25bd5d8adb
subrepo: subdir: "deps/juce" merged: "b13f9084e" upstream: origin: "https://github.com/essej/JUCE.git" branch: "sono6good" commit: "b13f9084e" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo.git" commit: "2f68596"
739 lines
37 KiB
Markdown
739 lines
37 KiB
Markdown
# The JUCE CMake API
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## System Requirements
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- All project types require CMake 3.15 or higher.
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- Android targets are not currently supported.
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- WebView2 on Windows via JUCE_USE_WIN_WEBVIEW2 flag in juce_gui_extra is not currently supported.
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Most system package managers have packages for CMake, but we recommend using the most recent release
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from https://cmake.org/download. You should always use a CMake that's newer than your build
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toolchain, so that CMake can identify your build tools and understand how to invoke them.
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In addition to CMake you'll need a build toolchain for your platform, such as Xcode or MSVC.
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## Getting Started
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### Using `add_subdirectory`
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The simplest way to include JUCE in your project is to add JUCE as a
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subdirectory of your project, and to include the line `add_subdirectory(JUCE)`
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in your project CMakeLists.txt. This will make the JUCE targets and helper
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functions available for use by your custom targets.
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### Using `find_package`
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To install JUCE globally on your system, you'll need to tell CMake where to
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place the installed files.
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# Go to JUCE directory
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cd /path/to/clone/JUCE
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# Configure build with library components only
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cmake -B cmake-build-install -DCMAKE_INSTALL_PREFIX=/path/to/JUCE/install
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# Run the installation
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cmake --build cmake-build-install --target install
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In your project which consumes JUCE, make sure the project CMakeLists.txt contains the line
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`find_package(JUCE CONFIG REQUIRED)`. This will make the JUCE modules and CMake helper functions
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available for use in the rest of your build. Then, run the build like so:
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# Go to project directory
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cd /path/to/my/project
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# Configure build, passing the JUCE install path you used earlier
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cmake -B cmake-build -DCMAKE_PREFIX_PATH=/path/to/JUCE/install
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# Build the project
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cmake --build cmake-build
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### Example projects
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In the JUCE/examples/CMake directory, you'll find example projects for a GUI app, a console app,
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and an audio plugin. You can simply copy one of these subdirectories out of the JUCE repo, add JUCE
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as a submodule, and uncomment the call to `add_subdirectory` where indicated in the CMakeLists.txt.
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Alternatively, if you've installed JUCE using a package manager or the CMake install target, you can
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uncomment the call to `find_package`.
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Once your project is set up, you can generate a build tree for it in the normal way. To get started,
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you might invoke CMake like this, from the new directory you created.
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cmake -Bbuild (-GgeneratorName) (-DJUCE_BUILD_EXTRAS=ON) (-DJUCE_BUILD_EXAMPLES=ON)
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This will create a build tree in a directory named 'build', using the CMakeLists in the current
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working directory, using the default generator (makefiles on mac/linux, and the most recent Visual
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Studio on Windows). You can choose a specific generator to use with the `-G` flag (call `cmake -G`
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to see a full list of generators on your platform). If you included JUCE as a subdirectory, you can
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enable the Extras and Examples targets by including the last two arguments (they're off by default).
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There's quite a lot of example projects, and generating project files might take a bit longer when
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these options are on, so you probably won't want to include them most of the time.
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Then, to build the project:
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cmake --build build (--target targetNameFromCMakeLists) (--config Release/Debug/...)
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This tells cmake to build the target named `targetNameFromCMakeLists`, in the specified
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configuration, using the appropriate tool. Of course, if you generated makefiles or ninja files, you
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could call `make` or `ninja` in the build directory. If you generated an IDE project, like an Xcode
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or Visual Studio project, then you could open the generated project in your IDE.
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### Building for iOS
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To build for iOS, you'll need CMake 3.14 or higher. Using the Xcode generator is highly recommended,
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as other generators may not automatically find the correct SDK for the iPhone simulator, and may
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fail to run certain parts of the build, such as compiling icons and processing the app's plist. By
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default, CMake will build for the same system that originally configured the project, so to enable
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cross-compilation for iOS, a few extra flags must be passed to the initial CMake invocation:
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cmake -Bbuild-ios -GXcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_DEPLOYMENT_TARGET=9.3
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Here we create a build tree in the directory named 'build-ios', using the Xcode generator. The
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`-DCMAKE_SYSTEM_NAME=iOS` option tells CMake to enable cross-compiling for iOS. The
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`-DCMAKE_OSX_DEPLOYMENT_TARGET=9.3` option sets the minimum deployment target (it applies to iOS
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despite the 'OSX' in the variable name!).
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Once the project has generated, we can open it as normal in Xcode (look for the project file in the
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build directory). Alternatively, to build from the command-line, we could run this command:
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cmake --build build-ios --target <targetName> -- -sdk iphonesimulator
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Here, we're building the target named `<targetName>` from the build tree in the directory
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`build-ios`. All the arguments after `--` are ignored by CMake, and are passed through to the
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underlying build tool. In this case, the build tool will be `xcodebuild` because we used the Xcode
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generator above. We tell xcodebuild that we're building the app for the iOS simulator, which doesn't
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require special code signing.
