mirror of https://github.com/fltk/fltk
546 lines
19 KiB
Plaintext
546 lines
19 KiB
Plaintext
README.CMake.txt - Building and using FLTK with CMake
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-----------------------------------------------------
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CONTENTS
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==========
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1 Introduction to CMake
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2 Using CMake to Build FLTK
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2.1 Prerequisites
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2.2 Options
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2.3 Building under Linux with Unix Makefiles
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2.4 Building under Windows with Visual Studio [SUGGESTED DOCS -erco]
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2.5 Building under Windows with MinGW using Makefiles
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2.6 Building under MacOS with Xcode
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2.7 Crosscompiling
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3 Using CMake with FLTK
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3.1 Library Names
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3.2 Using Fluid Files
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4 Document History
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1. INTRODUCTION TO CMAKE
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===========================
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CMake was designed to let you create build files for a project once and
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then compile the project on multiple platforms.
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Using it on any platform consists of the same steps. Create the
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CMakeLists.txt build file(s). Run one of the CMake executables, picking
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your source directory, build directory, and build target. The "cmake"
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executable is a one-step process with everything specified on the command
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line. The others let you select options interactively, then configure
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and generate your platform-specific target. You then run the resulting
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Makefile / project file / solution file as you normally would.
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CMake can be run in up to three ways, depending on your platform. "cmake"
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is the basic command line tool. "ccmake" is the curses based interactive
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tool. "cmake-gui" is the gui-based interactive tool. Each of these will
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take command line options in the form of -DOPTION=VALUE. ccmake and
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cmake-gui will also let you change options interactively.
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CMake not only supports, but works best with out-of-tree builds. This means
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that your build directory is not the same as your source directory or with a
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complex project, not the same as your source root directory. Note that the
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build directory is where, in this case, FLTK will be built, not its final
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installation point. If you want to build for multiple targets, such as
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VC++ and MinGW on Windows, or do some cross-compiling you must use out-of-tree
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builds exclusively. In-tree builds will gum up the works by putting a
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CMakeCache.txt file in the source root.
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More information on CMake can be found on its web site http://www.cmake.org.
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2. Using CMake to Build FLTK
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===============================
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2.1 Prerequisites
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--------------------
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The prerequisites for building FLTK with CMake are staightforward:
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CMake 2.6.3 or later and a recent FLTK 1.3 release, snapshot, or subversion
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download (working copy). Installation of CMake is covered on its web site.
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This howto will cover building FLTK with the default options using CMake
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under Linux and MinGW with Unix Makefiles. Chapter 2.5 shows how to use
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a MinGW cross compiling toolchain to build a FLTK library for Windows
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under Linux. Other platforms are just as easy to use.
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2.2 Options
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--------------
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Options can be specified to cmake with the -D flag:
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cmake -D <OPTION_NAME>=<OPTION_VALUE>
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Example:
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cmake -D CMAKE_BUILD_TYPE=Debug
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All options have sensible defaults so you won't usually need to touch these.
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There are only two CMake options that you may want to specify:
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CMAKE_BUILD_TYPE
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This specifies what kind of build this is i.e. Release, Debug...
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Platform specific compile/link flags/options are automatically selected
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by CMake depending on this value.
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CMAKE_INSTALL_PREFIX
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Where everything will go on install. Defaults are /usr/local for Unix
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and C:\Program Files\FLTK for Windows.
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The following are the FLTK specific options. Platform specific options
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are ignored on other platforms.
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OPTION_OPTIM - default EMPTY
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Extra optimization flags for the C and C++ compilers, for instance
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"-Wall -Wno-deprecated-declarations".
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OPTION_ARCHFLAGS - default EMPTY
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Extra architecture flags.
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OPTION_APPLE_X11 - default OFF
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In case you want to use X11 on OSX.
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Use this only if you know what you do, and if you have installed X11.
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OPTION_USE_POLL - default OFF
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Don't use this one either.
