compiling SFML with cmake and mingw under windows - windows

When i try to run cmake to build a project where i include the SFML library i get the following Error: SFML found but version too low (requested: 2.4, found: 1.x.x)
I downloaded only the source of the newest Version of the library (SFML-2.4.2). I than run cmake (with MinGW Makefiles) And build the binaries into the same folder.
I copied the FindSFML into an subfolder of my project.
After that i had the following folder structure
SFML-2.4.2\
cmake\
Modules\
FindSFML.cmake
CMakeFiles
doc
...
include
lib
src
..
sfml-games\
tetris\
cmake_modules\
FindSFML.cmake
CMakeLists.txt
main.cpp
tetris-build
...
My CMakeLists.txt contains the following stuff:
project(Tetris)
cmake_minimum_required(VERSION 2.8)
aux_source_directory(. SRC_LIST)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake_modules")
Find_package(SFML 2 REQUIRED system window graphics network audio)
include_directories(${SFML_INCLUDE_DIR})
add_executable(${PROJECT_NAME} ${SRC_LIST})
target_link_libraries(${PROJECT_NAME} ${SFML_LIBRARY})
I found that in cmake the entry CMAKE_INSTALL_PREFIX (which i dont get) is set to C:\Program Files (x86)\SFML so i put the library and the lib of SFML into C:\Program Files (x86)\SFML. (what is that CMAKE_INSTALL_PREFIX and should i realy always copy the library and lib folders into my C:\Program Files (x86)\ ??). Now my cmake runs through but when i try to compile the code i get a lot of undifined references to '_imp__....'
By the way on linux i just installed SFML via sudo apt-get install libsfml-dev and it works out of the box.

You're confusing things. CMAKE_INSTALL_PREFIX is the default location where to put SFML when you build the install target (i.e. running make install). This has nothing to do with your other issues.
You don't have to install SFML (or any other library) somewhere under C:\Program Files. That's completely up to you.
What I found to be rather neat is installing MinGW to C:\usr (or creating a symlink to your installation folder) and also use that path for CMAKE_INSTALL_PREFIX when building SFML.
This way MinGW should behave pretty much the way you're used to from Linux (i.e. not having to specify paths for include dir or libraries etc.).
As for your undefined reference errors, you should create a new question only asking for these (and then include at least a few of them), as they have nothing to do with the installation directory.
Right now I can only guess, but it's most likely due to you using the wrong CMake variables for the linker. You won't notice this on Linux, since SFML will be in the default search path (which will also happen if you use C:\usr as described above).
To try fixing this, use this line:
target_link_libraries(${PROJECT_NAME} ${SFML_LIBRARIES} ${SFML_DEPENDENCIES})

Related

CMake will not set rPath for specific directory

I have encountered what appears to be a CMake bug.
I have been migrating a large project to CMake and have all my libraries installed to /dir1/lib and /dir2/lib. Initially, the binary rPath contained both directories and compiled and ran fine. Seemingly randomly the executables stopped including /dir1/lib in their rPath. I have confirmed that CMake finds the libraries in the /dir1/lib because if I remove it from link_directories, it will not compile.
If I copy the libraries from /dir1/lib to /dir3/lib and replace the former with the latter in link_directories, /dir3/lib will appear in the rPath and the executable will run.
I have tried to isolate the problem. Clearing the CMake build files and cache did not help. Restarting did not help. I also created a simplified test case and CMake simply will not set the rPath for that specific directory.
I am running CMake 3.8.2 on OSX.
Is there any global CMake cache or settings I could reset?

SDL Linker error on mingw/msys: ld.exe cannot find -lSDL

Problem is actually that my compiler doesn't find the SDL library files. I rounded down possible errors by removing all SDL files, reinstalling SDL and compiling without SDL_image. No help.
Files I copied from SDL-devel-1.2.15-mingw32.tar.gz package:
sdl\include to mingw\include\sdl (I later copied files to mingw\include root as well)
sdl\lib to mingw\lib (3 files: libSDL.dll.a libSDLmain.a and libSDL.la)
sdl.dll and sdl-config to mingw\bin
I installed it via msys, and later manually just to make sure, and also copied same files to corresponding places in msys folder.
The error message:
c:/mingw/bin/../lib/gcc/mingw32/4.7.0/../../../../mingw32/bin/ld.exe: cannot find -lSDL
I have been using a simple make command in msys console, I moved the options for build into makefile to make things easier.
I'm using WinXP, MinGW/MSYS, SDL 1.2.15 and trying to compile fheroes2 source code.

