[CMake] Mac and Win32 bundling
Filip Wänström
filip.wanstrom at tii.se
Wed Nov 25 05:01:34 EST 2009
Just wanted to add an update: I have managed to create a stand alone
MacOSX OpenSceneGraph app that works. Basically it boils down to
scripting the install_name_tool to create loader_paths that points
correctly. I will create an example of this and will be posting that
to the osg-users mailing list. I will post it here too if that's ok?
Best regards
/Filip
On Tue, Nov 24, 2009 at 3:23 PM, Filip Wänström <filip.wanstrom at tii.se> wrote:
> Hi my name is Filip Wänström and I'm new to this list.
>
> I have recently(a few months) started to use CMake for all my
> building. I find that it works well in most cases and probably is the
> best alternative on the "market". Anyway, I like to stay cross
> platform for my projects so I personally develop on a Mac but mostly
> deliver on win32.
>
> Building works fine for me (using Makefile gen for mac and VS for win)
> but I have huge problems with the bundling process. On the Mac I want
> to deliver an app using regular drag and drop as a self contained
> bundle and on windows I want to deliver an installer.
> I have managed to get a win32 installer working using the NSIS
> facilities but it took a lot of extra scripting. On the Mac I have
> been able to create the dragndrop bundle "installer" but it doesn't
> really work. I assume there are some issues with
> rpath/loader_path/executable_path.
>
> For reference the app is an Openscenegraph app that is dependant on
> quite a few libraries that need to be bundled as dll:s on win and
> dylibs/.so on mac.
>
> The question is: what is the current "best practices approaches" on
> these platforms? I have found no complete examples.
>
>
> Finally: parts of my cmake test case for win32: THis works fine and
> creates a usable app that bundles the osg libs as well as a plugin and
> data. It just doesn't feel very neat for being user code.
>
>
> #Basic app test (packaging exercise)
> SET(TARGET_BASIC_APP_SRC BasicApp.cpp BasicAppMain.cpp)
> ADD_EXECUTABLE(BasicApp ${TARGET_BASIC_APP_SRC} )
> TARGET_LINK_LIBRARIES(BasicApp ${MY_COMMON_LIBS})
>
> IF(WIN32 AND NOT UNIX)
> SET(CPACK_GENERATOR "NSIS")
> INSTALL(
> TARGETS BasicApp
> DESTINATION bin
> )
>
> SET(OSG_DLL_DIR $ENV{OSG_ROOT}\\bin)
> FILE(TO_CMAKE_PATH ${OSG_DLL_DIR} OSG_DLL_DIR_CPATH)
> SET(CMAKE_INSTALL_DEBUG_LIBRARIES)
> INCLUDE(InstallRequiredSystemLibraries)
> SET(CPACK_PACKAGE_EXECUTABLES "BasicApp" "Basic App")
>
> CONFIGURE_FILE(
> "${CMAKE_MODULE_PATH}/dependencies.cmake.in"
> "${CMAKE_CURRENT_BINARY_DIR}/dependencies.cmake"
> @ONLY
> )
> INSTALL(CODE "set(input_file
> \"\$ENV{DESTDIR}\${CMAKE_INSTALL_PREFIX}/bin/BasicApp.exe \")")
> INSTALL(SCRIPT "${CMAKE_CURRENT_BINARY_DIR}/dependencies.cmake")
>
> SET(OSG_PLUGINS_DIR
> "${OSG_DLL_DIR_CPATH}/osgPlugins-${OPENSCENEGRAPH_VERSION}")
> MESSAGE("Installing plugins from: ${OSG_PLUGINS_DIR}")
> # Extra plugin installs that the dependency checker can't find
> INSTALL(
> FILES "${OSG_PLUGINS_DIR}/osgdb_obj.dll"
> DESTINATION bin)
> # Install data that uses (at runtime) the plugin above
> INSTALL(FILES
> "${Dope_SOURCE_DIR}/data/models/clogo.obj"
> "${Dope_SOURCE_DIR}/data/models/clogo.mtl"
> DESTINATION data/models)
>
> # Create shortcuts usin NSIS commands
> SET(CPACK_NSIS_EXTRA_INSTALL_COMMANDS " CreateShortCut
> '$INSTDIR\\\\shortcut.lnk' '$INSTDIR\\\\bin\\\\BasicApp.exe' ")
>
> # Install vc90 sp1 redist
> # windows update broke a lot of things so lets add an vcdist
> dependant installer
> INSTALL(FILES
> "${Dope_SOURCE_DIR}/external/win32_vc9/win_extras/vcredist_x86.exe"
> DESTINATION win32_extras/)
>
> SET(CPACK_NSIS_EXTRA_INSTALL_COMMANDS "ExecWait