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If we wanted to build for a real device, we would need to pass some extra signing details to the
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initial CMake configuration command:
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cmake -Bbuild-ios -GXcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_DEPLOYMENT_TARGET=9.3 \
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-DCMAKE_XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY="iPhone Developer"
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-DCMAKE_XCODE_ATTRIBUTE_DEVELOPMENT_TEAM=<10 character id>
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The `CODE_SIGN_IDENTITY` is the kind of certificate you want to use (iPhone Developer is appropriate
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for development) and `DEVELOPMENT_TEAM` is the 10-character ID that can be found by opening the
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Keychain Access app, finding your development certificate, and checking its 'Organizational Unit'
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info field.
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When building the target, you may also need to tell Xcode that it can automatically update
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provisioning profiles, which is achieved by passing the `-allowProvisioningUpdates` flag:
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cmake --build build-ios --target <targetName> -- -allowProvisioningUpdates
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#### Archiving for iOS
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CMake's out-of-the-box archiving behaviour doesn't always work as expected, especially for targets
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that depend on custom static libraries. Xcode may generate these libraries into a 'DerivedData'
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directory, but then omit this directory from the library search paths later in the build.
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If the "Product -> Archive" action isn't working due to missing staticlibs, try setting the
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`ARCHIVE_OUTPUT_DIRECTORY` property explicitly:
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set_target_properties(my_static_lib_target PROPERTIES ARCHIVE_OUTPUT_DIRECTORY "./")
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Note that the static library produced by `juce_add_binary_data` automatically sets this property.
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### Building universal binaries for macOS
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Building universal binaries that will run on both arm64 and x86_64 can be achieved by
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configuring the CMake project with `"-DCMAKE_OSX_ARCHITECTURES=arm64;x86_64"`.
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### Building with Clang on Windows
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Clang-cl (Clang with MSVC-like command-line) should work by default. If you are generating a Visual
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Studio project, and have installed the LLVM package which is distributed with Visual Studio, then
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you can configure a Clang-cl build by passing "-T ClangCL" on your configuration commandline.
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If you wish to use Clang with GNU-like command-line instead, you can pass
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`-DCMAKE_CXX_COMPILER=clang++` and `-DCMAKE_C_COMPILER=clang` on your configuration commandline.
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clang++ and clang must be on your `PATH` for this to work. Only more recent versions of CMake
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support Clang's GNU-like command-line on Windows. CMake 3.12 is not supported, CMake 3.15 has
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support, CMake 3.20 or higher is recommended. Note that CMake doesn't seem to automatically link a
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runtime library when building in this configuration, but this can be remedied by setting the
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`MSVC_RUNTIME_LIBRARY` property. See the [official
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documentation](https://cmake.org/cmake/help/v3.15/prop_tgt/MSVC_RUNTIME_LIBRARY.html) of this
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property for usage recommendations.
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### A note about compile definitions
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Module options and plugin options that would previously have been set in the Projucer can be set on
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a target-by-target basis in CMake, via `target_compile_definitions`. To find the options exposed by
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a particular module, check its module header for sections with the following structure:
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/** Config: NAME_OF_KEY
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Docs go here...
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*/
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#ifndef NAME_OF_KEY
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#define NAME_OF_KEY ...
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#endif
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To override the default config option, use the following CMake code, replacing `<value>` as
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appropriate:
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target_compile_definitions(my_target PUBLIC NAME_OF_KEY=<value>)
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The `JucePlugin_PreferredChannelConfig` preprocessor definition for plugins is difficult to specify
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in a portable way due to its use of curly braces, which may be misinterpreted in Linux/Mac builds
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using the Ninja/Makefile generators. It is recommended to avoid this option altogether, and to use
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the newer buses API to specify the desired plugin inputs and outputs.
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## API Reference
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### Options
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These flags can be enabled or disabled to change the behaviour of parts of the JUCE build.
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These options would normally be configured by either:
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- Supplying an option in the form `-DNAME_OF_OPTION=ON/OFF` to the initial CMake configuration call,
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or
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- Calling `set(NAME_OF_OPTION ON/OFF)` before including JUCE in your project via `add_subdirectory`
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or `find_package`.
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#### `JUCE_BUILD_EXTRAS`
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This controls whether targets are added for the projects in the 'extras' folder, such as the
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Projucer and AudioPluginHost. This is off by default, because you probably won't need these targets
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if you've included JUCE in your own project.
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#### `JUCE_BUILD_EXAMPLES`
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This controls whether targets are added for the projects in the 'examples' folder, such as the
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DemoRunner and PIPs. This is off by default, because you probably won't need these targets if you've
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included JUCE in your own project.
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#### `JUCE_ENABLE_MODULE_SOURCE_GROUPS`
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This option will make module source files browsable in IDE projects. It has no effect in non-IDE
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projects. This option is off by default, as it will increase the size of generated IDE projects and
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might slow down configuration a bit. If you enable this, you should probably also add
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`set_property(GLOBAL PROPERTY USE_FOLDERS YES)` to your top level CMakeLists as this is required for
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source grouping to work.
