Cmake install multiple files
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src/Release).įor generators which don’t support multi-configuration builds in one build directory, you’ll have to make multiple build directories for each build type. If in Ninja, GNU make and so on, your example_exe will be located in /src/, in Visual Studio it will be localted in /src// (e.g.
Cmake install multiple files how to#
It's better to decompose CMake build files into smaller files so that you don't get one huge `CMakeLists.txt` which builds everything, but is several thousands lines long and hard to maintain.įor example, if you have an examples directory, it's good to have a examples/CMakeLists.txt which will just be a bunch of add_subdirectory calls for each sub-directory and example/some_example/CMakeLists.txt will be a build script which contains information on how to build some_example.Ĭmake -build.
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It’s actually a bit more complex, but it’s okay to think about it as “include” at the beginning. I’ve seen a lot of people getting VERSION from a current Git tag or some changelog file, but we’ll not go here in this tutorial.Īdd_subdirectory() is like an “include” and can be thought of as an inclusion of /CMakeLists.txt into another CMake file. It can be used to generate “version” headers (here’s an example of how to do it), write some output in a terminal and so on. VERSION option specifies a current version of your project. If you’re doing C or C++ project, it’s optional to specify it, but it’s still useful as a “meta-data” for people who’re reading your CMake build. By default it’s C and CXX, but there are a lot of other options available for you (like CUDA or Fortran). LANGUAGES option in a project call defines a language which your project uses so that CMake knows what kind of builds to generate. You don't need to make a new project for each of these targets - in most cases one project is enough. it can run unit tests, linters and so on).įor example, if you're making a game, you can have multiple targets - a game's main executable, the engine's library (which can be a static or a shared library), a level editor executable and so on. The target can be an executable, a library or even something which doesn’t produce any files after it’s built (e.g. One project can have multiple “targets” (which roughly correspond to “projects” in VS). The project is similar to a concept of “solution” in Visual Studio terminology. Some notes about libraries which don’t behave wellįirst, let’s create a bunch of files and directories so that we have a structure like this:.Using FetchContent with local source directories.Adding Dear ImGui and ImGui-SFML as dependencies.
Cmake install multiple files code#
The source code of the project in the article can be found here. If you just want to learn how to manage dependencies with CMake with FetchContent, you can just jump straight to Adding SFML as a dependency section. This article will also be a good starting point if you’ve never used CMake before. It’s good to understand everything you do and be able to do it from scratch without any guides. I’ll try to explain everything as I go on down to a “basic” things. You won’t need to use prebuilt libraries ever again. The project will clone these dependencies’ source code from Github and build them. We’ll go step by step and create a simple project which will have SFML, Dear ImGui and ImGui-SFML as its dependencies. CMake’s FetchContent makes it much more manageable and easy to do. Building C++ projects and managing dependencies is hard.