Add libraries Qt and LuaJIT / Lua51 with CMake

I am trying to use CMake with Qt and LuaJIT that will run on Visual Studio 2012. I managed somehow to run Qt, but i don't know how to add LuaJIT library to project. I am using source of LuaJIT cloned from http://luajit.org/git/luajit-2.0.git, which is build by running .bat file.
I dont care that LuaJIT will be build by CMake, i just need to link library and add headers to project.
I removed lib folder from my project... Is not worth troubles to have dependancies coupled with project whitout cmake file :D
My project hierarchy is:
+lib
-luajit-2.0
+src
-my sources
+ui
-ui files
-CMakeLists.txt
And CMakeLists.txt file looks like this:
cmake_minimum_required(VERSION 2.8.12)
set(PROJECT "Grapedit")
project(${PROJECT})
# Qt Stuff
set(CMAKE_INCLUDE_CURRENT_DIR ON)
set(CMAKE_AUTOMOC ON)
find_package(Qt5Widgets REQUIRED)
set(SOURCE_FILES
src/main.cpp
src/mainwindow.h
src/mainwindow.cpp
)
set(UI_FILES
ui/mainwindow.ui
)
source_group("UI Files" FILES ${UI_FILES})
qt5_wrap_ui(UI_HEADERS ${UI_FILES})
source_group("Generated UI Headers" FILES ${UI_HEADERS})
add_executable(${PROJECT} ${SOURCE_FILES} ${UI_HEADERS} ${UI_FILES})
qt5_use_modules(${PROJECT} Widgets)
My solution
So it is finally working and I made couple of newbie mistakes... :)
I will write them down for others:
didn't know what is find module... This will search environment and set up locations of libraries or flag that it didn't find them. Since LuaJIT is compatible with Lua51 you can use find_package(Lua51).
Your libraries must be some way visible to CMake. On Windows simplest way is to add them to PATH variable. Or you can add path of your libraries to CMake variable CMAKE_PREFIX_PATH. Open find module, for example FindLua51.cmake and you will see how must be your library organized. On windows I've must installed LuaJIT manualy - created LuaJIT folder and I've put *.h files to include subfolder, *.dll to bin subfolder and *.lib to lib subfolder. Then add bin folder to PATH and set LUA_DIR to LuaJIT folder.
use include_directories on include folder
then you must link libraries target_link_libraries, but after add_executable!
My CMakeLists.txt file:
cmake_minimum_required(VERSION 2.8.12)
# Declare project variables...
set (PROJECT "Grapedit")
set (
SOURCE_FILES
src/main.cpp
src/mainwindow.h
src/mainwindow.cpp
)
set(UI_FILES
ui/mainwindow.ui
)
# Set project name
project(${PROJECT})
# Include Lua directories
include_directories(${LUA_INCLUDE_DIR})
# Qt Stuff
set(CMAKE_INCLUDE_CURRENT_DIR ON)
set(CMAKE_AUTOMOC ON)
# Find packages...
# Will find also LuaJIT, but must be named same as Lua51 and installed into directories
find_package(Lua51)
# Find Qt modules, every module separately
find_package(Qt5Widgets REQUIRED)
# Create nice groups in IDEs
source_group("UI Files" FILES ${UI_FILES})
source_group("Generated UI Headers" FILES ${UI_HEADERS})
# Use Qt UI files
qt5_wrap_ui(UI_HEADERS ${UI_FILES})
# Create executable
add_executable (
${PROJECT}
${SOURCE_FILES}
${UI_HEADERS}
${UI_FILES}
)
# Link libraries...
# Must be after executable is created!
# Link Qt modules
qt5_use_modules (
${PROJECT}
Widgets
)
# Link Lua
target_link_libraries(${PROJECT} ${LUA_LIBRARIES})
# Will not show new windows prompt when running program
if (MSVC)
set_target_properties(${PROJECT} PROPERTIES
WIN32_EXECUTABLE YES
LINK_FLAGS "/ENTRY:mainCRTStartup"
)
endif ()
You are missing the actual linkage which you can amend with the following statement:
target_link_libraries(${PROJECT} luajit-5.1)
For sure, it would be even better if this lua jit could have a cmake find module, or config/version file depending on its exact build system.
You could grab the find module from here:
https://github.com/brimworks/lua-zlib/blob/master/cmake/Modules/FindLuaJIT.cmake
Then you could link against it as follows:
target_link_libraries(${PROJECT} ${LUA_LIBRARIES})
You can see that it would become more dynamic this way rather than hard-coding the exact name. The details for figuring out that would be left with the find module.
Note that you would probably need to use the corresponding variables for the header inclusion then as follows:
include_directories(${LUA_INCLUDE_DIR})
This will take care of automatically finding the include directory, respectively, without you hard-coding it.
You would also need to add the following line into your CMakeLists.txt:
set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
and you need to place the downloaded find module into a "cmake" subfolder.
Please refer to the following page for further details about this topic in general:
CMake:How To Find Libraries

CMake: wrong zlib found - how to build zlib from src (with main project CMakeLists.txt) and link it?