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Source groupings are a little sensitive to the project layout. As such, you should always ensure
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that the call to `juce_add_module` which adds a specific module happens *before* calling
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`juce_add_*` to add any dependent targets.
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The modules will be placed in a group named "JUCE Modules" within the group for each target,
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alongside the "Source Files" and "Header Files" groups.
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#### `JUCE_COPY_PLUGIN_AFTER_BUILD`
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Controls whether plugin targets should be installed to the system after building. Note that the
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plugin folders may be protected, so the build may require elevated permissions in order for the
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installation to work correctly, or you may need to adjust the permissions of the destination
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folders.
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### Functions
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#### `juce_add_<target>`
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juce_add_gui_app(<target> [KEY value]...)
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juce_add_console_app(<target> [KEY value]...)
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juce_add_plugin(<target> [KEY value]...)
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`juce_add_gui_app` and `juce_add_console_app` add an executable target with name `<target>`.
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`juce_add_plugin` adds a 'shared code' static library target with name `<target>`, along with extra
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targets for each of the specified plugin formats. Each of these functions also takes a number of
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optional arguments in the form of a `KEY` followed by one or more `value`s which can be used to set
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additional attributes of the target. If these optional arguments aren't specified, their values will
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fall back to sensible defaults.
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Each of these arguments adds a property to the resulting target in the form `JUCE_paramName`, where
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`paramName` is one of the parameter keys below. For example, after a call to
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`juce_add_gui_app(my_target PRODUCT_NAME "Target")`, the target `my_target` will have a property
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named `JUCE_PRODUCT_NAME` with the value `"Target"`. After creating a target with one of these
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commands, properties beginning with `JUCE_` can be _queried_, but changing their values might not
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have any effect (or might even break things in unexpected ways!), so always pass JUCE target
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attributes directly to these creation functions, rather than adding them later.
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- `PRODUCT_NAME`
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- The name of the output built by this target, similar to CMake's `OUTPUT_NAME` property. If not
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specified, this will default to the target name.
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- `VERSION`
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- A version number string in the format "major.minor.bugfix". If not specified, the `VERSION` of
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the project containing the target will be used instead. On Apple platforms, this is the
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user-facing version string. This option corresponds to the `CFBundleShortVersionString` field in
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the target's plist.
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- `BUILD_VERSION`
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- A version number string in the format "major.minor.bugfix". If not specified, this will match
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the `VERSION` of the target. On Apple platforms, this is the private version string used to
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distinguish between App Store builds. This option corresponds to the `CFBundleVersion` field in
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the target's plist.
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- `BUNDLE_ID`
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- An identifier string in the form "com.yourcompany.productname" which should uniquely identify
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this target. Mainly used for macOS builds. If not specified, a default will be generated using
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the target's `COMPANY_NAME` and `PRODUCT_NAME`.
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- `MICROPHONE_PERMISSION_ENABLED`
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- May be either TRUE or FALSE. Adds the appropriate entries to an app's Info.plist.
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- `MICROPHONE_PERMISSION_TEXT`
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- The text your app will display when it requests microphone permissions.
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- `CAMERA_PERMISSION_ENABLED`
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- May be either TRUE or FALSE. Adds the appropriate entries to an app's Info.plist.
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- `CAMERA_PERMISSION_TEXT`
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- The text your app will display when it requests camera permissions.
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- `BLUETOOTH_PERMISSION_ENABLED`
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- May be either TRUE or FALSE. Adds the appropriate entries to an app's Info.plist.
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- `BLUETOOTH_PERMISSION_TEXT`
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- The text your app will display when it requests bluetooth permissions.
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- `SEND_APPLE_EVENTS_PERMISSION_ENABLED`
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- May be either TRUE or FALSE. Enable this to allow your app to send Apple events.
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- `SEND_APPLE_EVENTS_PERMISSION_TEXT`
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- The text your app will display when it requests permission to send Apple events.
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- `FILE_SHARING_ENABLED`
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- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
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- `DOCUMENT_BROWSER_ENABLED`
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- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
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- `STATUS_BAR_HIDDEN`
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- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
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- `REQUIRES_FULL_SCREEN`
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- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
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- `BACKGROUND_AUDIO_ENABLED`
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- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
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- `BACKGROUND_BLE_ENABLED`
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- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
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- `APP_GROUPS_ENABLED`
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- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's entitlements.
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- `APP_GROUP_IDS`
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- The app groups to which your iOS app belongs. These will be added to your app's entitlements.
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- `ICLOUD_PERMISSIONS_ENABLED`
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- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's entitlements.
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- `IPHONE_SCREEN_ORIENTATIONS`
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- May be one or more of `UIInterfaceOrientationUnknown`, `UIInterfaceOrientationPortrait`,
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`UIInterfaceOrientationPortraitUpsideDown`, `UIInterfaceOrientationLandscapeLeft`, or
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`UIInterfaceOrientationLandscapeRight`. Adds appropriate entries to an iOS app's plist.
