我正在尝试交叉编译我的应用程序。我创建了一个CMake文件,用Emscripten构建我的应用程序,它按预期工作。现在我正在修改CMake文件以使用MinGW编译我的应用程序。问题是CMake传递的是Windows g ++无法识别的MacOS标志。
CMake将这些选项传递给g ++(以及指向目标文件和源文件的路径)
-I/usr/local/include -O3 -g -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.13.sdk -mmacosx-version-min=10.13 -std=gnu++1z
然后我从g ++中得到这个错误
error: unrecognized command line option ‘-mmacosx-version-min=10.13’
有没有一种简单的方法可以阻止CMake将MacOS特定选项传递给Windows编译器?或者g ++忽略这些无法识别的选项的方法?
我目前正在与find
和xargs
进行编译。这只是一个临时解决方案,因为我真的想让这个工作!
我一直在谷歌上搜索一下,我似乎无法找到解决方案。我尝试使用make
,但似乎有空格问题。我的最后一个选项是bash脚本。我宁愿不使用bash作为构建系统!
这是我的CMakeLists.txt
文件。 Emscripten构建工作(定义了EMBUILD
)但MinGW
构建没有。我尝试将CMAKE_SYSTEM_NAME
设置为各种疯狂的值,但这似乎没有任何区别。
cmake_minimum_required(VERSION 3.10)
project(Classic_Tower_Defence)
option(EMBUILD "Build with emscripten, mingw otherwise" YES)
set(EMSCRIPTEN_CC /usr/local/Cellar/emscripten/1.37.37/libexec/emcc)
set(MINGW_CC /usr/local/Cellar/mingw-w64/5.0.3_3/toolchain-x86_64/bin/x86_64-w64-mingw32-g++)
if(EMBUILD)
set(CC ${EMSCRIPTEN_CC})
else()
set(CC ${MINGW_CC})
set(CMAKE_SYSTEM_NAME Windows)
set(CMAKE_CROSSCOMPILING YES)
endif()
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_COMPILER ${CC})
set(CMAKE_C_COMPILER ${CC})
set(RES_PATH /Users/indikernick/Library/Developer/Xcode/DerivedData/Classic_Tower_Defence-dcezwdbogljnithjukklclgyblij/Build/Products/Debug/Classic\ Tower\ Defence.app/Contents/Resources)
#if (CMAKE_BUILD_TYPE MATCHES RELEASE)
set(EXTRA_FLAGS "-O3 --closure 1")
#else()
# set(EXTRA_FLAGS "-s DEMANGLE_SUPPORT=1")
#endif()
if (EMBUILD)
set(LINKER_FLAGS " \
${EXTRA_FLAGS} \
-s WASM=1 \
-s USE_WEBGL2=1 \
-s USE_SDL=2 \
-s TOTAL_MEMORY=805306368 \
-s DISABLE_EXCEPTION_CATCHING=0 \
--pre-js '${PROJECT_SOURCE_DIR}/Webpage/init.js' \
--shell-file '${PROJECT_SOURCE_DIR}/Webpage/index.html' \
--preload-file '${RES_PATH}@/' \
")
set(CMAKE_CXX_FLAGS " \
${EXTRA_FLAGS} \
-msse3 \
")
else()
# -static-libstdc++ -static-libgcc -L./ -Wl,-rpath,./ -lopengl32 -lSDL2 -lSDL2_Mixer -lglew32 -o main.exe
set(LINKER_FLAGS " \
-static-libstdc++ \
-static-libgcc \
-L../lib \
-Wl,-rpath,./ \
-lopengl32 \
-lSDL2 \
-lSDL2_Mixer \
-lglew32 \
")
set(CMAKE_CXX_FLAGS "-O3 -DGLM_FORCE_CTOR_INIT")
endif()
include_directories(/usr/local/include/)
set(SOURCE_FILES
"Classic Tower Defence/Game/create spawner.cpp"
"Classic Tower Defence/Game/unit death system.cpp"
"Classic Tower Defence/Game/game info model.cpp"
"Classic Tower Defence/Game/game info view.cpp"
"Classic Tower Defence/Game/splash damage system.cpp"
"Classic Tower Defence/Game/tower beam rendering system.cpp"
"Classic Tower Defence/Game/aura damage system.cpp"
"Classic Tower Defence/Game/load map.cpp"
"Classic Tower Defence/Game/cursor systems.cpp"
"Classic Tower Defence/Game/tower reset rof system.cpp"
"Classic Tower Defence/Game/base damage system.cpp"
"Classic Tower Defence/Game/unit death sound system.cpp"
"Classic Tower Defence/Game/unit motion system.cpp"
"Classic Tower Defence/Game/count live units.cpp"
"Classic Tower Defence/Game/tower beam anim system.cpp"
"Classic Tower Defence/Game/load towers.cpp"
"Classic Tower Defence/Game/turret damage system.cpp"
