I would like to be able to dynamically compile a library that will be used by my project before compiling my project.
I am setting up a Vulkan project in C++ (with Clion) and would like it to be multi-platforms, I am using GLFW3.3 to make that happen.
Instead of building my library for each platform and putting the libs and .h in a folder that will be linked through the CMakeLists.txt, I would like to be able to CMAKE+make the library, then put the lib and .h where they need to be and then start compiling my program that will be using those.
GLFW has a working CMakeLists.txt (I manage to make it manually through the console) but I don't know how to tell CMAKE to make it etc.
I am used to using CMake to define path to libs and includes but my last project what also multi-platforms and I didn't like the way I handled the library (build manually etc).
So I am looking for a way in CMake to do everything at once even if it will take time to do so but I have no idea how that works.
Take a look at how Glitter does it:
option(GLFW_BUILD_DOCS OFF)
option(GLFW_BUILD_EXAMPLES OFF)
option(GLFW_BUILD_TESTS OFF)
add_subdirectory(Glitter/Vendor/glfw)
target_link_libraries(${PROJECT_NAME} ... glfw)
They just include the CMakeLists.txt file that GLFW provides and depend on it for the main target.
Related
In my project I want to include some libraries. For now at least GLFW and GLEW.
I want them to be added automatically whenever I clone my repo. So my idea was to add those libraries as git-submodules and include them via my CMakeList. Both libs have a CMakeList which made me think I can easily add them with cmake.
But I don't know how to add those. I use CLion since I am not experienced with cmake or C++ in general. I tried to include them via add_subdirectory() and just treat them as normal code but then GLEW cant find header files, I tried to include them via add_library() but cmake does not use GLFWs CMakeList.
What would be the correct way of including libraries?
I'm currently learning CMake and I'm trying to create my first test project. I'm able to get a simple project up and running in visual studio via CMake. However, I'm having trouble trying to add a library. I've read some guides and things but I keep getting errors. Basically, I'm trying to link SDL libraries (a game programming library) in my sample project. I've placed these libraries in a top level, 'ThirdParty' folder. Here is what my CmakeLists.txt file looks like in my top level directory:
cmake_minimum_required(VERSION 2.8.11)
project(Hello)
#Find necessary header files
find_path(SDL_INCLUDE_DIR SDL.h HINTS ${CMAKE_SOURCE_DIR}/ThirdParty/SDL2/include/)
#Find necessary library files
find_library(SDL_LIB_DIR SDL2 HINTS ${CMAKE_SOURCE_DIR}/ThirdParty/SDL2/lib/x86)
find_library(SDLMAIN_LIB_DIR SDLmain HINTS ${CMAKE_SOURCE_DIR}/ThirdParty/SDL2/lib/x86)
#Add/Link files to project
include_directories(${SDL_INCLUDE_DIR})
target_link_libraries(Test PUBLIC ${SDL_LIB_DIR})
target_link_libraries(Test PUBLIC ${SDLMAIN_LIB_DIR})
add_executable(Test "${CMAKE_SOURCE_DIR}/Source/Main.cpp")
I'm not 100 percent sure of the HINTS parameter, but I saw it used on another thread. Anyway, here's the error I keep getting:
CMake Error: The following variables are used in this project, but they are set to NOTFOUND.
Please set them or make sure they are set and tested correctly in the CMake files:
SDLMAIN_LIB_DIR
linked by target "Test" in directory C:/Users/Jason/Desktop/Test
What am I doing wrong and how do I properly link libraries in CMake?
In cmake, you first create the executable, and then you link it to a library
You have to understand how finding libraries and packages works in CMake. Typically the way it works is that you use find_library or find_package, and then cmake will set some variables that you can use to link to/use the library.
I'm not familiar with SDL, but by googling a little bit about it, I would say this is how it should look like:
find_file(SDL2_INCLUDE_DIR NAME SDL.h HINTS SDL2)
find_library(SDL2_LIBRARY NAME SDL2)
add_executable(MyExec main.cpp)
target_include_directories(MyExec ${SDL2_INCLUDE_DIR})
target_link_libraries(MyExec ${SDL2_LIBRARY})
That find_library will set the variables SDL2_INCLUDE_DIR and SDL2_LIBRARY, which you can use to link to SDL and add its includes to your project.
I have a application which need to use two libraries (pugixml and lua) and need to be an multi-platform build capable. I am trying to use Cmake for this. Since I have three different solution (two for creating static libraries and one solution which actually uses that libraries). So far what I do is run Cmake for those two libraries and copy those static libraries manually to the lib folder into application and run cmake again.
I need to reduce the three step and make it as a single step so that I can handle the multi-platform build in a single shot.
I need to know, should we need to create a dynamic link library or shared library or static library for these kind of operation?
And need help on how to do it. I tried creating the source folder of pugixml and copy the cpp/hpp/h file and wrote a cmakelists file like
set(HEADERS pugixml.hpp pugiconfig.hpp)
set(SOURCES ${HEADERS} pugixml.cpp)
add_library(pugixmlLib STATIC ${SOURCES})
target_link_libraries(pugixmlLib pugixml)
On the solution I could see my application project and pugixml project, but on my application project linker property I could find pugixml library.
Using a bunch of different libraries in my project (from GitHub sources, not precompiled), I add them to my target like this in my root CMakeLists.txt file:
add_subdirectory(lib/glew-1.13.0/build/cmake)
include_directories(SYSTEM ${PROJECT_SOURCE_DIR}/lib/glew-1.13.0/include/)
...
target_link_libraries(MyApp glew ${GLEW_LIBRARIES} ... )
However, you can see from the screenshot below that Xcode includes all of the sources for those libraries in my project, which makes an insanely long list that I have to scroll through to find my code.
I have tried the EXCLUDE_FROM_ALL flag in the add_subdirectory command, which removes the library sources from my Xcode project, but then I cannot compile my project because Xcode doesn't compile the library at all.
Additionally, Xcode gives me tons of warnings from the libraries that I don't really care about. Using the SYSTEM flag with the include_directories command doesn't fix it.
What's the best way to solve this? Should I be compiling my libraries as a completely separate part of my build process rather than compiling them with my executable?
I'm not sure how it will work, but try this:
turn on the USE_FOLDERS in your root CMakeLists.txt
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
And then after you've added all the projects, set the FOLDER target property on all of the third party libraries:
set_property(TARGET target1 target2 ...
PROPERTY FOLDER "ThirdPartyLibs")
Being unfamiliar with C++, I thought that all of my libraries should be compiled along with my project every time. I ended up solving this by writing a shell script that precompiles all of my libraries once as static libraries, and now I don't have to worry about their sources in my IDE, plus I get faster compile times.
I need to build a standalone executable. The main problem is that this project relies on dll which I previously built on my system.
When I create the executable there should not be a dependence from these dll so I need to know if I can include them somehow in the program. To compile I'm currently using CMake which I believe is the best solution, but I haven't figured a way to accomplish this task yet.
Right now in my CMakeLists.txt file I do the following:
find_package(ITK REQUIRED)
include(${ITK_USE_FILE})
add_executable(myexe myexe.cxx)
target_link_libraries(myexe
${ITK_LIBRARIES} )
I omitted some instructions to focus on what's most important. When I compile it, it correctly works but it is not standalone as it still keeps using the dll (also tried with .a) installed on my system.
Thanks
A DLL is by nature dynamically linked to at runtime. Your only option is to use a static library (.lib on windows .