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Start to build Scol using CMAKE » History » Version 26

hector, 02/08/2016 03:13 PM

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h1. Start to build Scol using CMAKE
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h2. Tools
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h3. Common to all platforms
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* "CMake":http://www.cmake.org/download/
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* Visual Studio (not free)
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* "Tortoise SVN":http://tortoisesvn.net/ (or any SVN client)
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* "Tortoise git":https://code.google.com/p/tortoisegit/ (or any Git client too)
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h3. Windows target
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The minimum compiler supported is the one in Visual Studio 2010.
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You can try with a newer version at your own risks !
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h3. Android target
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_With standard tools_
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i.e. free tools found on the web or provided by Google
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* "Java Development Kit (JDK)":http://www.oracle.com/technetwork/java/javase/downloads
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* "Android SDK":https://developer.android.com/sdk/installing
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* "Native Development Kit (NDK)":https://developer.android.com/tools/sdk/ndk
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* "Apache ANT":http://ant.apache.org/
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_With Tegra Android Development Pack_
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A package provided by Nvidia to build applications for Android. The download process requires authentication to the Nvidia Developper Network (it's free and not too spammy though)
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* "TADP":https://developer.nvidia.com/gameworksdownload
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* On setup, let it download everything or at least the tools described in the previous section.
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_SDK preparation_
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You should launch the SDK to download other tools like emulators for each API you want to target.
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(Our target API is 17 so you can get any emulator above).
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h3. Linux target
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Not supported yet.
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h3. Mac OS target
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Not supported yet.
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h2. Get the Scol sources
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Scol uses Subversion for source control and you can use your SVN client to get the source code.
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So first retrieve the sources from "https://svn.scolring.org/trunk/", accept the certificate and go take some coffee.
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The source directories contains most of the dependencies, and since some of them are modified they are provided in the sources.
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Some sources like curl use Git as source control and are downloaded when building, so make sure it's installed before building the project
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h2. Dependencies search paths
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h3. Windows
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Once you get the sources, you can execute "setWindowsSearchPaths.bat" in the dependencies directory.
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!!WARNING!! when you execute the bat file using the mouse the current directory is wrong.
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You need to start a DOS command line "cmd.exe" as administrator and go to the dependencies directory to start the bat file manually.
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This will add needed environment variables and paths.
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h3. Android
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If you downloaded the TADP, the following variables are likely to be defined already (or they should look alike).
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If not, add these to the environment variables
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* ANDROID_HOME : path/to/sdk
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* ANDROID_SDK_HOME : path/to/sdk
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* ANDROID_SDK : path/to/sdk
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* ANDROID_NDK : path/to/ndk
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* ANT_HOME : path/to/ant
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* JAVA_HOME : path/to/jdk -- should be something like "C:\Progra~1\Java\<jdkfolder>"
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* CMAKE : path/to/cmake
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Then you should add these variables into the PATH:
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@%ANDROID_NDK%;%ANT_HOME%\bin;%ANDROID_SDK%\tools;%ANDROID_SDK%\platform-tools;%CMAKE%;%JAVA_HOME%\bin;@
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h2. Build needed dependencies
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h3. From Windows, for Windows
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# Launch cmake-gui from a Visual Studio command line (it configures environment so you can build things correctly)
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# Specify the source folder to trunk/dependencies and the build to trunk/dependencies/build/windows/x86
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# Hit Configure. In the message box, select your Visual Studio version as generator, and check "Use default native compilers".
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You will see a list of categories, under which are variables to tweak build parameters.
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The category SCOLDEPS contains CMake variables that enable/disable the build of individual SCOL dependencies.
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Some of these dependencies depend on one or several others. Since CMake needs to detect these "sub-dependencies" when configuring,
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we need to make several build passes, in order to build said "sub-dependencies" before the dependencies that depend on them.
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# Leave all variables at their default values.
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# Keep hitting Configure until no variables are highlighted in red.
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# Hit Generate to generate a Visual Studio project.
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# Build the project in Visual Studio (Build->Batch Build, check debug and release for "INSTALL" configuration).
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# When the build is done, in CMake, check LIBPNG, OPENAL, CURL under SCOLDEPS (leave the other variables as they are).
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# Hit Configure again. When configuring is done, you will see new variables appear in red. Leave them at their default values.
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# Repeat steps 2 to 4.
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# Check OGRE, CAUDIO, LIBHARU under SCOLDEPS, hit Configure, and repeat steps 2 to 4.
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# Check HYDRAX and SKYX under SCOLDEPS, hit Configure, and repeat steps 2 to 4.
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# HYDRAX / SKYX build might fail due to header conflicts. To solve them, in Visual Studio :
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## In the solution explorer, open the properties of the *RenderSystem_Direct3D11* project.
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## In the properties window, Select *All configurations*.
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## Under *Configuration Properties* > *C/C++* > *General*, modify the *Other include directories* entry.
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## In the directories list, move the directory at the bottom all the way to the top.
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## Save the changes.
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## Repeat the same steps for the *RenderSystem_Direct3D9* project.
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## Re-run the build.
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Now every required dependency should be built. The ones that we left unchecked aren't needed.
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h3. From Windows, for Android
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Do the same as for Windows target, but
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* Set source folder to trunk/dependencies and build folder to trunk/scol/build/android/<target abi>
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* Specify the generator : "NMake"
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* The toolchain for crosscompile : trunk/dependencies/CMake/toolchain/android.toolchain.cmake
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* Build dependencies with "nmake install" command from a command line.
