I assume that people who use the command line can learn the syntax from the CMake manual. In this tutorial I will focus on cmake-gui, as this is most likely what beginners will use. This is the direct invocation, you must put all the options and their values directly. This is the command line interactive invocation, you will be prompted to fill every build option explicitely this is a good option to start with the command line, since you probably don't remember all the options that are available, and don't know which ones are relevant. This is a graphical interface that allows you to configure everything with buttons and text fields this is probably the easiest solution for beginners and people who don't want to deal with the command line it's also very convenient to see and edit the build options. In fact there are three different ways to run it: > your_visual_studio_folder\VC\bin\vcvars32.bat With Visual C++, you can either run CMake from the "Visual Studio command prompt" available from the start menu, or call the vcvars32.bat file of your Visual Studio installation it will setup the environment variables properly. On Windows, if you want to use gcc (MinGW), you can temporarily add the MinGW\bin directory to the PATH and then run cmake from the command shell: This is especially important when you have several compilers installed, or multiple versions of the same compiler. This is not a problem for Linux and Mac OS X users, since the compilers are installed in a standard path and are always globally available, but on Windows you may have to add the directory of your compiler in the PATH environment variable, so that CMake can find it automatically. As a consequence, the compiler executable must be available when CMake is run. When CMake configures your project, it tests the availability of the compiler (and checks its version as well). Now that you've chosen the build directory, there's one more thing to do before you can run CMake. Using separate folders will also make it easier to have multiple different builds (static, dynamic, debug, release. The cleanest solution is to generate them in a completely separate folder so that you can keep your SFML directory clean. the SFML root directory), but it will then be polluted with a lot of garbage: a complete hierarchy of build files, object files, etc. You can generate them directly in the source tree (ie. The first thing to choose is where the projects/makefiles and object files (files resulting from the compilation process) will be created. Plus a few other options so that you can create the perfect build that suits your needs - we'll see that in detail later. Basically it consists of choosing what to build, how to build it and where. ![]() This step consists of creating the projects/makefiles that will finally compile SFML.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |