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Start to build Scol using CMAKE » History » Version 18

brainsandwich, 06/02/2015 10:17 AM
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h1. Start to build Scol using CMAKE
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h2. Prepare all the necessary tools
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Before going any further, you should take care of having everything ready for the builds.
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h3. Windows
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On Windows, the Scol project is built with CMake and Visual Studio 2010.
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* You can get CMake freely at http://www.cmake.org/download/
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* However Visual Studio 2010 is not free. If you don't have it you can still get Visual Studio 2010 express at https://www.visualstudio.com/downloads/download-visual-studio-vs (there is VS 2010 express down the page) or the complete edition by -getting the torrent- having a good friend who still has the software at home. Because as far as I know you can't even buy it anymore. Hopefully the express edition should suffice. Eventually the build will migrate to a newer VS edition (like VS 2013 community edition, which is free as soon as you are not doing commercial products).
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It should be about it.
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h3. Android
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On Android you need to download more stuff. The configurator is also CMake but you can build the final project with almost anything.
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At I-Maginer we're using Visual Studio 2013 community edition with some Nvidia plugins, and NMake (which is provided by any version of Visual Studio).
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First thing is then to download CMake and a version of Visual Studio that suits you.
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When it's done, you have got 2 options : either you want to rely on Visual Studio or only on NMake manual commands.
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* If you opted for the first choice, it's quite simple, just go to https://developer.nvidia.com/gameworksdownload and download the Tegra Android Development Pack (TADP). It contains all you need to develop for android targets, available on Windows, Linux and Mac OS platforms. It will add the Visual Studio "Nsight Tegra" plugin, the android SDK and NDK and all the environment variables you'll need.
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* If you chosed the second choice, well, it's the way of the hero.
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¤ Download the JDK (Java Development Kit) at http://www.oracle.com/technetwork/java/javase/downloads
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¤ Fetch the Android SDK (Software Development Kit) at https://developer.android.com/sdk/installing and go for "Stand-Alone SDK tools" -- when it's done, extract the content and put it in some memorable folder where you keep your dev SDK
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¤ Same for the Android NDK (Native Development Kit) at https://developer.android.com/tools/sdk/ndk
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¤ Finally get the ANT (Another Neat Tool) build system at http://ant.apache.org/
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Now everything is downloaded, there's one last thing to do :
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¤ Launch the Android SDK (you can find it in your Android SDK folder) and let it download all the things it wants.
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h2. Get the Scol sources
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Scol uses Subversion for source control and you can use "Tortoise SVN":http://tortoisesvn.net/ to get the source code.
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So first retrieve the sources from "https://svn.scolring.org/trunk/", accept the certificate and go take some coffee.
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The source directories contains most of the dependencies, and since some of them are modified they are provided in the sources.
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The curl sources are downloaded via git however. You can use "Tortoise git":https://code.google.com/p/tortoisegit/ or the "git":https://git-scm.com/ utility itself.
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When you have your tool ready, go to the dependencies folder and clone the "Curl Repository":https://github.com/bagder/curl into a "curl" folder.
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h2. Dependencies search paths
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h3. Windows
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Once you get the sources, you can execute "setWindowsSearchPaths.bat" in the dependencies directory.
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!!WARNING!! when you execute the bat file using the mouse the current directory is wrong.
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You need to start a DOS command line "cmd.exe" as administrator and go to the dependencies directory to start the bat file manually.
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This will add needed environment variables and paths.
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h3. Android
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(Don't take care about this if you downloaded the TADP thing)
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For Android build on Windows, there's no such bat file for the moment (sorry). You will have to put the environment variables
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yourself. Right click on Computer -> Properties (in file explorer for example) -> System Parameters -> Environment Variables
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Then add these entries (into "system variables") :
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* ANDROID_HOME : path/to/sdk
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* ANDROID_SDK_HOME : path/to/sdk
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* ANDROID_SDK : path/to/sdk
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* ANDROID_NDK : path/to/ndk
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* ANT_HOME : path/to/ant
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* JAVA_HOME : path/to/jdk -- should be something like "C:\Progra~1\Java\<jdkfolder>"
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* CMAKE : path/to/cmake
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Then add these variables into the PATH one (you can copy pasta the following) :
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@%ANDROID_NDK%;%ANT_HOME%\bin;%ANDROID_SDK%\tools;%ANDROID_SDK%\platform-tools;%CMAKE%;%JAVA_HOME%\bin;@
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h2. Build needed dependencies
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Most of the configure/build process is automated, but there is little manual actions to do.
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First either launch cmake-gui from a Visual Studio command line (very important, Visual Studio command line adds environment variables important for a correct configuration) or prepare to run cmake from a command line if you are on Linux (or just a command-line masochist -- as I am but not enough for this huge project).
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In cmake-gui, set the sources directory to trunk/dependencies and the build to trunk/dependencies/build/<target OS>/<target platform> and hit the "configure" button. After a moment, there should be lots of red variables on the gui. Don't change anything, hit configure again and finally "generate". Now go to the build folder and open the SCOLDEPS.sln if your on windows or take your terminal window, go to the build folder and run @nmake install@. If you're not doing the build on an IBM supercluster, you should go take another coffee.