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OPTION_BUILD_SHARED_LIBS - default OFF
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Normally FLTK is built as static libraries which makes more portable
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binaries. If you want to use shared libraries, this will build them too.
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OPTION_BUILD_EXAMPLES - default ON
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Builds the many fine example programs.
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OPTION_CAIRO - default OFF
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Enables libcairo support - see README.CMake.txt.
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OPTION_CAIROEXT - default OFF
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Enables extended libcairo support - see README.CMake.txt.
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OPTION_USE_GL - default ON
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Enables OpenGL support.
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OPTION_USE_THREADS - default ON
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Enables multithreaded support.
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OPTION_LARGE_FILE - default ON
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Enables large file (>2G) support.
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OPTION_USE_SYSTEM_LIBJPEG - default ON
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OPTION_USE_SYSTEM_ZLIB - default ON
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OPTION_USE_SYSTEM_LIBPNG - default ON
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FLTK has built in jpeg, zlib, and png libraries. These options let you
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use system libraries instead, unless CMake can't find them. If you set
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any of these options to OFF, then the built in library will be used.
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OPTION_USE_NANOSVG - default ON
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FLTK has a built in nano svg library. Turning this option off
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disables nano SVG support.
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OPTION_USE_XINERAMA - default ON
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OPTION_USE_XFT - default ON
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OPTION_USE_XDBE - default ON
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OPTION_USE_XCURSOR - default ON
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OPTION_USE_XRENDER - default ON
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These are X11 extended libraries.
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OPTION_USE_PANGO - default OFF
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Enables use of the Pango library for drawing text. Pango supports all
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unicode-defined scripts with limited support of right-to-left scripts.
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This option makes sense only under X11, and also requires Xft.
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OPTION_ABI_VERSION - default EMPTY
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Use a numeric value corresponding to the FLTK ABI version you want to
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build in the form 1xxyy for FLTK 1.x.y (xx and yy with leading zeroes).
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The default ABI version is 1xx00 (the stable ABI throughout all patch
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releases of one minor FLTK version). The highest ABI version you may
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choose is 1xxyy for FLTK 1.x.y (again with leading zeroes).
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Please see README.abi-version.txt for more information about which
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ABI version to select.
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OPTION_PRINT_SUPPORT - default ON
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When turned off, the Fl_Printer class does nothing and the
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Fl_PostScript_File_Device class cannot be used, but the FLTK library
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is somewhat smaller. This option makes sense only on the Unix/Linux
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platform or when OPTION_APPLE_X11 is ON.
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2.3 Building under Linux with Unix Makefiles
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-----------------------------------------------
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After unpacking the FLTK source, go to the root of the FLTK tree and type
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the following.
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mkdir build
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cd build
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cmake ..
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make
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sudo make install (optional)
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IMPORTANT: The trailing ".." on the cmake command must be specified
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(it is NOT an elipsis). ^^^^^^^^^^^^^^^^^
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This will build and install a default configuration FLTK.
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Some flags can be changed during the 'make' command, such as:
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make VERBOSE=on
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..which builds in verbose mode, so you can see all the compile/link commands.
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Hint: if you intend to build several different versions of FLTK, e.g. a Debug
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and a Release version, or multiple libraries with different ABI versions or
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options, then use subdirectories in the build directory, like this:
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mkdir build
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cd build
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mkdir Debug
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cd Debug
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cmake -D 'CMAKE_BUILD_TYPE=Debug' ../..
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make
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sudo make install (optional)
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2.4 Building under Windows with Visual Studio
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------------------------------------------------
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Building with CMake under Visual Studio requires the CMake generator with
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the -G command line switch, or the generator can be selected interactively
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in the GUI (cmake-gui).
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2.4.1 Visual Studio 7 / .NET
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------------------------------
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1) Open a "Visual Studio .NET command prompt" window, e.g.
