I'm using LuaDist's LuaJIT and I'm trying to add it to my CMake project via add_subdirectory. It seems to build the solution, but it doesn't actually make the libs. How do I tell the sub_directory to also make and install? Do I need to edit that project's CMake, or can I do it from my CMake project (preferred)?
Additionally, when I build and install LuaJIT seperately it installs to C:\Program Files (x86). I don't want that when I build it from my project. I want it to install to my projects \lib\LuaJIT directory (or basically build in place).
# lua
message( STATUS "Building Lua")
include_directories(${PROJECT_SOURCE_DIR}/libs/luajit/src)
add_subdirectory(${PROJECT_SOURCE_DIR}/libs/luajit)
Related
We are converting a large Makefile based project to a CMake based system. I have numerous dependencies that I need to build prior to building our code. The first three dependencies are build using the following:
add_subdirectory(dependencies/libexpat/expat)
add_subdirectory(dependencies/libuuid-1.0.3)
add_subdirectory(dependencies/log4c-1.2.4)
expat has it's own CMakeLists.txt file and build with no problems. I would like to force expat to install to the staging directory before continuing. For libuuid I am using a ExternalProject_Add and as part of that process it does install into the staging directory.
Then when I build log4c, which needs expat, I can point it to the location of expat. Otherwise I would need to someone get access to the absolutely path for the temporary build location of expat.
I've tried to add the following after add_subdirectory:
add_subdirectory(dependencies/libexpat/expat)
add_subdirectory(dependencies/libuuid-1.0.3)
install(TARGETS expat LIBRARY DESTINATION ${CMAKE_INSTALL_PREFIX}/usr/lib)
add_subdirectory(dependencies/log4c-1.2.4)
Unfortunately CMake will not run expat's install code. How do I force expat to install after building but before it builds the rest of the project?
This looks like the primary use case for ExternalProject_Add, which is best used as a superbuild setup. This means that your top-level project (the "superbuild") does not build any actual code and instead consists only of ExternalProject_Add calls. Your "real" project is added as one of these "external" projects. This allows you to set up the superbuild with all dependencies, ordering, etc.
The workflow is then as follows:
Generate the superbuild project.
Build the superbuild project. This will build and install all dependencies, and also generate (and build) your real project.
Switch to the buildsystem generated for your real project and start doing further development using that. Your dependencies are already correctly set up and installed by the build of the superbuild project in the previous step.
I am trying to use the assimp library in a cross platform C++ project. I include the repo as a git submodule, so, effectively, if someone downloads my project they will also download the ASSIMP project.
After I go through the assimp build / CMAKE instructions and (on Linux) type make install and from then on in my project I can use:
target_link_libraries(${PROJECT_NAME} assimp)
However, there is no make install on Windows.
The only other way I have been able to include the library on Linux is to put (in my CmakeLists.txt file):
target_link_libraries(${PROJECT_NAME} ${CMAKE_SOURCE_DIR}/build/assimp/code/libassimp.so)
This is not cross platform as it hardcodes the name and location of the .so file which will not work on Windows.
How can I expose the library so that I can do something like target_link_libraries(${PROJECT_NAME} assimp) on all platforms?
My directory tree looks like:
- src
- include
- assimp
- bin
Where the assimp directory in the include directory is the git submodule
I think you're going about this the wrong way. You don't need to build assimp in a separate step from your project, and you don't need to make install to make it available.
There are a number of ways of handling third party dependencies in Cmake, since you've already chosen to submodule the assimp repository, we'll start there. Assuming assimp is located in the root of your repository in a directory called assimp/ this would be a barebones project including it:
cmake_minimum_required(VERSION 3.0)
project(Project myassimpproj)
# include your directories
include_directories(
${CMAKE_CURRENT_SOURCE_DIR}
)
# set any variables you might need to set for your app and assimp
set(BUILD_ASSIMP_TOOLS ON)
set(ASSIMP_BUILD_STATIC_LIB ON)
# add assimp source dir as a subdirectory, effectively making
# assimp's CMakeLists.txt part of your build
add_subdirectory(/path/to/assimp ${CMAKE_BINARY_DIR}/assimp)
add_executable(assimp_target main.cpp)
# be sure to link in assimp, use platform-agnostic syntax for the linker
target_link_libraries(assimp_target assimp)
There may be a better way of phrasing this using generator expressions syntax, but I haven't looked at assimp's CMakeLists.txt to know if it's supported (and this is a more generic way anyway.)
Not every project uses Cmake, so you may not be able to just add_subdirectory(). In those cases, you can effectively "fake" a user call to build them using their build commands on respective platforms. execute_process() runs a command at configure time add_custom_command() and add_custom_target() run commands at build time. You then create a fake target to make integration and cross your fingers they support Cmake someday.
You can also use the ExternalProject commands added to Cmake to create a custom target to drive download, update/patch, configure, build, install and test steps of an external project, but note that this solution and the next download the dependency rather than using the submodule'd source code.
Finally, I prefer to work with prebuilt dependencies, cuts down on build time, and they can be unit tested on their own outside of the project. Conan is an open source, decentralized and multi-platform package manager with very good support for C++ and almost transparent support for Cmake when used the right way. They have grown very stable in the last year. More information on how to use Conan with Cmake can be found here.
I am trying to build a project that depends on Google Protocol Buffers compiled from source. My project should be platform independent and also should support cross-compilation, which is the reason that i prefer to use a locally built protobuf. However I would prefer not to include the whole library as a subproject as it would take too much to build.
