paulxstretch/CMakeLists.txt

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CMake
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# To get started on a new plugin, copy this entire folder (containing this file and C++ sources) to
# a convenient location, and then start making modifications.
# The first line of any CMake project should be a call to `cmake_minimum_required`, which checks
# that the installed CMake will be able to understand the following CMakeLists, and ensures that
# CMake's behaviour is compatible with the named version. This is a standard CMake command, so more
# information can be found in the CMake docs.
cmake_minimum_required(VERSION 3.15)
if (WIN32)
#set (CMAKE_GENERATOR_TOOLSET ClangCL)
#static linking in Windows
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
endif()
# If we are compiling for Mac OS we want to target OS versions down to 10.9
option(UniversalBinary "Build universal binary for mac" ON)
if (APPLE)
set (CMAKE_OSX_DEPLOYMENT_TARGET "10.10" CACHE INTERNAL "")
if (UniversalBinary)
set(CMAKE_OSX_ARCHITECTURES "x86_64;arm64" CACHE INTERNAL "")
#set(CMAKE_OSX_ARCHITECTURES arm64 x86_64)
endif()
endif()
# The top-level CMakeLists.txt file for a project must contain a literal, direct call to the
# `project()` command. `project()` sets up some helpful variables that describe source/binary
# directories, and the current project version. This is a standard CMake command.
project(PaulXStretch VERSION 1.5.2)
set(BUILDVERSION 109)
# If you've installed JUCE somehow (via a package manager, or directly using the CMake install
# target), you'll need to tell this project that it depends on the installed copy of JUCE. If you've
# included JUCE directly in your source tree (perhaps as a submodule), you'll need to tell CMake to
# include that subdirectory as part of the build.
# find_package(JUCE CONFIG REQUIRED) # If you've installed JUCE to your system
# or
# By default we don't want Xcode schemes to be made for modules, etc
set(CMAKE_XCODE_GENERATE_SCHEME OFF)
# No ZERO_CHECK target (it helps bust cache for cmake)
set(CMAKE_SUPPRESS_REGENERATION true)
# prevent install all
#set(CMAKE_SKIP_INSTALL_ALL_DEPENDENCY true)
# Adds all the module sources so they appear correctly in the IDE
# Must be set before JUCE is added as a sub-dir (or any targets are made)
# https://github.com/juce-framework/JUCE/commit/6b1b4cf7f6b1008db44411f2c8887d71a3348889
set_property(GLOBAL PROPERTY USE_FOLDERS YES)
# This is a failed attempt to bury ALL_BUILD in Targets/
# This should be called before any target is made
# Bug in Xcode? https://gitlab.kitware.com/cmake/cmake/-/issues/21383
set_property(GLOBAL PROPERTY PREDEFINED_TARGETS_FOLDER "Targets")
# Create a /Modules directory in the IDE with the JUCE Module code
option(JUCE_ENABLE_MODULE_SOURCE_GROUPS "Show all module sources in IDE projects" ON)
# include JUCE
add_subdirectory(deps/juce EXCLUDE_FROM_ALL )
# juce_add_modules(deps/ff_meters)
set (FormatsToBuild VST3 Standalone)
# On Mac, an AU version will be built too
if (APPLE)
list (APPEND FormatsToBuild AU)
endif()