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Start > All Programs > Microsoft Visual Studio .NET >
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Visual Studio .NET Tools > Command Prompt
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2) In the DOS window created above, change the current directory
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to where you've extracted an fltk distribution tar file (or
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snapshot tar file), and run the following commands:
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cd C:\fltk-1.4.x <-- change to your FLTK directory
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mkdir build <-- create an empty directory
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cd build
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cmake -G "Visual Studio 7" -D CMAKE_BUILD_TYPE=Release ..
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IMPORTANT: The trailing ".." on the cmake command must be specified
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(it is NOT an elipsis). ^^^^^^^^^^^^^^^^^
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This will create the file FLTK.sln in the current 'build' directory.
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3) Open Visual Studio 7, and choose File -> Open -> Project,
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and pick the "FLTK.sln" created by step #2 in the 'build' directory.
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(Or, if only one version of the Visual Studio compiler is installed,
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you can just run from DOS: .\FLTK.sln)
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4) Make sure the pulldown menu has either "Release" or "Debug" selected
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in the "Solution Configurations" pulldown menu.
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5) In the "Solution Explorer", right click on:
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Solution 'FLTK' (## projects)
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..and in the popup menu, choose "Build Solution"
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5) That's it, that should build FLTK.
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The test programs (*.exe) can be found in e.g.
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Release: C:\fltk-1.4.x\build\bin\examples\release\*.exe
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Debug: C:\fltk-1.4.x\build\bin\examples\debug\*.exe
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..and the FLTK include files (*.H & *.h) your own apps can
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compile with can be found in:
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Release & Debug: C:\fltk-1.4.x\build\FL
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*and* [1] in: C:\fltk-1.4.x\FL
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..and the FLTK library files (*.lib) which your own apps can
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link with can be found in:
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Release: C:\fltk-1.4.x\build\lib\release\*.lib
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Debug: C:\fltk-1.4.x\build\lib\debug\*.lib
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[1] If you want to build your own FLTK application directly using
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the build directories (i.e. without "installation") you need
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to include both the build tree (first) and then the FLTK source
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tree in the compiler's header search list.
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2.5 Building under Windows with MinGW using Makefiles
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--------------------------------------------------------
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Building with CMake under MinGW requires you to specify the CMake Generator
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with the -G command line switch. Using
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cmake -G "Unix Makefiles" /path/to/fltk
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is recommended by the FLTK team if you have installed MinGW with the MSYS
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environment. You can use the stock Windows CMake executables, but you must
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run the CMake executables from within the MinGW environment so CMake can
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use your MinGW PATH to find the compilers and build tools. Example:
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alias cmake='/c/CMake/bin/cmake'
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alias cmake-gui='/c/CMake/bin/cmake-gui'
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mkdir build
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cd build
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cmake -G "Unix Makefiles" -D 'CMAKE_BUILD_TYPE=Debug' ..
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Note the path to FLTK ".." in the last command line. Depending on where you
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installed CMake you may need to adjust the path's in the alias commands.
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2.6 Building under MacOS with Xcode
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------------------------------------
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Building with CMake under Xcode requires the CMake generator
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with the -G command line switch. This step need to be done only once. If any
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of the cmake related files are updated, Xcode will rerun cmake for you.
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1) Open the MacOS Terminal
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2) Change to the directory containing the FLTK project. For example:
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> cd ~/dev/fltk-1.4.x
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3) Create a build directory
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> mkdir build
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> cd build
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4) If you plan different build versions, it is useful to create another
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subdirectory level
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> mkdir Xcode
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> cd Xcode
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5) Let CMake create the required IDE files
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> cmake -G Xcode ../..
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This step should end in the message:
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-- Build files have been written to: .../dev/fltk-1.4.x/build/Xcode
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5a) To build the Release version of FLTK, use
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> cmake -G Xcode -D CMAKE_BUILD_TYPE=Release ../..
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5b) To create all included libraries instead of using those that come
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with MacOS, use:
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> cmake -G Xcode -D OPTION_USE_SYSTEM_LIBJPEG=Off \
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-D OPTION_USE_SYSTEM_ZLIB=Off \
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-D OPTION_USE_SYSTEM_LIBPNG=Off \
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../..
