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CMakeLists

This document outlines the CMake configuration for the 'riversidebar' project, specifying build settings, executable naming, and installation rules. It includes options for multi-configuration builds, defines compilation settings, and sets up Flutter library management. Additionally, it details the installation process for runtime components and assets required for the application to function properly.

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Dastagiri Saheb
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© © All Rights Reserved
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Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
2 views

CMakeLists

This document outlines the CMake configuration for the 'riversidebar' project, specifying build settings, executable naming, and installation rules. It includes options for multi-configuration builds, defines compilation settings, and sets up Flutter library management. Additionally, it details the installation process for runtime components and assets required for the application to function properly.

Uploaded by

Dastagiri Saheb
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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# Project-level configuration.

cmake_minimum_required(VERSION 3.14)
project(riversidebar LANGUAGES CXX)

# The name of the executable created for the application. Change this to change
# the on-disk name of your application.
set(BINARY_NAME "riversidebar")

# Explicitly opt in to modern CMake behaviors to avoid warnings with recent


# versions of CMake.
cmake_policy(VERSION 3.14...3.25)

# Define build configuration option.


get_property(IS_MULTICONFIG GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG)
if(IS_MULTICONFIG)
set(CMAKE_CONFIGURATION_TYPES "Debug;Profile;Release"
CACHE STRING "" FORCE)
else()
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
set(CMAKE_BUILD_TYPE "Debug" CACHE
STRING "Flutter build mode" FORCE)
set_property(CACHE CMAKE_BUILD_TYPE PROPERTY STRINGS
"Debug" "Profile" "Release")
endif()
endif()
# Define settings for the Profile build mode.
set(CMAKE_EXE_LINKER_FLAGS_PROFILE "${CMAKE_EXE_LINKER_FLAGS_RELEASE}")
set(CMAKE_SHARED_LINKER_FLAGS_PROFILE "${CMAKE_SHARED_LINKER_FLAGS_RELEASE}")
set(CMAKE_C_FLAGS_PROFILE "${CMAKE_C_FLAGS_RELEASE}")
set(CMAKE_CXX_FLAGS_PROFILE "${CMAKE_CXX_FLAGS_RELEASE}")

# Use Unicode for all projects.


add_definitions(-DUNICODE -D_UNICODE)

# Compilation settings that should be applied to most targets.


#
# Be cautious about adding new options here, as plugins use this function by
# default. In most cases, you should add new options to specific targets instead
# of modifying this function.
function(APPLY_STANDARD_SETTINGS TARGET)
target_compile_features(${TARGET} PUBLIC cxx_std_17)
target_compile_options(${TARGET} PRIVATE /W4 /WX /wd"4100")
target_compile_options(${TARGET} PRIVATE /EHsc)
target_compile_definitions(${TARGET} PRIVATE "_HAS_EXCEPTIONS=0")
target_compile_definitions(${TARGET} PRIVATE "$<$<CONFIG:Debug>:_DEBUG>")
endfunction()

# Flutter library and tool build rules.


set(FLUTTER_MANAGED_DIR "${CMAKE_CURRENT_SOURCE_DIR}/flutter")
add_subdirectory(${FLUTTER_MANAGED_DIR})

# Application build; see runner/CMakeLists.txt.


add_subdirectory("runner")

# Generated plugin build rules, which manage building the plugins and adding
# them to the application.
include(flutter/generated_plugins.cmake)
# === Installation ===
# Support files are copied into place next to the executable, so that it can
# run in place. This is done instead of making a separate bundle (as on Linux)
# so that building and running from within Visual Studio will work.
set(BUILD_BUNDLE_DIR "$<TARGET_FILE_DIR:${BINARY_NAME}>")
# Make the "install" step default, as it's required to run.
set(CMAKE_VS_INCLUDE_INSTALL_TO_DEFAULT_BUILD 1)
if(CMAKE_INSTALL_PREFIX_INITIALIZED_TO_DEFAULT)
set(CMAKE_INSTALL_PREFIX "${BUILD_BUNDLE_DIR}" CACHE PATH "..." FORCE)
endif()

set(INSTALL_BUNDLE_DATA_DIR "${CMAKE_INSTALL_PREFIX}/data")
set(INSTALL_BUNDLE_LIB_DIR "${CMAKE_INSTALL_PREFIX}")

install(TARGETS ${BINARY_NAME} RUNTIME DESTINATION "${CMAKE_INSTALL_PREFIX}"


COMPONENT Runtime)

install(FILES "${FLUTTER_ICU_DATA_FILE}" DESTINATION "${INSTALL_BUNDLE_DATA_DIR}"


COMPONENT Runtime)

install(FILES "${FLUTTER_LIBRARY}" DESTINATION "${INSTALL_BUNDLE_LIB_DIR}"


COMPONENT Runtime)

if(PLUGIN_BUNDLED_LIBRARIES)
install(FILES "${PLUGIN_BUNDLED_LIBRARIES}"
DESTINATION "${INSTALL_BUNDLE_LIB_DIR}"
COMPONENT Runtime)
endif()

# Copy the native assets provided by the build.dart from all packages.
set(NATIVE_ASSETS_DIR "${PROJECT_BUILD_DIR}native_assets/windows/")
install(DIRECTORY "${NATIVE_ASSETS_DIR}"
DESTINATION "${INSTALL_BUNDLE_LIB_DIR}"
COMPONENT Runtime)

# Fully re-copy the assets directory on each build to avoid having stale files
# from a previous install.
set(FLUTTER_ASSET_DIR_NAME "flutter_assets")
install(CODE "
file(REMOVE_RECURSE \"${INSTALL_BUNDLE_DATA_DIR}/${FLUTTER_ASSET_DIR_NAME}\")
" COMPONENT Runtime)
install(DIRECTORY "${PROJECT_BUILD_DIR}/${FLUTTER_ASSET_DIR_NAME}"
DESTINATION "${INSTALL_BUNDLE_DATA_DIR}" COMPONENT Runtime)

# Install the AOT library on non-Debug builds only.


install(FILES "${AOT_LIBRARY}" DESTINATION "${INSTALL_BUNDLE_DATA_DIR}"
CONFIGURATIONS Profile;Release
COMPONENT Runtime)

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