# If you are building a VST2 or AAX plugin, CMake needs to be told where to find these SDKs on your
# system. This setup should be done before calling `juce_add_plugin`.
#juce_set_vst2_sdk_path("../VST2_SDK")
#juce_set_aax_sdk_path("../AAX_SDK_2p3p2")
if (AAX_SDK_PATH)
juce_set_aax_sdk_path (${AAX_SDK_PATH})
if (APPLE OR (NOT ("${CMAKE_VS_PLATFORM_NAME}" STREQUAL "Win32")))
list (APPEND FormatsToBuild AAX)
endif()
endif()
#if (VST2_SDK_PATH)
# juce_set_vst2_sdk_path (${VST2_SDK_PATH})
# list (APPEND FormatsToBuild VST)
#endif()
set (MacPList "<plist version=\"1.0\">
<dict>
<key>CFBundleVersion</key>
<string>${BUILDVERSION}</string>
<key>CFBundleURLTypes</key>
<array>
<dict>
<key>CFBundleURLName</key>
<string>com.sonosaurus.paulxstretch</string>
<key>CFBundleURLSchemes</key>
<array>
<string>paulxstretch</string>
</array>
</dict>
</array>
</dict>
</plist>")
# `juce_add_plugin` adds a static library target with the name passed as the first argument
# (AudioPluginExample here). This target is a normal CMake target, but has a lot of extra properties set
# up by default. As well as this shared code static library, this function adds targets for each of
# the formats specified by the FORMATS arguments. This function accepts many optional arguments.
# Check the readme at `docs/CMake API.md` in the JUCE repo for the full list.
function(sono_add_custom_plugin_target target_name product_name formats is_instrument plugincode)
if (is_instrument)
set (vst3cats Instrument Network)
set (vst2cat "kPlugCategSynth")
else()
set (vst3cats Fx Network)
set (vst2cat "kPlugCategEffect")
endif()
juce_add_plugin("${target_name}"
IS_SYNTH "${is_instrument}"
NEEDS_MIDI_INPUT TRUE
NEEDS_MIDI_OUTPUT TRUE
EDITOR_WANTS_KEYBOARD_FOCUS TRUE
COMPANY_NAME "Sonosaurus"
BUNDLE_ID "com.sonosaurus.paulxstretch"
MICROPHONE_PERMISSION_ENABLED TRUE
ICON_BIG "images/paulxstretch_icon_1024_rounded.png"
ICON_SMALL "images/paulxstretch_icon_256_rounded.png"
NEEDS_WEB_BROWSER FALSE
VST2_CATEGORY "${vst2cat}"
VST3_CATEGORIES "${vst3cats}"
AAX_CATEGORY "AAX_EPlugInCategory_Effect"
# mac settings
HARDENED_RUNTIME_ENABLED TRUE
HARDENED_RUNTIME_OPTIONS "com.apple.security.device.audio-input"
PLIST_TO_MERGE "${MacPList}"
AU_MAIN_TYPE "kAudioUnitType_MusicEffect"
# other settings...
PLUGIN_MANUFACTURER_CODE Sono
PLUGIN_CODE ${plugincode}
FORMATS ${formats}
DESCRIPTION "PaulXStretch - Extreme Timestretching"
PRODUCT_NAME "${product_name}")
juce_generate_juce_header("${target_name}")
set (HEADER_INCLUDES
# Source/PS_Source
# Source/WDL
)
set (LIB_PATHS "")
#set (PLAT_COMPILE_DEFS
# $<$<CONFIG:Debug>:LOGLEVEL=2>
# USE_CODEC_OPUS=1
# AOO_TIMEFILTER_CHECK=0
# AOO_STATIC)
set(PlatSourceFiles
Source/CrossPlatformUtils.h
)
# platform specific stuff
if (APPLE)
list (APPEND HEADER_INCLUDES deps/mac/include)
list (APPEND LIB_PATHS ${CMAKE_CURRENT_SOURCE_DIR}/deps/mac/lib)
list (APPEND PlatSourceFiles Source/CrossPlatformUtilsMac.mm)
elseif (WIN32)
list (APPEND HEADER_INCLUDES deps/windows ../asiosdk/common)
