129 lines
5.0 KiB
CMake
129 lines
5.0 KiB
CMake
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cmake_minimum_required(VERSION 3.12)
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project(juicysfplugin VERSION 2.3.3)
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set (CMAKE_CXX_STANDARD 17)
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set (EXE_NAME juicysfplugin)
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set (ASSETS_NAME juicysfplugin_assets)
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include(FindPkgConfig)
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find_package(JUCE CONFIG REQUIRED)
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pkg_search_module(fluidsynth REQUIRED fluidsynth>=2.0.0)
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# or
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# add_subdirectory("../JUCE" JUCE)
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# juce_set_vst2_sdk_path(...) # This setup should be done before calling `juce_add_gui_app`.
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# `juce_add_gui_app` adds an executable target with the name passed as the first argument
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# (GuiAppExample here). This target is a normal CMake target, but has a lot of extra properties set
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# up by default. This function accepts many optional arguments. Check the readme at
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# `docs/CMake API.md` in the JUCE repo for the full list.
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juce_add_plugin(${EXE_NAME}
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# VERSION ... # Set this if the app version is different to the project version
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IS_SYNTH TRUE
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PLUGIN_MANUFACTURER_CODE Juce # A four-character manufacturer id with at least one upper-case character
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PLUGIN_CODE D00m # A unique four-character plugin id with exactly one upper-case character
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FORMATS VST3 Standalone
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PRODUCT_NAME "Juicy SF" # The name of the final executable, which can differ from the target name
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)
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# `juce_generate_juce_header` will create a JuceHeader.h for a given target, which will be generated
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# into your build tree. This should be included with `#include <JuceHeader.h>`. The include path for
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# this header will be automatically added to the target. The main function of the JuceHeader is to
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# include all your JUCE module headers; if you're happy to include module headers directly, you
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# probably don't need to call this.
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juce_generate_juce_header(${EXE_NAME})
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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(${EXE_NAME}
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PRIVATE
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Source/FilePicker.cpp
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Source/FilePicker.h
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Source/FluidSynthModel.cpp
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Source/FluidSynthModel.h
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Source/GuiConstants.h
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Source/MidiConstants.h
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Source/MyColours.cpp
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Source/MyColours.h
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Source/Pills.cpp
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Source/Pills.h
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Source/PluginEditor.cpp
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Source/PluginEditor.h
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Source/PluginProcessor.cpp
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Source/PluginProcessor.h
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Source/PluginProcessor.cpp
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Source/PluginProcessor.h
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Source/SlidersComponent.cpp
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Source/SlidersComponent.h
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Source/SurjectiveMidiKeyboardComponent.cpp
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Source/SurjectiveMidiKeyboardComponent.h
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Source/TableComponent.cpp
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Source/TableComponent.h
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Source/TablesComponent.cpp
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Source/TablesComponent.h
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Source/Util.h
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)
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target_compile_definitions(${EXE_NAME}
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PRIVATE
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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_gui_app` call
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JUCE_USE_CURL=0 # If you remove this, add `NEEDS_CURL TRUE` to the `juce_add_gui_app` call
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JUCE_APPLICATION_NAME_STRING="$<TARGET_PROPERTY:${EXE_NAME},JUCE_PRODUCT_NAME>"
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JUCE_APPLICATION_VERSION_STRING="$<TARGET_PROPERTY:${EXE_NAME},JUCE_VERSION>"
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JUCER_ENABLE_GPL_MODE=1
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JUCE_DISPLAY_SPLASH_SCREEN=0
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JUCE_VST3_CAN_REPLACE_VST2=0
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)
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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(${ASSETS_NAME}
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# SOURCES
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# assets/Tick.wav
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# assets/translation_zh_CN.txt
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#)
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# blumia: reserved for Windows SDK when building with audio features.
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# we don't need it right now with a very tiny modification to JUCE.
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#target_include_directories(${EXE_NAME}
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# PRIVATE
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# "C:\\Program Files (x86)\\Windows Kits\\10\\Include\\10.0.19041.0"
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#)
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#target_link_options(${EXE_NAME}
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# PRIVATE
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# -static
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#)
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target_link_libraries(${EXE_NAME}
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PRIVATE
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# ${ASSETS_NAME} # If we'd created a binary data target, we'd link to it here
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juce::juce_audio_formats
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juce::juce_audio_utils
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juce::juce_gui_extra
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juce::juce_opengl # to use OpenGLContext for Android
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${fluidsynth_LIBRARIES}
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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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)
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target_link_directories(${EXE_NAME}
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PRIVATE
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${fluidsynth_LIBRARY_DIRS}
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)
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