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- `IPAD_SCREEN_ORIENTATIONS`
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- May be one or more of `UIInterfaceOrientationUnknown`, `UIInterfaceOrientationPortrait`,
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`UIInterfaceOrientationPortraitUpsideDown`, `UIInterfaceOrientationLandscapeLeft`, or
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`UIInterfaceOrientationLandscapeRight`. Adds appropriate entries to an iOS app's plist.
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- `LAUNCH_STORYBOARD_FILE`
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- A custom launch storyboard file to use on iOS. If not supplied, a default storyboard will be
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used.
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- `CUSTOM_XCASSETS_FOLDER`
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- A path to an xcassets directory, containing icons and/or launch images for this target. If this
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is specified, the ICON_BIG and ICON_SMALL arguments will not have an effect on iOS, and a launch
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storyboard will not be used.
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- `TARGETED_DEVICE_FAMILY`
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- Specifies the device families on which the product must be capable of running. Allowed values
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are "1", "2", and "1,2"; these correspond to "iPhone/iPod touch", "iPad", and "iPhone/iPod and
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iPad" respectively. This will default to "1,2", meaning that the target will target iPhone,
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iPod, and iPad.
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- `ICON_BIG`, `ICON_SMALL`
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- Paths to image files that will be used to generate app icons. If only one of these parameters
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is specified, then that image will be used for all icon resolutions. If both arguments are
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specified, then the appropriate image will be picked for each icon resolution.
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- `COMPANY_COPYRIGHT`
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- Copyright text which will be added to the app/plugin's Info.plist. The value of this argument
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will be inherited from the `JUCE_COMPANY_COPYRIGHT` property, so if you want to use the same
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`COMPANY_COPYRIGHT` for several targets in a build tree, you can call
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`set_directory_properties(PROPERTIES JUCE_COMPANY_COPYRIGHT ...)` after including JUCE but
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before adding the targets, and then omit the `COMPANY_COPYRIGHT` argument when creating the
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individual targets.
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- `COMPANY_NAME`
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- The name of this target's author. Will be added to the app/plugin's Info.plist, and may be used
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to generate part of the `BUNDLE_ID` if no ID was given explicitly. The value of this argument
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will be inherited from the `JUCE_COMPANY_NAME` property, so if you want to use the same
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`COMPANY_NAME` for several targets in a build tree, you can call
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`set_directory_properties(PROPERTIES JUCE_COMPANY_NAME ...)` after including JUCE but before
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adding the targets, and then omit the `COMPANY_NAME` argument when creating the individual
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targets.
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- `COMPANY_WEBSITE`
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- The address of a website related to this target in some way. The value of this argument will be
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inherited from the `JUCE_COMPANY_WEBSITE` property, so if you want to use the same
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`COMPANY_WEBSITE` for several targets in a build tree, you can call
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`set_directory_properties(PROPERTIES JUCE_COMPANY_WEBSITE ...)` after including JUCE but before
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adding the targets, and then omit the `COMPANY_WEBSITE` argument when creating the individual
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targets.
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- `COMPANY_EMAIL`
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- An email address for this target's author. The value of this argument will be inherited from the
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`JUCE_COMPANY_EMAIL` property, so if you want to use the same `COMPANY_EMAIL` for several
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targets in a build tree, you can call `set_directory_properties(PROPERTIES JUCE_COMPANY_EMAIL
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...)` after including JUCE but before adding the targets, and then omit the `COMPANY_EMAIL`
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argument when creating the individual targets.
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- `DOCUMENT_EXTENSIONS`
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- File extensions that should be associated with this target. For example, the Projucer passes
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the string `jucer` because it wants to open `.jucer` files. If your target has several different
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document types, you can pass them as multiple arguments, e.g. `DOCUMENT_EXTENSIONS wav mp3 aif`.
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- `NEEDS_CURL`
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- On Linux, JUCE may or may not need to link to Curl depending on the compile definitions that are
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set on a JUCE target. By default, we don't link Curl because you might not need it, but if you
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get linker or include errors that reference Curl, just set this argument to `TRUE`.
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- `NEEDS_WEB_BROWSER`
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- On Linux, JUCE may or may not need to link to Webkit depending on the compile definitions that
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are set on a JUCE target. By default, we don't link Webkit because you might not need it, but
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if you get linker or include errors that reference Webkit, just set this argument to `TRUE`.
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- `NEEDS_STORE_KIT`
|
|
- On macOS, JUCE may or may not need to link to StoreKit depending on the compile definitions that
|
|
are set on a JUCE target. By default, we don't link StoreKit because you might not need it, but
|
|
if you get linker or include errors that reference StoreKit, just set this argument to `TRUE`.
|
|
|
|
- `PUSH_NOTIFICATIONS_ENABLED`
|
|
- Sets app entitlements to allow push notifications. False by default.
|
|
|
|
- `NETWORK_MULTICAST_ENABLED`
|
|
- Sets app entitlements to allow IP multicast or broadcast on macOS/iOS. False by default.
|
|
|
|
- `HARDENED_RUNTIME_ENABLED`
|
|
- Enables macOS' hardened runtime for this target. Required for notarisation. False by default.