> '$INSTDIR\\\\win32_extras\\\\vcredist_x86.exe'")
> ENDIF(WIN32 AND NOT UNIX)
>
>
> # dependcies.cmake.in is:
>
> if(NOT DEFINED input_file)
> message(FATAL_ERROR "input file is not defined")
> endif(NOT DEFINED input_file)
> message("Using ${input_file}")
> INCLUDE(GetPrerequisites)
> GET_PREREQUISITES(${input_file} DEPENDENCIES 1 1 "" "")
>
> FOREACH(DEPENDENCY ${DEPENDENCIES})
> MESSAGE("DEPENDENCY: ${DEPENDENCY}")
> GET_FILENAME_COMPONENT(DEPENDENCY_NAME "${DEPENDENCY}" NAME)
> GET_FILENAME_COMPONENT(DEPENDENCY_ACTUAL "${DEPENDENCY}" REALPATH)
> MESSAGE("DEPENDENCY_NAME: ${DEPENDENCY_NAME}")
> MESSAGE("DEPENDENCY_ACTUAL: ${DEPENDENCY_ACTUAL}")
> FIND_FILE(${DEPENDENCY_NAME}_REAL_PATH ${DEPENDENCY_NAME} )
> MESSAGE("DEPENDENCY_REAL_PATH: ${${DEPENDENCY_NAME}_REAL_PATH}")
>
> MESSAGE("installing into: ${CMAKE_INSTALL_PREFIX}/bin")
> FILE(COPY ${${DEPENDENCY_NAME}_REAL_PATH} DESTINATION
> "${CMAKE_INSTALL_PREFIX}/bin")
> #INSTALL(FILES "${DEPENDENCY_REAL_PATH}" DESTINATION bin)
> ENDFOREACH()
>
> On the mac, I don't have any working code yet. I feel that I am close,
> but as it is, the code cannot load the right plugin
>
> IF (APPLE)
> SET(MACOSX_BUNDLE_INFO_STRING "MACOSX_BUNDLE_INFO_STRING")
> SET(MACOSX_BUNDLE_ICON_FILE "")
> SET(MACOSX_BUNDLE_GUI_IDENTIFIER "BasicAppGuiId")
> SET(MACOSX_BUNDLE_LONG_VERSION_STRING "long ver string")
> SET(MACOSX_BUNDLE_BUNDLE_NAME "BasicAPpBundleName")
> SET(MACOSX_BUNDLE_SHORT_VERSION_STRING "short ver")
>
> # setup the bundle
> SET(BasicApp_BUNDLE_NAME "BasicApp")
> SET_TARGET_PROPERTIES(BasicApp PROPERTIES OUTPUT_NAME
> ${BasicApp_BUNDLE_NAME})
> SET(BasicApp_BUNDLE_LOCATION "${CMAKE_INSTALL_PREFIX}")
> MESSAGE("ORIGINAL CMAKE_INSTALL_PREFIX: ${CMAKE_INSTALL_PREFIX}")
> # make sure CMAKE_INSTALL_PREFIX ends in /
> STRING(LENGTH "${CMAKE_INSTALL_PREFIX}" LEN)
> MATH(EXPR LEN "${LEN} -1" )
> STRING(SUBSTRING "${CMAKE_INSTALL_PREFIX}" ${LEN} 1 ENDCH)
> IF(NOT "${ENDCH}" STREQUAL "/")
> SET(CMAKE_INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}/")
> ENDIF(NOT "${ENDCH}" STREQUAL "/")
> SET(CMAKE_INSTALL_PREFIX
> "${CMAKE_INSTALL_PREFIX}${BasicApp_BUNDLE_NAME}.app/Contents")
>
> MESSAGE("CHANGED CMAKE_INSTALL_PREFIX: ${CMAKE_INSTALL_PREFIX}")
>
> INSTALL(
> TARGETS BasicApp
> RUNTIME DESTINATION bin
> BUNDLE DESTINATION "." )
>
> INSTALL(FILES ${Dope_SOURCE_DIR}/ReadMe.txt DESTINATION "." )
>
> SET(BasicAppFullPath "${CMAKE_INSTALL_PREFIX}/MacOS/${BasicApp_BUNDLE_NAME}")
> MESSAGE("BasicAppFullPath: ${BasicAppFullPath}")
>
> # INSTALL(CODE "set(input_file \"/MacOS/${BasicApp_BUNDLE_NAME}\")")
> MESSAGE("INSTALL CMAKE_INSTALL_PREFIX: ${CMAKE_INSTALL_PREFIX}")
> INSTALL(CODE "set(lib_path \"/usr/local/lib\")")
> INSTALL(CODE "set(input_file
> \"\$ENV{DESTDIR}\${CMAKE_INSTALL_PREFIX}/${BasicApp_BUNDLE_NAME}.app/Contents/MacOS/${BasicApp_BUNDLE_NAME}\")")
> INSTALL(SCRIPT
> "${Dope_SOURCE_DIR}/CMakeModules/CMakeIngestOSXBundleLibraries.cmake")
>
> INSTALL(FILES
> "${Dope_SOURCE_DIR}/data/models/clogo.obj"
> "${Dope_SOURCE_DIR}/data/models/clogo.mtl"
> DESTINATION
> "./${BasicApp_BUNDLE_NAME}.app/Contents/Resources/data/models/")
>
> MESSAGE("OSG VERSION: ${OPENSCENEGRAPH_VERSION}")
>
> SET(OSG_PLUGINS_DIR
> "/usr/local/lib/osgPlugins-${OPENSCENEGRAPH_VERSION}")
> INSTALL(FILES
> "${OSG_PLUGINS_DIR}/osgdb_obj.so"
> DESTINATION
> "./${BasicApp_BUNDLE_NAME}.app/Contents/PlugIns/osgPlugins-${OPENSCENEGRAPH_VERSION}/")
>
> SET(CPACK_GENERATOR "DragNDrop")
>
> ENDIF(APPLE)
>
> I tried to use code from the cmake 2.8 qt dialog working example
> (among other things, the CMakeIngestOSXBundleLibraries.cmake comes
> from there)
>
> Ok, first post over :)
> /Filip
>
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