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6) Launch Xcode from the Finder or from the Terminal:
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> open ./FLTK.xcodeproj
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When Xcode starts, it asks if it should "Autocreate Schemes". Click on
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"Automatically Create Schemes" to confirm.
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7) To build and test FLTK, select the scheme "ALL_BUILD" and hit Cmd-B to
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build. Then select the scheme "demo" and hit Cmd-R to run the FLTK Demo.
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8) The interactive user interface tool "Fluid" will be located in
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build/Xcode/bin/Debug. The example apps are in .../bin/examples/Debug.
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Static libraries are in .../lib/Debug/
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9) The "install" Scheme currently fails because it is run with user permission.
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2.7 Crosscompiling
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---------------------
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Once you have a crosscompiler going, to use CMake to build FLTK you need
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two more things. You need a toolchain file which tells CMake where your
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build tools are. The CMake website is a good source of information on
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this file. Here's one for MinGW under Linux.
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----
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# the name of the target operating system
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set(CMAKE_SYSTEM_NAME Windows)
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# which tools to use
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set(CMAKE_C_COMPILER /usr/bin/i486-mingw32-gcc)
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set(CMAKE_CXX_COMPILER /usr/bin/i486-mingw32-g++)
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# here is where the target environment located
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set(CMAKE_FIND_ROOT_PATH /usr/i486-mingw32)
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# adjust the default behaviour of the FIND_XXX() commands:
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# search programs in the host environment
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set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
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# search headers and libraries in the target environment,
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set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
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set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
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set(CMAKE_INSTALL_PREFIX ${CMAKE_FIND_ROOT_PATH}/usr CACHE FILEPATH
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"install path prefix")
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----
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Not too tough. The other thing you need is a native installation of FLTK
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on your build platform. This is to supply the fluid executable which will
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compile the *.fl into C++ source and header files.
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So, again from the FLTK tree root.
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mkdir mingw
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cd mingw
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cmake -DCMAKE_TOOLCHAIN_FILE=~/projects/toolchain/Toolchain-mingw32.cmake ..
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make
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sudo make install
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IMPORTANT: The trailing ".." on the cmake command must be specified
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(it is NOT an elipsis). ^^^^^^^^^^^^^^^^^
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This will create a default configuration FLTK suitable for mingw/msys and
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install it in the /usr/i486-mingw32/usr tree.
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3. Using CMake with FLTK
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===========================
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The CMake Export/Import facility can be thought of as an automated
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fltk-config. For example, if you link your program to the FLTK
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library, it will automatically link in all of its dependencies. This
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includes any special flags, i.e. on Linux it includes the -lpthread flag.
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This howto assumes that you have FLTK libraries which were built using
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CMake, installed. Building them with CMake generates some CMake helper
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files which are installed in standard locations, making FLTK easy to find
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and use.
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Here is a basic CMakeLists.txt file using FLTK.
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------
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cmake_minimum_required(VERSION 2.6.3)
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project(hello)
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# The following line is required only if (a) you didn't install FLTK
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# or if (b) find_package can't find your installation directory because
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# you installed FLTK in a non-standard location. It points to
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# (a) the base folder of the build directory, or
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# (b) <fltk-install-prefix>/share/fltk
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# resp., where <fltk-install-prefix> is the installation prefix you
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# used to install FLTK.
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# (The file FLTKConfig.cmake and others must be found in that path.)
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set(FLTK_DIR /path/to/fltk)
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find_package(FLTK REQUIRED NO_MODULE)
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include_directories(${FLTK_INCLUDE_DIRS})
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add_executable(hello WIN32 hello.cxx)
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# target_include_directories(hello PUBLIC ${FLTK_INCLUDE_DIRS})
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target_link_libraries(hello fltk)
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------
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The set(FLTK_DIR ...) command is a superhint to the find_package command.