|
|
|
|
- `HARDENED_RUNTIME_OPTIONS`
|
|
- A set of space-separated entitlement keys that will be added to this target's entitlements
|
|
plist if `HARDENED_RUNTIME_ENABLED` is `TRUE`. Each key should be in the form
|
|
`com.apple.security.*` where `*` is a specific entitlement.
|
|
|
|
- `APP_SANDBOX_ENABLED`
|
|
- Enables macOS' app sandbox for this target. False by default.
|
|
|
|
- `APP_SANDBOX_INHERIT`
|
|
- Allows child processes to inherit the static entitlements of their parent process. If this
|
|
is set to `TRUE`, no other app sandbox entitlements will be set on this target.
|
|
|
|
- `APP_SANDBOX_OPTIONS`
|
|
- A set of space-separated entitlement keys that will be added to this target's entitlements
|
|
plist if `APP_SANDBOX_ENABLED` is `TRUE`. Each key should be in the form `com.apple.security.*`
|
|
where `*` is a specific entitlement.
|
|
|
|
- `PLIST_TO_MERGE`
|
|
- A string to insert into an app/plugin's Info.plist.
|
|
|
|
- `FORMATS`
|
|
- For plugin targets, specifies the plugin targets to build. Should be provided as a
|
|
space-separated list. Valid values are `Standalone Unity VST3 AU AUv3 AAX VST`. `AU` and `AUv3`
|
|
plugins will only be enabled when building on macOS. It is an error to pass `AAX` or `VST`
|
|
without first calling `juce_set_aax_sdk_path` or `juce_set_vst2_sdk_path` respectively.
|
|
|
|
- `PLUGIN_NAME`
|
|
- The name of the plugin. In a DAW environment, this is the name that will be displayed to the
|
|
user when they go to load a plugin. This name may differ from the name of the physical plugin
|
|
file (to set the name of the plugin file, use the `PRODUCT_NAME` option). If not specified,
|
|
the `PLUGIN_NAME` will default to match the `PRODUCT_NAME`.
|
|
|
|
- `PLUGIN_MANUFACTURER_CODE`
|
|
- A four-character unique ID for your company. For AU compatibility, this must contain at least
|
|
one upper-case letter. GarageBand 10.3 requires the first letter to be upper-case, and the
|
|
remaining letters to be lower-case.
|
|
|
|
- `PLUGIN_CODE`
|
|
- A four-character unique ID for your plugin. For AU compatibility, this must contain exactly one
|
|
upper-case letter. GarageBand 10.3 requires the first letter to be upper-case, and the remaining
|
|
letters to be lower-case.
|
|
|
|
- `DESCRIPTION`
|
|
- A short description of your plugin.
|
|
|
|
- `IS_SYNTH`
|
|
- Whether the plugin is a synth. Will be used to set sensible plugin category values if they
|
|
are not provided explicitly.
|
|
|
|
- `NEEDS_MIDI_INPUT`
|
|
- Whether the plugin should provide a midi input.
|
|
|
|
- `NEEDS_MIDI_OUTPUT`
|
|
- Whether the plugin should provide a midi output.
|
|
|
|
- `IS_MIDI_EFFECT`
|
|
- Whether the plugin is a MIDI effect (some hosts provide a special channel-strip location for
|
|
MIDI effect plugins).
|
|
|
|
- `EDITOR_WANTS_KEYBOARD_FOCUS`
|
|
- Whether the plugin requires keyboard focus, or should defer all keyboard handling to the host.
|
|
|
|
- `DISABLE_AAX_BYPASS`
|
|
- Whether the AAX bypass function should be disabled.
|
|
|
|
- `DISABLE_AAX_MULTI_MONO`
|
|
- Whether the AAX multi mono bus layout should be disabled.
|
|
|
|
- `AAX_IDENTIFIER`
|
|
- The bundle ID for the AAX plugin target. Matches the `BUNDLE_ID` by default.
|
|
|
|
- `VST_NUM_MIDI_INS`
|
|
- For VST2 and VST3 plugins that accept midi, this allows you to configure the number of inputs.
|
|
|
|
- `VST_NUM_MIDI_OUTS`
|
|
- For VST2 and VST3 plugins that produce midi, this allows you to configure the number of outputs.
|
|
|
|
- `VST2_CATEGORY`
|
|
- Should be one of: `kPlugCategUnknown`, `kPlugCategEffect`, `kPlugCategSynth`,
|
|
`kPlugCategAnalysis`, `kPlugCategMatering`, `kPlugCategSpacializer`, `kPlugCategRoomFx`,
|
|
`kPlugSurroundFx`, `kPlugCategRestoration`, `kPlugCategOfflineProcess`, `kPlugCategShell`,
|
|
`kPlugCategGenerator`.