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When it's done, come check back on cmake-gui. Now look into "SCOLDEPS" variables and turn on libPng, curl, OpenAL and Ogre. Same as before, build the newly generated project and -seriously make us a call if you're doing this with a supercomputer and tell us how Scol's doing on that beast.-
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Finally, check once again the cmake-gui and tell it to build SkyX, HydraX and CAUDIO. Now it's okay, the dependencies are ready.
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h2. Build the Scol project
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>But wait, there's more !
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Now you can do the thing with Scol itself. Set the sources directory of cmake-gui to trunk/scol and the output to trunk/build/<target OS>/<target platform> and hit configure + generate. Build the project using nmake in the build folder. You can go bake some pie until it's done (just prepare the recipy in your head if you've got the supercomputer).
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The compiled binaries are exported under trunk/scol_sdk/bin/Release or Debug.
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h1. Start your new plugin
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h2. Source paths
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Start by creating a directory with your new plugin name in the trunk/scol/plugins folder.
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For example trunk/scol/plugins/myPlugin
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Usually we prefer to separate the sources and the includes.
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So creates a "src" and "include" directory in your plugin folder.
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Creates the empty files you will need for your project, usually :
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- include/myplugin.h for your classes declaration
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- src/myplugin.cpp for your classes definition
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- src/scolplugin.cpp for the Scol binding functions
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h2. Dependencies
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If your project need an external SDK or dependencies, add then in the trunk/dependencies directory.
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Then create a findMydepname.cmake file in trunk\scol\CMake\Packages.
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You can copy and change an existing Find.cmake file to make yours.
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Start from a simple one like FindMyo.cmake for example.
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h2. Cmake files
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It's time to creates the CMAKE script for your plugin.
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Create a "CMakeLists.txt" file in the plugin directory.
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trunk/scol/plugins/myPlugin/CMakeLists.txt
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And edit the file with a text editor.
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<pre>
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#-------------------------------------------------------------------
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# This file is part of the CMake build system for Scol
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#
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# The contents of this file are placed in the public domain. Feel
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# free to make use of it in any way you like.
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#-------------------------------------------------------------------
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############################################################
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# CmakeList file for Myplugin
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############################################################
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#Your project name
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PROJECT(myPLugin)
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# define header and source files for the library
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set (MYPLUGIN_HEADER_FILES
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  include/myplugin.h
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)
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set (MYPLUGIN_SOURCE_FILES
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  src/myplugin.cpp
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  src/scolplugin.cpp
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)
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# Add includes directories from dependencies
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#  include_directories(include ${MYDEP_INCLUDE_DIRS})
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# Add definition for P4 optimizations, warnings removal.
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add_definitions(-DOPTI_P4 -D_CRT_SECURE_NO_WARNINGS -D)
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# Add dependencies libraries
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#  set(LIBRARIES
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#    ${MYDEP_LIBRARIES}
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#    ${ZLIB_LIBRARIES}
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#    ${PNG_LIBRARIES}
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#  )
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# setup Scol plugin target
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add_library(myPLugin
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  ${Scol_LIB_TYPE}
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  ${MYPLUGIN_HEADER_FILES}
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  ${MYPLUGIN_SOURCE_FILES}
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)
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add_dependencies(myPLugin kernel)
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# set the dll version.
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set_target_properties(myPLugin PROPERTIES VERSION ${Scol_VERSION} SOVERSION ${Scol_VERSION_MAJOR})
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target_link_libraries(myPLugin ${LIBRARIES})
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# install Scol
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scol_config_plugin(myPLugin)
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install(FILES ${MYPLUGIN_HEADER_FILES} DESTINATION include/SCOL/plugins/myPLugin)
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</pre>
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Now we need to declare this new plugin in the common Scol cmake files.
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Edit the trunk/scol/CMakeLists.txt file and add your plugin definition like the following.
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If you don't have dependencies.
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<pre>
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option(Scol_BUILD_MYPLUGIN "Build myPluginplugin, my library" TRUE)
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</pre>
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If you have depencies
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<pre>
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cmake_dependent_option(Scol_BUILD_MYPLUGIN "Build myPlugin, my library." TRUE "MYDEP_FOUND;ZLIB_FOUND;PNG_FOUND" FALSE)
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</pre>
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Now edit the trunk/scol/plugin/CMakeLists.txt file and add the following.
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<pre>
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# Configure myPlugin plugin build
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if (Scol_BUILD_MYPLUGIN)
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  add_subdirectory(myPlugin)
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endif ()
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</pre>
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Only if you have dependencies, edit the trunk/scol/CMake/ScolDependencies.cmake file and add the dependencies resolution as the following
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<pre>
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# Find MyDep
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find_package(MYDEP)
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macro_log_feature(MYDEP_FOUND "Mydep" "MydepLibrary" "http://Mydep.org/" FALSE "" "")
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</pre>
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h2. Almost done
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Open the CMAKE-gui again.
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Hit the "Configure button" and check if you found your plugin in the scol group.
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Then hit the generate button, and open the scol.sln project again.
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You should have the project added in Visual Studio.