
// but it is usually good to do as a speed hack. Also, the reason
// I don't have it set to only give you draw calls when it does indeed
// overlap is because you might want to do some drawing outside of your
// widget's rectangle. But usually you don't want to do that :)
rectangle area = c.intersect(rect);
if (area.is_empty() == true)
return;
// This simple widget is just going to draw a box on the screen.
fill_rect(c, rect, rgb_pixel(red, green, blue));
}
};
// ----------------------------------------------------------------------------
class win : public drawable_window
{
/*
Here I am going to define our window. In general, you can define as
many window types as you like and make as many instances of them as you want.
In this example I am only making one though.
*/
public:
win(
) : // All widgets take their parent window as an argument to their constructor.
c(*this),
b(*this),
cb(*this, rectangle(100, 100, 200, 200), 0, 0, 255), // the color_box will be blue and 101 pixels wide and tall
mbar(*this)
{
// tell our button to put itself at the position (10,60).
b.set_pos(10, 60);
b.set_name("button");
// let's put the label 5 pixels below the button
c.set_pos(b.left(), b.bottom() + 5);
// set which function should get called when the button gets clicked. In this case we want
// the on_button_clicked member to be called on *this.
b.set_click_handler(*this, &win::on_button_clicked);
// Alternatively, if you have a compiler which supports the lambda functions from the
// new C++ standard then you can use a lambda function instead of telling the click
// handler to call one of the member functions. So for example, you could do this
// instead (uncomment the code if you have C++0x support):
/*
b.set_click_handler([&](){
++counter;
ostringstream sout;
sout << "Counter: " << counter;
c.set_text(sout.str());
});
*/
// In general, all the functions which register events can take either member
// functions or lambda functions.
// Let's also make a simple menu bar.
// First we say how many menus we want in our menu bar. In this example we only want 1.
mbar.set_number_of_menus(1);
// Now we set the name of our menu. The 'M' means that the M in Menu will be underlined
// and the user will be able to select it by hitting alt+M
mbar.set_menu_name(0, "Menu", 'M');
// Now we add some items to the menu. Note that items in a menu are listed in the
// order in which they were added.
// First let's make a menu item that does the same thing as our button does when it is clicked.
// Again, the 'C' means the C in Click is underlined in the menu.
mbar.menu(0).add_menu_item(menu_item_text("Click Button!", *this, &win::on_button_clicked, 'C'));
// let's add a separator (i.e. a horizontal separating line) to the menu
mbar.menu(0).add_menu_item(menu_item_separator());
// Now let's make a menu item that calls show_about when the user selects it.
mbar.menu(0).add_menu_item(menu_item_text("About", *this, &win::show_about, 'A'));
// set the size of this window
set_size(430, 380);
counter = 0;
set_title("dlib gui example");
show();
}
~win(
)
{
// You should always call close_window() in the destructor of window
// objects to ensure that no events will be sent to this window while
// it is being destructed.
close_window();
}
private:
void on_button_clicked(
)
{
// when someone clicks our button it will increment the counter and
// display it in our label c.
++counter;
ostringstream sout;
sout << "counter: " << counter;
c.set_text(sout.str());
}
void show_about(
)
{
message_box("About", "This is a dlib gui example program");
}
unsigned long counter;
label c;
button b;
color_box cb;
menu_bar mbar;
};
// ----------------------------------------------------------------------------
int main()
{
// create our window
win my_window;
// wait until the user closes this window before we let the program
// terminate.
my_window.wait_until_closed();
return 0;
}
// ----------------------------------------------------------------------------
// Normally, if you built this application on MS Windows in Visual Studio you
// would see a black console window pop up when you ran it. The following
// #pragma directives tell Visual Studio to not include a console window along
// with your application. However, if you prefer to have the console pop up as
// well then simply remove these #pragma statements.
#ifdef _MSC_VER
# pragma comment( linker, "/entry:mainCRTStartup" )
# pragma comment( linker, "/SUBSYSTEM:WINDOWS" )
#endif
// ----------------------------------------------------------------------------
点击编译即可
按照上面就不会出现
USER_ERROR__inconsistent_build_configuration__see_dlib_faq_2和
USER_ERROR__inconsistent_build_configuration__see_dlib_faq_1
的问题,但是
(1)如果遇到png.h文件找不到,确定附加库目录已经包含dlib,使用"dlib/external/libpng/png.h"
去代替<png.h>
即可。
(2)最好使用Release版本去编译使用,速度快。
(3)如在Debug模式下OBJ字节数组太大,则在属性 -> C/C++ -> 命令行 加入/bigobj
即可。
(4)若读取jpeg图片错误或找不到jpeglib.h
,在第五步中,加入DLIB_JPEG_STATIC
即可。
(5)如果是使用VS2015,主要要更新到update 3,这才支持C++11的