|
|
|
|
- `VST3_CATEGORIES`
|
|
- Should be one or more, separated by spaces, of the following: `Fx`, `Instrument`, `Analyzer`,
|
|
`Delay`, `Distortion`, `Drum`, `Dynamics`, `EQ`, `External`, `Filter`, `Generator`, `Mastering`,
|
|
`Modulation`, `Mono`, `Network`, `NoOfflineProcess`, `OnlyOfflineProcess`, `OnlyRT`,
|
|
`Pitch Shift`, `Restoration`, `Reverb`, `Sampler`, `Spatial`, `Stereo`, `Surround`, `Synth`,
|
|
`Tools`, `Up-Downmix`
|
|
|
|
- `AU_MAIN_TYPE`
|
|
- Should be one of: `kAudioUnitType_Effect`, `kAudioUnitType_FormatConverter`,
|
|
`kAudioUnitType_Generator`, `kAudioUnitType_MIDIProcessor`, `kAudioUnitType_Mixer`,
|
|
`kAudioUnitType_MusicDevice`, `kAudioUnitType_MusicEffect`, `kAudioUnitType_OfflineEffect`,
|
|
`kAudioUnitType_Output`, `kAudioUnitType_Panner`
|
|
|
|
- `AU_EXPORT_PREFIX`
|
|
- A prefix for the names of entry-point functions that your component exposes. Typically this
|
|
will be a version of your plugin's name that can be used as part of a C++ token. Defaults
|
|
to your plugin's name with the suffix 'AU'.
|
|
|
|
- `AU_SANDBOX_SAFE`
|
|
- May be either TRUE or FALSE. Adds the appropriate entries to an AU plugin's Info.plist.
|
|
|
|
- `SUPPRESS_AU_PLIST_RESOURCE_USAGE`
|
|
- May be either TRUE or FALSE. Defaults to FALSE. Set this to TRUE to disable the `resourceUsage`
|
|
key in the target's plist. This is useful for AU plugins that must access resources which cannot
|
|
be declared in the resourceUsage block, such as UNIX domain sockets. In particular,
|
|
PACE-protected AU plugins may require this option to be enabled in order for the plugin to load
|
|
in GarageBand.
|
|
|
|
- `AAX_CATEGORY`
|
|
- Should be one or more of: `AAX_ePlugInCategory_None`, `AAX_ePlugInCategory_EQ`,
|
|
`AAX_ePlugInCategory_Dynamics`, `AAX_ePlugInCategory_PitchShift`, `AAX_ePlugInCategory_Reverb`,
|
|
`AAX_ePlugInCategory_Delay`, `AAX_ePlugInCategory_Modulation`, `AAX_ePlugInCategory_Harmonic`,
|
|
`AAX_ePlugInCategory_NoiseReduction`, `AAX_ePlugInCategory_Dither`,
|
|
`AAX_ePlugInCategory_SoundField`, `AAX_ePlugInCategory_HWGenerators`,
|
|
`AAX_ePlugInCategory_SWGenerators`, `AAX_ePlugInCategory_WrappedPlugin`,
|
|
`AAX_ePlugInCategory_Effect`
|
|
|
|
- `PLUGINHOST_AU`
|
|
- May be either TRUE or FALSE (defaults to FALSE). If TRUE, will add the preprocessor definition
|
|
`JUCE_PLUGINHOST_AU=1` to the new target, and will link the macOS frameworks necessary for
|
|
hosting plugins. Using this parameter should be preferred over using
|
|
`target_compile_definitions` to manually set the `JUCE_PLUGINHOST_AU` preprocessor definition.
|
|
|
|
- `USE_LEGACY_COMPATIBILITY_PLUGIN_CODE`
|
|
- May be either TRUE or FALSE (defaults to FALSE). If TRUE, will override the value of the
|
|
preprocessor definition "JucePlugin_ManufacturerCode" with the hex equivalent of "proj". This
|
|
option exists to maintain compatiblity with a previous, buggy version of JUCE's CMake support
|
|
which mishandled the manufacturer code property. Most projects should leave this option set to
|
|
its default value.
|
|
|
|
- `COPY_PLUGIN_AFTER_BUILD`
|
|
- Whether or not to install the plugin to the current system after building. False by default.
|
|
If you want all of the plugins in a subdirectory to be installed automatically after building,
|
|
you can set the property `JUCE_COPY_PLUGIN_AFTER_BUILD` on the directory before adding the
|
|
plugins, rather than setting this argument on each individual target. Note that on Windows,
|
|
the default install locations may not be writable by normal user accounts.
|
|
|
|
- `VST_COPY_DIR`
|
|
- The location to which VST2 (legacy) plugins will be copied after building if
|
|
`COPY_PLUGIN_AFTER_BUILD` is set on this target. If you want to install all of the VST2 plugins
|
|
in a subdirectory to a non-default location, you can set the `JUCE_VST_COPY_DIR` property on
|
|
the directory before adding the plugin targets, rather than setting this argument on each
|
|
individual target.
|
|
|
|
- `VST3_COPY_DIR`
|
|
- The location to which VST3 plugins will be copied after building if `COPY_PLUGIN_AFTER_BUILD`
|
|
is set on this target. If you want to install all of the VST3 plugins in a subdirectory to a
|
|
non-default location, you can set the `JUCE_VST3_COPY_DIR` property on the directory before
|
|
adding the plugin targets, rather than setting this argument on each individual target.