list (APPEND PlatSourceFiles Source/CrossPlatformUtilsWindows.cpp)
message (STATUS "Win generator platform is: ${CMAKE_VS_PLATFORM_NAME}" )
if ("${CMAKE_VS_PLATFORM_NAME}" STREQUAL "Win32")
list (APPEND LIB_PATHS
$<$<CONFIG:Debug>:${CMAKE_CURRENT_SOURCE_DIR}/deps/windows/Debug32>
$<$<CONFIG:Release>:${CMAKE_CURRENT_SOURCE_DIR}/deps/windows/Release32>
)
else()
list (APPEND LIB_PATHS
$<$<CONFIG:Debug>:${CMAKE_CURRENT_SOURCE_DIR}/deps/windows/Debug>
$<$<CONFIG:Release>:${CMAKE_CURRENT_SOURCE_DIR}/deps/windows/Release>
)
endif()
list (APPEND PLAT_COMPILE_DEFS
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JUCE_MODAL_LOOPS_PERMITTED
_USE_MATH_DEFINES
WINVER=0x0601
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_WIN32_WINNT=0x0601
NOMINMAX)
else()
# Linux
list (APPEND PlatSourceFiles Source/CrossPlatformUtilsLinux.cpp)
list ( APPEND PLAT_COMPILE_DEFS
JUCE_USE_MP3AUDIOFORMAT=1 )
endif()
set(SourceFiles
${PlatSourceFiles}
Source/CustomLookAndFeel.cpp
Source/CustomLookAndFeel.h
Source/CustomStandaloneFilterApp.cpp
Source/CustomStandaloneFilterWindow.h
Source/PluginEditor.cpp
Source/PluginEditor.h
Source/PluginProcessor.cpp
Source/PluginProcessor.h
Source/RenderSettingsComponent.cpp
Source/RenderSettingsComponent.h
Source/envelope_component.cpp
Source/envelope_component.h
Source/jcdp_envelope.h
Source/ps3_BufferingAudioSource.cpp
Source/ps3_BufferingAudioSource.h
#Source/PS_Source/fftw3.h
Source/PS_Source/PaulStretchControl.cpp
Source/PS_Source/Stretch.h
Source/PS_Source/version.h
Source/PS_Source/Player.cpp
Source/PS_Source/BinauralBeats.h
Source/PS_Source/StretchSource.h
Source/PS_Source/ProcessedStretch.cpp
Source/PS_Source/Input
Source/PS_Source/Input/AInputS.h
Source/PS_Source/Input/InputS.h
Source/PS_Source/BinauralBeats.cpp
Source/PS_Source/ProcessedStretch.h
Source/PS_Source/StretchSource.cpp
Source/PS_Source/Player.h
Source/PS_Source/globals.h
Source/PS_Source/Stretch.cpp
Source/PS_Source/FreeEdit.h
Source/PS_Source/FreeEdit.cpp
Source/PS_Source/PaulStretchControl.h
Source/PS_Source/Input/AInputS.h
Source/PS_Source/Input/InputS.h
Source/WDL/resample.h
Source/WDL/resample.cpp
Source/WDL/wdltypes.h
Source/WDL/denormal.h
Source/WDL/heapbuf.h
)
target_sources("${target_name}" PRIVATE
${SourceFiles}
)
# No, we don't want our source buried in extra nested folders
set_target_properties("${target_name}" PROPERTIES FOLDER "")
# The source tree should uhhh, still look like the source tree, yo
source_group(TREE ${CMAKE_CURRENT_SOURCE_DIR}/Source PREFIX "" FILES ${SourceFiles})
# Move the INTERFACE auto-created JUCE library stuff into its own folder
source_group("JUCE Library Code" REGULAR_EXPRESSION "juce_")
#target_include_directories("${target_name}"
# INTERFACE
# $<TARGET_PROPERTY:"${target_name}",INCLUDE_DIRECTORIES>)
target_include_directories("${target_name}"
PUBLIC
${HEADER_INCLUDES}
)
# Require at least C++17 to build `my_target`
target_compile_features("${target_name}" PRIVATE cxx_std_17)