My simplified CMakeLists.txt is:
cmake_minimum_required(VERSION 3.5)
project(sample-protobuf)
# find a boost install with the libraries filesystem and system
find_package(Protobuf REQUIRED)
set(SOURCES
main.cpp
)
add_executable(sample
${SOURCES}
)
target_link_libraries(sample
PRIVATE
protobuf::libprotobuf
)
I invoke CMake on Linux as:
cmake -DCMAKE_PREFIX_PATH=/path/to/built/protobuf/ ..
but it does not find the library and I get the following message:
Could not find a package configuration file provided by "Protobuf" with any
of the following names:
ProtobufConfig.cmake
protobuf-config.cmake
Add the installation prefix of "Protobuf" to CMAKE_PREFIX_PATH or set
"Protobuf_DIR" to a directory containing one of the above files. If
"Protobuf" provides a separate development package or SDK, be sure it has
been installed.
On Windows this procedure works.
I built the library on Linux using the suggested approach, which is not with CMake but with autotools.
What should I do differently?
cd protobuf/cmake
mkdir build
cd build
cmake....
make...
sudo make install
I am trying to use cpack with cmake and nsis to generate an installer which add the .exe files generated to the environment variable.
I have a main cmakelist.txt
in which I add subdirectory with add_subdirectory( each subdirectory has a cmakelist.txt.
in the main subdirectory at the end for now I added:
SET(CPACK_NSIS_MODIFY_PATH ON)
SET(CPACK_ERROR_ON_ABSOLUTE_INSTALL_DESTINATION OFF)
INCLUDE(CPack)
and in each "sub"cmakelist.txt
I added :
SET(CPACK_ERROR_ON_ABSOLUTE_INSTALL_DESTINATION OFF)
INCLUDE(CPack)
I have this error:
CPack: Create package using NSIS
CPack: Install projects
CPack: - Install project: MIALSRTK
CMake Error at D:... ABSOLUTE path INSTALL DESTINATION forbidden (by caller):
(this is why I tried: SET(CPACK_ERROR_ON_ABSOLUTE_INSTALL_DESTINATION OFF) but it hasn't change anything).
I tried to run as administrator as well.
I also tried the solution here: CPack NSIS, generate installer for Windows
but if(pack) doesn't seem to works. it goes into the else(pack) part (i used the command message to see where it goes).
Do you have any idea on how to solve this problem ?
Setting variable CPACK_ERROR_ON_ABSOLUTE_INSTALL_DESTINATION to OFF cannot disable checking for NSIS CPack generator:
Some CPack generators, like NSIS, enforce this internally.
With NSIS generator you have no other way than using relative install paths.
Construction if(pack) will work only if you pass pack variable explicitly to cmake. There is no implicit way for CMakeLists.txt to detect, whether it is run under CPack.
I have just downloaded the OpenSceneGraph source, unzip it into
"~/OpenSceneGraph-3.0.1" directory and use CMake to create an out-of-source
eclipse make project in "~/OpenSceneGraph-3.0.1-build-eclipse-cdt"
directory. When I execute "make" in
"~/OpenSceneGraph-3.0.1-build-eclipse-cdt" directory, OpenSceneGraph builds
successfully. I have not run "sudo make install" as I do not want to
install OpenSceneGraph tightly into my Ubuntu system.
Now I want to use CMake to create a project using the compiled
OpenSceneGraph libraries. I use the following codes in CMakeLists.txt :
CMAKE_MINIMUM_REQUIRED(VERSION 2.6)
PROJECT( test_proj )
FIND_PACKAGE(OpenSceneGraph)
ADD_EXECUTABLE(test test.cpp )
INCLUDE_DIRECTORIES(${OPENSCENEGRAPH_INCLUDE_DIRS})
TARGET_LINK_LIBRARIES(test ${OPENSCENEGRAPH_LIBRARIES} )
But it seems that OpenSceneGraph could not be found by CMake.
Does anyone know how CMake could find the compiled OpenSceneGraph
libraries in the "~/OpenSceneGraph-3.0.1-build-eclipse-cdt" directory and
use it to create projects as if I have tightly installed OpenSceneGraph
using "sudo make install". Thanks for any suggestion.
You don't need to install OpenSceneGraph system-wide. Just choose a CMAKE_INSTALL_PREFIX that suits you (eg. ~/osg).
Using the install command makes sure that everything is correctly in place (i.e. in the correct directory structure) for FindOpenSceneGraph.cmake (the script CMake invokes when you call FIND_PACKAGE( OpenSceneGraph ) ) to find it.
Then, you should point any of OSG_DIR, OSGDIR, or OSG_ROOT as environment variable and point it to your install location, so CMake knows where to look for it.
Edit:
#Hugues: I'll try to make it a bit clearer:
Setup up OpenSceneGraph:
Get OSG source.
When running CMake for it, choose a CMAKE_INSTALL_PREFIX that suits you, eg. ~/osg if you don't want a system-wide installation in (default) /usr/local. Do it either by stating -DCMAKE_INSTALL_PREFIX=/home/hugues/osg on the command-line or by setting it using a gui tool like ccmake or cmake-gui.
Run make install to build and install OSG.
Set the environment variable OSG_DIR to whatever you pointed CMAKE_INSTALL_PREFIX. (export OSG_DIR=<whereever_you_installed_osg>)
Setup your project:
In your CMakeLists.txt, use FIND_PACKAGE( OpenSceneGraph ) (add desired optional arguments as desired).
Use the resulting variables (like ${OpenSceneGraph_LIBRARIES} in the appropriate places in your cmake file.
Run CMake for your project.
Add this below command in your CMakeLists.txt:
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
Then put the file FindOpenSceneGraph.cmake in src/cmake dir.
FindOpenSceneGraph.cmake can be found here.