|
|
|
|
- `AAX_COPY_DIR`
|
|
- The location to which AAX plugins will be copied after building if `COPY_PLUGIN_AFTER_BUILD`
|
|
is set on this target. If you want to install all of the AAX plugins in a subdirectory to a
|
|
non-default location, you can set the `JUCE_AAX_COPY_DIR` property on the directory before
|
|
adding the plugin targets, rather than setting this argument on each individual target.
|
|
|
|
- `AU_COPY_DIR`
|
|
- The location to which AU plugins will be copied after building if `COPY_PLUGIN_AFTER_BUILD`
|
|
is set on this target. If you want to install all of the AU plugins in a subdirectory to a
|
|
non-default location, you can set the `JUCE_AU_COPY_DIR` property on the directory before
|
|
adding the plugin targets, rather than setting this argument on each individual target.
|
|
|
|
- `UNITY_COPY_DIR`
|
|
- The location to which Unity plugins will be copied after building if `COPY_PLUGIN_AFTER_BUILD`
|
|
is set on this target. If you want to install all of the Unity plugins in a subdirectory to a
|
|
non-default location, you can set the `JUCE_UNITY_COPY_DIR` property on the directory before
|
|
adding the plugin targets, rather than setting this argument on each individual target.
|
|
Unlike the other `COPY_DIR` arguments, this argument does not have a default value so be sure
|
|
to set it if you have enabled `COPY_PLUGIN_AFTER_BUILD` and the `Unity` format.
|
|
|
|
#### `juce_add_binary_data`
|
|
|
|
juce_add_binary_data(<name>
|
|
[HEADER_NAME ...]
|
|
[NAMESPACE ...]
|
|
SOURCES ...)
|
|
|
|
Create a static library that embeds the contents of the files passed as arguments to this function.
|
|
Adds a library target called `<name>` which can be linked into other targets using
|
|
`target_link_libraries`.
|
|
|
|
The `HEADER_NAME` argument is optional. If provided, the generated header will be given the
|
|
requested name, otherwise the generated header will be named "BinaryData.h". In completely new
|
|
projects, you should provide a unique name here, so that projects containing more than one binary
|
|
data target are able to include the binary data headers without ambiguity.
|
|
|
|
The `NAMESPACE` argument is also optional. If not provided, the generated files will use the default
|
|
namespace `BinaryData`. Each of the files located at the paths following `SOURCES` will be encoded
|
|
and embedded in the resulting static library. This library can be linked as normal using
|
|
`target_link_libraries(<otherTarget> PRIVATE <name>)`, and the header can be included using
|
|
`#include <BinaryData.h>`.
|
|
|
|
#### `juce_add_bundle_resources_directory`
|
|
|
|
juce_add_bundle_resources_directory(<target> <folder>)
|
|
|
|
Copy the entire directory at the location `<folder>` into an Apple bundle's resource directory, i.e.
|
|
the `Resources` directory for a macOS bundle, and the top-level directory of an iOS bundle.
|
|
|
|
#### `juce_generate_juce_header`
|
|
|
|
juce_generate_juce_header(<target>)
|
|
|
|
Introspects the JUCE modules that have been linked to `<target>` and generates a `JuceHeader.h`
|
|
which contains `#include` statements for each of the module headers. This header also contains an
|
|
optional `using namespace juce` statement, and an optional `ProjectInfo` block, each of which can be
|
|
disabled by setting the compile definitions `DONT_SET_USING_JUCE_NAMESPACE` and
|
|
`JUCE_DONT_DECLARE_PROJECTINFO` respectively. The resulting header can be included with `#include
|
|
<JuceHeader.h>`. In plain CMake projects which don't require Projucer compatibility, the use of
|
|
JuceHeader.h is optional. Instead, module headers can be included directly in source files that
|
|
require them.
|
|
|
|
#### `juce_enable_copy_plugin_step`
|
|
|
|
juce_enable_copy_plugin_step(<target>)
|
|
|
|
As an alternative to the JUCE_COPY_PLUGIN_AFTER_BUILD property, you may call this function to
|
|
manually enable post-build copy on a plugin. The argument to this function should be a target
|
|
previously created with `juce_add_plugin`.
|
|
|
|
JUCE_COPY_PLUGIN_AFTER_BUILD will cause plugins to be installed immediately after building. This is
|
|
not always appropriate, if extra build steps (such as signing or modifying the plugin bundle) must
|
|
be executed before the install. In such cases, you should leave JUCE_COPY_PLUGIN_AFTER_BUILD
|
|
disabled, use `add_custom_command(TARGET POST_BUILD)` to add your own post-build steps, and then
|
|
finally call `juce_enable_copy_plugin_step`.
|
|
|
|
If your custom build steps need to use the location of the plugin artefact, you can extract this
|
|
by querying the property `JUCE_PLUGIN_ARTEFACT_FILE` on a plugin target (*not* the shared code
|
|
target!).