// brief version
How can I make CMake to use my supplied zlib (which it also has to build from source) instead of the one found by the finder without breaking the finder for other libs (OpenGL)?
ZLib needs to be used by the main project and also libPNG which comes as source as well.
Primary target platform is Windows.
// longer version:
In my project I need to link against libpng, zlib and OpenGL. With libpng being dependent on zlib. But zlib is also required by the main project.
I need to supply sourcecode for all libs except OpenGL, and build those libraries along with
the main project to assert linking the correct version and simplify building on Windows.
I found ways to do all this with custom libraries where no built-in finder exists, but I can't override the finder properly for just zlib. If I change the search path for libs, then OpenGL is not found.
However I can't get cmake to use my supplied zlib instead of a rouge zlib.DLL that the package finder finds somewhere in my system. (The one from tortoise git)
I tried to set ZLIB_LIBRARY to a specific filepath, but that only works on MinGW, and I also think this is not the way to do it.
(And also I had to explicitly link to png16_static instead of just libpng, for an inexplicable reason.)
Any help on this is much appreciated. Maybe I'm taking this on the wrong way?
Target&Development Platform:
Windows7
Visual Studio 2010
and MinGW (both need to work)
My (simplified example) CMakeLists.txt:
cmake_minimum_required (VERSION 2.6)
project (MyProject)
find_package(OpenGL)
add_executable(MyProject main.cpp)
include_directories(${INCLUDE_DIRECTORIES} "${PROJECT_BINARY_DIR}")
include_directories(${INCLUDE_DIRECTORIES} "external_libs/lpng162")
include_directories(${INCLUDE_DIRECTORIES} "external_libs/zlib-1.2.8")
include_directories(${INCLUDE_DIRECTORIES} "${PROJECT_BINARY_DIR}/external_libs/zlib-1.2.8")
add_subdirectory("external_libs/zlib-1.2.8")
link_directories(${LINK_DIRECTORIES} "${PROJECT_BINARY_DIR}/external_libs/zlib-1.2.8")
# libpng will not build correctly if this not set
set (ZLIB_ROOT "${PROJECT_SOURCE_DIR}/external_libs/zlib-1.2.8")
# manually set this to prevent cmake from finding the tortiose-git zlib.dll first
# DOES NOT WORK CORRECTLY, only with mingw32
set (ZLIB_LIBRARY "${PROJECT_BINARY_DIR}/external_libs/zlib-1.2.8/libzlib.dll")
add_subdirectory("external_libs/lpng162")
TARGET_LINK_LIBRARIES(MyProject png16_static zlib ${OPENGL_LIBRARY})
Project (simplified example) structure:
./main.cpp
./CMakeLists.txt
./external_libs/zlib-1.2.8/ <- contains respective source
./external_libs/lpng162/ <- contains respective source
Third-party libraries most likely call FindZLIB.cmake to determine the location of CMake. You already had the right idea by setting the ZLIB_LIBRARY manually, but were not quite getting it right:
add_subdirectory(<path_to_zlib_src_dir>)
set(ZLIB_INCLUDE_DIR "<path_to_zlib_src_dir>" "${CMAKE_BINARY_DIR}/<path_to_zlib_build_dir>")
set(ZLIB_LIBRARY zlib)
add_subdirectory(<path_to_lpng_src_dir>)
The include directory needs to contain both src and build path as zconf.h is build by CMake
The library name is only the CMake-target name, not the complete path to the resulting file.
On Windows dlls are not automatically copied by CMake. You might want to add some additional code to make sure that the zlib and lpng dlls end up in the right place.
You can call find_package(zlib) yourself to make sure it behaves as expected
In the rare case that a third-party lib does not use the find script, you will have to dig into that project's CMakeLists to find out what is going on

CMakes can't find boost (and most anything else) on Windows

So I've got boost installed in C:\Program Files\boost_1_47_0\, with the library files in ./stage/lib/ and include files in ./boost/*
So I set an environment variable, BOOST_ROOT to C:\Program Files\boost_1_47_0 and run cmake on my project. I get errors that it can't find the requested boost libraries (math_c99, program_options, unit_test_framework).
This is odd, since I have the .lib files for all of them in BOOST_ROOT\stage\lib, and the include files are all there too.
I even added a SET(BOOST_LIBRARYDIR ... according to this question but still no luck. Any idea what gives?
Try to add the line
SET(Boost_ADDITIONAL_VERSIONS "1.47" "1.47.0")
before calling find_package.

Resources