How to executed Rez utility on OsX using cmake? - xcode

I'm building an After Effects plugin on OsX.
The XCode project work fine and now I'm trying to port the XCode projects to Cmake environment.
One of the issues I have:
- The XCode automatically executes Rez utility on .r(esource) files
Any ideas how to build the .r files with cmake?

It seems CMake do not provide automatic resource file support in apple. You should use add_custom_command to run Rez at compile stage.

Related

OpenMP support in xcode build and automated builds

I need to integrate cpp files that are using the omp header file in my xcode project. I followed this article http://antonmenshov.com/2017/09/09/clang-openmp-setup-in-xcode/ which helped me compile the xcode project without issues. However, the paths being /usr/local/... doesn't work for automated builds. I am using VSTS for automated-build of my xcode project and it can't obviously find the file/directory.
I tried to include the header and dylib as part of the xcode project and reference it instead of the /usr/local path. But I don't know how to update the "user defined setting" described in the article which points to the path /usr/local/opt/llvm/bin/clang. The auto-build is failing because of this path.
Is there a way to make this work for automated builds?
The path for the user-defined setting CC is depend on where the llvm installed.
If you are using Hosted macOS Preview agent for VSTS build, you should install llvm first (brew install llvm) and then get the path for where llvm installed (it's mainly in the path /usr/local/opt/llvm), and then you should use the path /usr/local/opt/llvm/bin/clang instead.
If you are using private agent for VSTS build, the path for user-defined setting CC should be where llvm installed on the agent machine.

Trying to understand why Cocotron isn't creating Framework DLLs

I'm attempting to use Cocotron to build the Foundation framework. GCC 4.3.1 for Windows compiled fine, and it's creating valid Windows executable files, which I confirmed by making a "Hello, world" executable.
So what I don't understand is why, with Xcode 5.0.2, when I use either xcodebuild or build the Foundation project within Xcode itself, it isn't creating dll files.
So, it seems that as of Xcode 5, Apple no longer supports any compilers that are not derived from clang. To fix this issue, I had to copy the pbcomspec files from /Library/Application Support/Shared/Xcode/Specifications to ~/Library/Application Support/Shared/Xcode/Specifications and edit the file that declares that the compiler is based on llvm-gcc to declare that it's based on com.apple.compilers.llvm.clang.1_0. Then it should at least try to build.
I try to use hpc gcc instead clang and get same results. I found that cocotron needs additional libraries zlib, libjpeg and libpng and in xcode 4.x build failed without they, but in xcode 5.x its only warnings and build marks as success. I didn't try fix it because we began use virtual machine with xcode 3.2, but maybe it is cause that libraries are not created
BTW I use this post and this plugin

Automatically include Qt libraries in the .app bundle deploying on Mac

I am using Qt Creator to deploy my Qt application. On Mac, I'd like to include the required Qt libraries in the .app bundle. Is there any way to do it automatically using Qt Creator? Should I do it using the command-line? In that case, how should I do it?
The macdeployqt command line tool will add all the necessary Qt libraries that your Qt project references.
If you require any other, 3rd party libraries, you'll need to copy these manually and set the paths to them using the install_name_tool command.
You can check which libraries your application references using the otool command. For example: -
otool -L MyApplication.app/Contents/MacOS/MyApplication
For Qt Creator, I tend to write a script that adds the necessary libraries and calls macdeployqt and then under Projects, add a build step which calls the script.
An example script that would just add the Qt libraries would look something like this: -
#!/bin/bash
pwd
echo Copying QT libraries...
macdeployqt ./MyApplication.app
You can simply run macdeployqt foo.app. Qt Creator does not support this feature off-hand either. However, you can inject custom commands into your process in the QtCreator project settings.
It does not support QML just yet though. There are patches under codereview where it is coming. See the following link for details:
https://codereview.qt-project.org/#q,status:open+project:qt/qttools,n,z
Note: macdeployqt should not be used for usual development and debug! It should be only used when deploying. Otherwise, it is executed each time for building even if you just recompile the code due to a minor change for testing. This can slow down that process, but as for deploying, it should be alright.
On QT6 I was able to do it entirely within QT Creator:
In Projects/Build, add a custom build step after 'make' (probably only want to do this for your 'release' configuration):
Command: %{Qt:QT_HOST_PREFIX}/bin/macdeployqt
Arguments: %{ActiveProject:BuildConfig:Path}/%{ActiveProject:Name}.app - qmldir=%{ActiveProject:NativePath}
Working Directory: %{buildDir}
I was able to test it by airdropping the resulting .app onto my test machine.
reference: https://doc.qt.io/qt-6/macos-deployment.html#macdeploy

Is it possible to automatically generate Xcode projects?