# This cleans up the folder organization, especially on Xcode.
# It tucks the Plugin varieties into a "Targets" folder and generate an Xcode Scheme manually
# Xcode scheme generation is turned off globally to limit noise from other targets
# The non-hacky way of doing this is via the global PREDEFINED_TARGETS_FOLDER propety
# However that doesn't seem to be working in Xcode
# Not all plugin types (au, vst) available on each build type (win, macos, linux)
foreach(target ${formats} "All")
if(TARGET ${target_name}_${target})
set_target_properties(${target_name}_${target} PROPERTIES
# Tuck the actual plugin targets into a folder where they won't bother us
FOLDER "Targets"
# MacOS only: Sets the default executable that Xcode will open on build
# For this exact path to to work, manually build the AudioPluginHost.xcodeproj in the JUCE subdir
# XCODE_SCHEME_EXECUTABLE "${CMAKE_CURRENT_SOURCE_DIR}/deps/juce/extras/AudioPluginHost/Builds/MacOSX/build/Debug/AudioPluginHost.app"
# Let us build the target in Xcode
XCODE_GENERATE_SCHEME ON)
endif()
endforeach()
target_compile_definitions("${target_name}"
PUBLIC
JUCE_WEB_BROWSER=0
JUCE_USE_CURL=0
JUCE_VST3_CAN_REPLACE_VST2=0
JUCE_DISPLAY_SPLASH_SCREEN=0
JUCE_USE_CUSTOM_PLUGIN_STANDALONE_APP=1
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JUCE_USE_WINDOWS_MEDIA_FORMAT=1
JUCE_LOAD_CURL_SYMBOLS_LAZILY=1
JUCE_ASIO=1
JUCE_WASAPI=1
JUCE_DIRECTSOUND=0
JUCE_JACK=1
JUCE_ALSA=1
JUCE_USE_ANDROID_OBOE=1
JUCE_USE_OBOE_STABILIZED_CALLBACK=1
JUCE_LOAD_CURL_SYMBOLS_LAZILY=1
FF_AUDIO_ALLOW_ALLOCATIONS_IN_MEASURE_BLOCK=0
PAULXSTRETCH_BUILD_VERSION="${VERSION}"
${PLAT_COMPILE_DEFS} )
juce_add_binary_data("${target_name}_PSData" SOURCES
images/freeze.svg
images/loop_icon.svg
images/passthru.svg
images/passthru_enabled.svg
images/pause_icon.svg
images/play_icon.svg
images/power.svg
images/power_sel.svg
images/record.svg
images/record_active.svg
images/skipback_icon.svg
)
set_target_properties(${target_name}_PSData PROPERTIES FOLDER "Targets")
if (UNIX AND NOT APPLE)
target_compile_options("${target_name}_PSData"
PRIVATE
-fPIC
)
find_library(FFTWF_LIB fftw3f)
if (NOT FFTWF_LIB)
message(FATAL_ERROR "fftw3f library not found, please install libfftw3f develop package")
endif()
if (JUCE_LINUX_TARGET_ARCHITECTURE MATCHES "arm" )
message(STATUS "ARM platform, adding -march=native")
target_compile_options(${target_name} PUBLIC
-march=native
)
endif()
if (TARGET ${target_name}_Standalone)
# make linux executable all lower case
string(TOLOWER ${target_name} tmptargname)
set_target_properties("${target_name}_Standalone"
PROPERTIES
OUTPUT_NAME ${tmptargname}
)
endif()
endif()
target_link_directories("${target_name}" INTERFACE
${LIB_PATHS}
)
target_link_libraries("${target_name}"
PRIVATE
juce::juce_audio_utils
juce::juce_dsp
juce::juce_audio_plugin_client
juce::juce_cryptography
${target_name}_PSData
fftw3f
$<$<PLATFORM_ID:Windows>:mingwex>
$<$<PLATFORM_ID:Windows>:gcc>
$<$<PLATFORM_ID:Windows>:mingw32>
$<$<PLATFORM_ID:Windows>:msvcrt>
PUBLIC
juce::juce_recommended_config_flags
juce::juce_recommended_lto_flags
# juce::juce_recommended_warning_flags
)
endfunction()
# most of the targets
sono_add_custom_plugin_target(PaulXStretch PaulXStretch "${FormatsToBuild}" FALSE "Pxst")
# Mobile targets
#sono_add_custom_plugin_target(PaulXStretch "AUv3 Standalone" FALSE "NBus")
# add VSTi target
# sono_add_custom_plugin_target(PaulXStretchInst "PaulXStretchInstrument" "VST3" TRUE "IBus")