|
|
|
|
#### `juce_set_<kind>_sdk_path`
|
|
|
|
juce_set_aax_sdk_path(<absolute path>)
|
|
juce_set_vst2_sdk_path(<absolute path>)
|
|
juce_set_vst3_sdk_path(<absolute path>)
|
|
|
|
Call these functions from your CMakeLists to set up your local AAX, VST2, and VST3 SDKs. These
|
|
functions should be called *before* adding any targets that may depend on the AAX/VST2/VST3 SDKs
|
|
(plugin hosts, AAX/VST2/VST3 plugins etc.).
|
|
|
|
#### `juce_add_module`
|
|
|
|
juce_add_module(<path to module>)
|
|
juce_add_modules(<names of module>...)
|
|
|
|
`juce_add_module` adds a library target for the JUCE module located at the provided path. `<path>`
|
|
must be the path to a module directory (e.g. /Users/me/JUCE/modules/juce_core). This will add an
|
|
interface library with a name matching the directory name of the module. The resulting library can
|
|
be linked to other targets as normal, using `target_link_libraries`.
|
|
|
|
Due to the way that `INTERFACE` libraries work in CMake, linking to a module added in this way
|
|
*must* be done using `PRIVATE` visibility. Using `PUBLIC` will cause the module sources to be added
|
|
both to the target's `SOURCES` and `INTERFACE_SOURCES`, which may result in many copies of the
|
|
module being built into a single target, which would cause build failures in the best case and
|
|
silent ODR violations in the worst case. Scary stuff!
|
|
|
|
This command has a few optional arguments: `INSTALL_PATH` is a path, relative to the install prefix,
|
|
to which the module sources will be copied during installation of the module. ALIAS_NAMESPACE will
|
|
add an alias for the module target(s) with the provided namespace. For example, the following
|
|
invocation will add a module target named `my_module`, along with an alias named
|
|
`company::my_module`. ``` juce_add_module(my_module ALIAS_NAMESPACE company)` ```
|
|
|
|
`juce_add_modules` is a convenience function that can be used to add multiple JUCE modules at once.
|
|
This version accepts many module paths, rather than just one. For an example of usage, see the
|
|
CMakeLists in the `modules` directory.
|
|
|
|
#### `juce_add_pip`
|
|
|
|
juce_add_pip(<header>)
|
|
|
|
This function parses the PIP metadata block in the provided header, and adds appropriate build
|
|
targets for a console app, GUI app, or audio plugin. For audio plugin targets, it builds as many
|
|
plugin formats as possible. To build AAX or VST2 targets, call `juce_set_aax_sdk_path` and/or
|
|
`juce_set_vst2_sdk_path` *before* calling `juce_add_pip`.
|
|
|
|
This is mainly provided to build the built-in example projects in the JUCE repo, and for building
|
|
quick proof-of-concept demo apps with minimal set-up. For any use-case more complex than a
|
|
proof-of-concept, you should prefer the `juce_add_gui_app`, `juce_add_plugin`, or
|
|
`juce_add_console_app` functions, which provide more fine-grained control over the properties of
|
|
your target.
|
|
|
|
#### `juce_disable_default_flags`
|
|
|
|
juce_disable_default_flags()
|
|
|
|
This function sets the `CMAKE_<LANG>_FLAGS_<MODE>` to empty in the current directory and below,
|
|
allowing alternative optimisation/debug flags to be supplied without conflicting with the
|
|
CMake-supplied defaults.
|
|
|
|
### Targets
|
|
|
|
#### `juce::juce_recommended_warning_flags`
|
|
|
|
target_link_libraries(myTarget PUBLIC juce::juce_recommended_warning_flags)
|
|
|
|
This is a target which can be linked to other targets using `target_link_libraries`, in order to
|
|
enable the recommended JUCE warnings when building them.
|
|
|
|
This target just sets compiler and linker flags, and doesn't have any associated libraries or
|
|
include directories. When building plugins, it's probably desirable to link this to the shared code
|
|
target with `PUBLIC` visibility, so that all the plugin wrappers inherit the same compile/link
|
|
flags.
|
|
|
|
#### `juce::juce_recommended_config_flags`
|
|
|
|
target_link_libraries(myTarget PUBLIC juce::juce_recommended_config_flags)
|
|
|
|
This is a target which can be linked to other targets using `target_link_libraries`, in order to
|
|
enable the recommended JUCE optimisation and debug flags.
|
|
|
|
This target just sets compiler and linker flags, and doesn't have any associated libraries or
|
|
include directories. When building plugins, it's probably desirable to link this to the shared code
|
|
target with `PUBLIC` visibility, so that all the plugin wrappers inherit the same compile/link
|
|
flags.
|
|
|
|
#### `juce::juce_recommended_lto_flags`
|
|
|
|
target_link_libraries(myTarget PUBLIC juce::juce_recommended_lto_flags)
|
|
|
|
This is a target which can be linked to other targets using `target_link_libraries`, in order to
|
|
enable the recommended JUCE link time optimisation settings.
|
|
|
|
This target just sets compiler and linker flags, and doesn't have any associated libraries or
|
|
include directories. When building plugins, it's probably desirable to link this to the shared code
|
|
target with `PUBLIC` visibility, so that all the plugin wrappers inherit the same compile/link
|
|
flags.
|
|
|