Simple question. Are there any tools for generating Xcode projects from the command line? We use SCons to build our cross-platform application, but that doesn't support intrinsic Xcode project generation. We'd like to avoid creating the project manually, since this would involve maintaining multiple file lists.
Look at CMake. You can generate XCode projects from it automatically. I found a previous StackOverflow question about its usage here. To get it to generate an XCode project, you use it as such:
CMake -G xcode
You can use premake (http://industriousone.com/premake) to generate Xcode projects. It can also generate Visual Studio projects.
For the benefit of anyone who lands on this question, I’ve actually just pushed an Xcode project file generator for SCons up to Bitbucket.
I think that your question should be "Is there a way to generate an XCode project from a SCons one?". I suppose, by your asking and by reading the others, that the answer is 'no'.
SCons people should know it better. I think they will be happy if you contribute a SCons Xcode project generator.
In the meantime you may choose to switch to CMake or to create your XCode project by hand that, given a good source tree organization, may be the best pragmatic solution.
qmake in the Qt toolchain generates Xcode projects. You can at least download it and take a look at its source here (LGPL).
You can generate a XCode project using the python based build system called waf. You need to download and install waf with the xcode6 extension:
$ curl -o waf-1.9.7.tar.bz2 https://waf.io/waf-1.9.7.tar.bz2
$ tar xjvf waf-1.9.7.tar.bz2
$ cd waf-1.9.7
$ ./waf-light --tools=xcode6
That will create a waf executable which can build your project. You need to configure how to generate your XCode project inside a file called wscript that should reside in your project folder. The wscript file uses Python syntax. Here's an example of how you could configure your project:
def configure(conf):
# Use environment variables to set default project configuration
# settings
conf.env.FRAMEWORK_VERSION = '1.0'
conf.env.ARCHS = 'x86_64'
# This must be called at the end of configure()
conf.load('xcode6')
# This will build a XCode project with one target with type 'framework'
def build(bld):
bld.load('xcode6')
bld.framework(
includes='include',
# Specify source files.
# This will become the groups (folders) inside XCode.
# Pass a dictionary to group by name. Use a list to add everything in one
source_files={
'MyLibSource': bld.path.ant_glob('src/MyLib/*.cpp|*.m|*.mm'),
'Include': bld.path.ant_glob(incl=['include/MyLib/*.h', 'include'], dir=True)
},
# export_headers will put the files in the
# 'Header Build Phase' in Xcode - i.e tell XCode to ship them with your .framework
export_headers=bld.path.ant_glob(incl=['include/MyLib/*.h', 'include/MyLib/SupportLib'], dir=True),
target='MyLib',
install='~/Library/Frameworks'
)
There are a bunch of settings you can use to configure it for your project.
Then to actually generate the XCode project, cd into your project folder where the wscript is and run your waf executable like
$ ./waf configure xcode6
A promising alternative to CMake which can generate Xcode projects is xmake. I haven’t tried it yet, but it looks good from the documentation.
Install xmake, create a simple project file (xmake.lua):
target("test")
add_files("src/*.cpp")
Then you can either do a command-line build:
xmake
or create an Xcode project:
xmake project -k xcode
Note that currently xmake seems to invoke CMake to generate the Xcode project, although they say they plan to add native Xcode project generation at some point.
You could use Automator to generate them for you.
I checked and there is no prebuilt action.
Therefore you would have to record your actions with Automator to do this.

CMake, Xcode and Unix Makefile

I was using classic Unix Makefile generator until I found a webpage explaining CMake could produce a nice xcode project file using "cmake -G Xcode" so I ran that command in my source directory and I get a nice xcode project. This is great but I'm facing some drawback and was wondering if there are solutions to these :
now I can't build out of tree using unix makefiles (I use to run cmake ../myproj in a build dir and then make command) this doesn't work anymore (I suppose temp files in the project dir are responsible)
some of my headers are generated by cmake (myproj.h.in became myproj.h and is include in some tests for example) but I can't find those files in the xcode project I get.
Thanks in advance for any good advice on how I can combine xcode project and unix makefile to be able to use both.
I found the answer by myself (I mean asking the good person) :
Use 2 separate build directories for each type of build files. This will ensure each build directory has the correct build files and generated files for its use.
In the add_executable() command, in addition to the source files also include the headers and generated headers for those to show up in Xcode.
You can use xcodebuild to still have a proper Xcode project and build it from the command line/shell script/Makefile, e.g.
xcodebuild -project MyProject.xcodeproj -target MyTarget -configuration Release

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