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This is very useful if you don't install or have a non-standard install.
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The find_package command tells CMake to find the package FLTK, REQUIRED
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means that it is an error if it's not found. NO_MODULE tells it to search
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only for the FLTKConfig file, not using the FindFLTK.cmake supplied with
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CMake, which doesn't work with this version of FLTK.
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Once the package is found the CMake variable FLTK_INCLUDE_DIRS is defined
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which can be used to add the FLTK include directories to the definitions
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used to compile your program. In older CMake versions you may need to use
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`include_directories()` as shown above. In more recent CMake versions you
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can use the (commented) `target_include_directories()` command. The latter
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should be preferred (YMMV, see the CMake docs).
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The WIN32 in the add_executable tells your Windows compiler that this is
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a Windows GUI app. It is ignored on other platforms and should always be
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present with FLTK GUI programs for better portability.
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Note: the variable FLTK_USE_FILE used to include another file in
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previous FLTK versions was deprecated since FLTK 1.3.4 and was removed
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in FLTK 1.4.0.
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3.1 Library Names
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--------------------
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When you use the target_link_libraries command, CMake uses its own
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internal names for libraries. The fltk library names are:
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fltk fltk_forms fltk_images fltk_gl
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and for the shared libraries (if built):
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fltk_SHARED fltk_forms_SHARED fltk_images_SHARED fltk_gl_SHARED
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The built-in libraries (if built):
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fltk_jpeg fltk_png fltk_z
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3.2 Using Fluid Files
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------------------------
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CMake has a command named fltk_wrap_ui which helps deal with fluid *.fl
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files. Unfortunately it is broken in CMake 3.4.x. You can however use
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add_custom_command to achieve the same result.
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This is a more basic approach and should work for all CMake versions.
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Here is a sample CMakeLists.txt which compiles the CubeView example from
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a directory you've copied the test/Cube* files to.
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---
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cmake_minimum_required(VERSION 2.6.3)
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project(CubeView)
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# change this to your fltk build directory
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set(FLTK_DIR /home/msurette/build/fltk-release/)
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find_package(FLTK REQUIRED NO_MODULE)
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include_directories(${FLTK_INCLUDE_DIRS})
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#run fluid -c to generate CubeViewUI.cxx and CubeViewUI.h files
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add_custom_command(
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OUTPUT "CubeViewUI.cxx" "CubeViewUI.h"
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COMMAND fluid -c ${CMAKE_CURRENT_SOURCE_DIR}/CubeViewUI.fl
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)
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include_directories(${CMAKE_CURRENT_BINARY_DIR})
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include_directories(${CMAKE_CURRENT_SOURCE_DIR})
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add_executable(CubeView WIN32 CubeMain.cxx CubeView.cxx CubeViewUI.cxx)
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target_link_libraries(CubeView fltk fltk_gl)
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---
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You can repeat the add_custom_command for each fluid file or if you have
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a large number of them see the CMake/macros.cmake function FLTK_RUN_FLUID
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for an example of how to run it in a loop.
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The two lines
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include_directories(${CMAKE_CURRENT_BINARY_DIR})
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include_directories(${CMAKE_CURRENT_SOURCE_DIR})
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add the current build ("binary") and source directories as include directories.
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This is necessary for the compiler to find the local header files since the
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fluid-generated files (CubeViewUI.cxx and CubeViewUI.h) are created in the
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current build directory.
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DOCUMENT HISTORY
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==================
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Dec 20 2010 - matt: merged and restructures
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May 15 2013 - erco: small formatting tweaks, added some examples
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Feb 23 2014 - msurette: updated to reflect changes to the CMake files
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Apr 07 2015 - AlbrechtS: update use example and more docs
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Jan 31 2016 - msurette: custom command instead of fltk_wrap_ui
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Nov 01 2016 - AlbrechtS: remove deprecated FLTK_USE_FILE, add MinGW build
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Jul 05 2017 - matt: added instructions for MacOS and Xcode
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