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h2. Build the Scol project
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As for the dependencies:
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h3. Windows target
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* Set source folder to trunk/scol and build folder to trunk/scol/build/windows/x86
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* Configure, generate and build from Visual Studio
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h3. Android target
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* Set source folder to trunk/scol and build folder to trunk/scol/build/android/<target abi>
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* If you're using Nsight with Visual Studio (TADP), some build paramaters should be modified for each build if you want to install and test the project on a device :
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  - Open ScolLauncher subproject -> properties
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  - Configuration Properties -> General -> Configuration Type -> Make Application (ndk-build -> .apk|.so|.a)
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  - Configuration Properties -> Deployment -> Fast Deploy -> No
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  - Configuration Properties -> Ant Build -> Skip Ant Step -> No
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* Without TADP, after it's build, go to trunk/scol/build/android/<target abi>/App/bin, and run "ant debug install" if you wish to install the project on an emulator or your device  
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h1. Start your new plugin
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h2. Source paths
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Start by creating a directory with your new plugin name in the trunk/scol/plugins folder.
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For example trunk/scol/plugins/myPlugin
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Usually we prefer to separate the sources and the includes.
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So creates a "src" and "include" directory in your plugin folder.
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Creates the empty files you will need for your project, usually :
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- include/myplugin.h for your classes declaration
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- src/myplugin.cpp for your classes definition
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- src/scolplugin.cpp for the Scol binding functions
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h2. Dependencies
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If your project need an external SDK or dependencies, add then in the trunk/dependencies directory.
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Then create a findMydepname.cmake file in trunk\scol\CMake\Packages.
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You can copy and change an existing Find.cmake file to make yours.
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Start from a simple one like FindMyo.cmake for example.
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h2. Cmake files
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It's time to creates the CMAKE script for your plugin.
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Create a "CMakeLists.txt" file in the plugin directory.
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trunk/scol/plugins/myPlugin/CMakeLists.txt
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And edit the file with a text editor.
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<pre>
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#-------------------------------------------------------------------
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# This file is part of the CMake build system for Scol
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#
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# The contents of this file are placed in the public domain. Feel
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# free to make use of it in any way you like.
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#-------------------------------------------------------------------
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############################################################
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# CmakeList file for Myplugin
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############################################################
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#Your project name
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PROJECT(myPLugin)
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# define header and source files for the library
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set (MYPLUGIN_HEADER_FILES
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  include/myplugin.h
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)
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set (MYPLUGIN_SOURCE_FILES
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  src/myplugin.cpp
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  src/scolplugin.cpp
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)
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# Add includes directories from dependencies
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#  include_directories(include ${MYDEP_INCLUDE_DIRS})
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# Add definition for P4 optimizations, warnings removal.
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add_definitions(-DOPTI_P4 -D_CRT_SECURE_NO_WARNINGS -D)
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# Add dependencies libraries
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#  set(LIBRARIES
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#    ${MYDEP_LIBRARIES}
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#    ${ZLIB_LIBRARIES}
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#    ${PNG_LIBRARIES}
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#  )
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# setup Scol plugin target
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add_library(myPLugin
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  ${Scol_LIB_TYPE}
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  ${MYPLUGIN_HEADER_FILES}
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  ${MYPLUGIN_SOURCE_FILES}
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)
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add_dependencies(myPLugin kernel)
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# set the dll version.
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set_target_properties(myPLugin PROPERTIES VERSION ${Scol_VERSION} SOVERSION ${Scol_VERSION_MAJOR})
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target_link_libraries(myPLugin ${LIBRARIES})
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# install Scol
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scol_config_plugin(myPLugin)
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install(FILES ${MYPLUGIN_HEADER_FILES} DESTINATION include/SCOL/plugins/myPLugin)
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</pre>
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Now we need to declare this new plugin in the common Scol cmake files.
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Edit the trunk/scol/CMakeLists.txt file and add your plugin definition like the following.
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If you don't have dependencies.
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<pre>
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option(Scol_BUILD_MYPLUGIN "Build myPluginplugin, my library" TRUE)
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</pre>
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If you have depencies
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<pre>
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cmake_dependent_option(Scol_BUILD_MYPLUGIN "Build myPlugin, my library." TRUE "MYDEP_FOUND;ZLIB_FOUND;PNG_FOUND" FALSE)
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</pre>
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Now edit the trunk/scol/plugin/CMakeLists.txt file and add the following.
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<pre>
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# Configure myPlugin plugin build
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if (Scol_BUILD_MYPLUGIN)
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  add_subdirectory(myPlugin)
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endif ()
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</pre>
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Only if you have dependencies, edit the trunk/scol/CMake/ScolDependencies.cmake file and add the dependencies resolution as the following
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<pre>
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# Find MyDep
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find_package(MYDEP)
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macro_log_feature(MYDEP_FOUND "Mydep" "MydepLibrary" "http://Mydep.org/" FALSE "" "")
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</pre>
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h2. Almost done
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Open the CMAKE-gui again.
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Hit the "Configure button" and check if you found your plugin in the scol group.
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Then hit the generate button, and open the scol.sln project again.
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You should have the project added in Visual Studio.