112 lines
6.8 KiB
CMake
112 lines
6.8 KiB
CMake
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# Example Audio Plugin CMakeLists.txt
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# To get started on a new plugin, copy this entire folder (containing this file and C++ sources) to
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# a convenient location, and then start making modifications.
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# The first line of any CMake project should be a call to `cmake_minimum_required`, which checks
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# that the installed CMake will be able to understand the following CMakeLists, and ensures that
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# CMake's behaviour is compatible with the named version. This is a standard CMake command, so more
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# information can be found in the CMake docs.
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cmake_minimum_required(VERSION 3.15)
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# The top-level CMakeLists.txt file for a project must contain a literal, direct call to the
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# `project()` command. `project()` sets up some helpful variables that describe source/binary
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# directories, and the current project version. This is a standard CMake command.
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project(AUDIO_PLUGIN_EXAMPLE VERSION 0.0.1)
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# If you've installed JUCE somehow (via a package manager, or directly using the CMake install
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# target), you'll need to tell this project that it depends on the installed copy of JUCE. If you've
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# included JUCE directly in your source tree (perhaps as a submodule), you'll need to tell CMake to
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# include that subdirectory as part of the build.
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# find_package(JUCE CONFIG REQUIRED) # If you've installed JUCE to your system
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# or
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# add_subdirectory(JUCE) # If you've put JUCE in a subdirectory called JUCE
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# If you are building a VST2 or AAX plugin, CMake needs to be told where to find these SDKs on your
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# system. This setup should be done before calling `juce_add_plugin`.
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# juce_set_vst2_sdk_path(...)
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# juce_set_aax_sdk_path(...)
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# `juce_add_plugin` adds a static library target with the name passed as the first argument
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# (AudioPluginExample here). This target is a normal CMake target, but has a lot of extra properties set
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# up by default. As well as this shared code static library, this function adds targets for each of
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# the formats specified by the FORMATS arguments. This function accepts many optional arguments.
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# Check the readme at `docs/CMake API.md` in the JUCE repo for the full list.
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juce_add_plugin(AudioPluginExample
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# VERSION ... # Set this if the plugin version is different to the project version
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# ICON_BIG ... # ICON_* arguments specify a path to an image file to use as an icon for the Standalone
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# ICON_SMALL ...
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# COMPANY_NAME ... # Specify the name of the plugin's author
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# IS_SYNTH TRUE/FALSE # Is this a synth or an effect?
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# NEEDS_MIDI_INPUT TRUE/FALSE # Does the plugin need midi input?
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# NEEDS_MIDI_OUTPUT TRUE/FALSE # Does the plugin need midi output?
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# IS_MIDI_EFFECT TRUE/FALSE # Is this plugin a MIDI effect?
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# EDITOR_WANTS_KEYBOARD_FOCUS TRUE/FALSE # Does the editor need keyboard focus?
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# COPY_PLUGIN_AFTER_BUILD TRUE/FALSE # Should the plugin be installed to a default location after building?
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PLUGIN_MANUFACTURER_CODE Juce # A four-character manufacturer id with at least one upper-case character
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PLUGIN_CODE Dem0 # A unique four-character plugin id with exactly one upper-case character
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# GarageBand 10.3 requires the first letter to be upper-case, and the remaining letters to be lower-case
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FORMATS AU VST3 Standalone # The formats to build. Other valid formats are: AAX Unity VST AU AUv3
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PRODUCT_NAME "Audio Plugin Example") # The name of the final executable, which can differ from the target name
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# `juce_generate_juce_header` will create a JuceHeader.h for a given target, which will be generated
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# into your build tree. This should be included with `#include <JuceHeader.h>`. The include path for
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# this header will be automatically added to the target. The main function of the JuceHeader is to
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# include all your JUCE module headers; if you're happy to include module headers directly, you
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# probably don't need to call this.
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# juce_generate_juce_header(AudioPluginExample)
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# `target_sources` adds source files to a target. We pass the target that needs the sources as the
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# first argument, then a visibility parameter for the sources which should normally be PRIVATE.
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# Finally, we supply a list of source files that will be built into the target. This is a standard
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# CMake command.
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target_sources(AudioPluginExample
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PRIVATE
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PluginEditor.cpp
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PluginProcessor.cpp)
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# `target_compile_definitions` adds some preprocessor definitions to our target. In a Projucer
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# project, these might be passed in the 'Preprocessor Definitions' field. JUCE modules also make use
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# of compile definitions to switch certain features on/off, so if there's a particular feature you
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# need that's not on by default, check the module header for the correct flag to set here. These
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# definitions will be visible both to your code, and also the JUCE module code, so for new
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# definitions, pick unique names that are unlikely to collide! This is a standard CMake command.
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target_compile_definitions(AudioPluginExample
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PUBLIC
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# JUCE_WEB_BROWSER and JUCE_USE_CURL would be on by default, but you might not need them.
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JUCE_WEB_BROWSER=0 # If you remove this, add `NEEDS_WEB_BROWSER TRUE` to the `juce_add_plugin` call
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JUCE_USE_CURL=0 # If you remove this, add `NEEDS_CURL TRUE` to the `juce_add_plugin` call
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JUCE_VST3_CAN_REPLACE_VST2=0)
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# If your target needs extra binary assets, you can add them here. The first argument is the name of
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# a new static library target that will include all the binary resources. There is an optional
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# `NAMESPACE` argument that can specify the namespace of the generated binary data class. Finally,
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# the SOURCES argument should be followed by a list of source files that should be built into the
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# static library. These source files can be of any kind (wav data, images, fonts, icons etc.).
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# Conversion to binary-data will happen when your target is built.
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# juce_add_binary_data(AudioPluginData SOURCES ...)
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# `target_link_libraries` links libraries and JUCE modules to other libraries or executables. Here,
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# we're linking our executable target to the `juce::juce_audio_utils` module. Inter-module
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# dependencies are resolved automatically, so `juce_core`, `juce_events` and so on will also be
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# linked automatically. If we'd generated a binary data target above, we would need to link to it
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# here too. This is a standard CMake command.
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target_link_libraries(AudioPluginExample
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PRIVATE
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# AudioPluginData # If we'd created a binary data target, we'd link to it here
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juce::juce_audio_utils
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PUBLIC
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juce::juce_recommended_config_flags
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juce::juce_recommended_lto_flags
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juce::juce_recommended_warning_flags)
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