"Classic Tower Defence/Game/tower sound system.cpp"
"Classic Tower Defence/Game/load prototype.cpp"
"Classic Tower Defence/Game/stats controller.cpp"
"Classic Tower Defence/Game/unit rendering system.cpp"
"Classic Tower Defence/Game/unit death anim system.cpp"
"Classic Tower Defence/Game/tower aura rendering system.cpp"
"Classic Tower Defence/Game/tower aim system.cpp"
"Classic Tower Defence/Game/unit damage system.cpp"
"Classic Tower Defence/Game/slow effect system.cpp"
"Classic Tower Defence/Game/game logic.cpp"
"Classic Tower Defence/Game/next wave.cpp"
"Classic Tower Defence/Game/unit regen system.cpp"
"Classic Tower Defence/Game/unit effect system.cpp"
"Classic Tower Defence/Game/poison effect system.cpp"
"Classic Tower Defence/Game/tower rendering system.cpp"
"Classic Tower Defence/Game/load waves.cpp"
"Classic Tower Defence/Game/tower projectile rendering system.cpp"
"Classic Tower Defence/Game/unit health rendering system.cpp"
"Classic Tower Defence/Game/unit walk anim system.cpp"
"Classic Tower Defence/Game/init map info.cpp"
"Classic Tower Defence/Game/load level.cpp"
"Classic Tower Defence/Game/sound queue.cpp"
"Classic Tower Defence/Game/unit death rendering system.cpp"
"Classic Tower Defence/Game/tower rof system.cpp"
"Classic Tower Defence/Game/stats view.cpp"
"Classic Tower Defence/Game/spawner timing system.cpp"
"Classic Tower Defence/Game/load base.cpp"
"Classic Tower Defence/Game/stats model.cpp"
"Classic Tower Defence/Game/spawner system.cpp"
"Classic Tower Defence/Game/preview entity.cpp"
"Classic Tower Defence/Game/game view.cpp"
"Classic Tower Defence/Game/create tower.cpp"
"Classic Tower Defence/Game/ui view.cpp"
"Classic Tower Defence/Game/get wave info.cpp"
"Classic Tower Defence/Game/firing anim system.cpp"
"Classic Tower Defence/Game/create level.cpp"
"Classic Tower Defence/Game/tower range rendering system.cpp"
"Classic Tower Defence/Game/load spawner.cpp"
"Classic Tower Defence/Game/map rendering system.cpp"
"Classic Tower Defence/Game/app.cpp"
"Classic Tower Defence/main.cpp"
)
add_executable(Classic_Tower_Defence ${SOURCE_FILES})
if (EMBUILD)
set_target_properties(Classic_Tower_Defence PROPERTIES OUTPUT_NAME index.html)
else()
set_target_properties(Classic_Tower_Defence PROPERTIES OUTPUT_NAME main.exe)
endif()
set_target_properties(Classic_Tower_Defence PROPERTIES LINK_FLAGS "${LINKER_FLAGS}")
你可能会说我不是CMake专家!我应该使用生成器表达式并找到模块。我真的不知道如何处理字符串并确保在正确的位置有反斜杠和引号。但它有效(其中一半)
把我的评论转化为答案
我已经成功尝试了the following minimal example - 假设您从代码中的可见路径中确实安装了mingw,例如brew install mingw-w64
:
编辑:使用this OpenGL example也成功测试了相同的程序。
$ git clone https://github.com/jameskbride/cmake-hello-world.git
Cloning into 'cmake-hello-world'...
remote: Counting objects: 56, done.
remote: Total 56 (delta 0), reused 0 (delta 0), pack-reused 56
Unpacking objects: 100% (56/56), done.
$ cd cmake-hello-world/
$ mkdir build
$ cd build
$ export CC=/usr/local/Cellar/mingw-w64/5.0.3_3/toolchain-x86_64/bin/x86_64-w64-mingw32-gcc
$ export CXX=/usr/local/Cellar/mingw-w64/5.0.3_3/toolchain-x86_64/bin/x86_64-w64-mingw32-g++
$ cmake -D CMAKE_SYSTEM_NAME=Windows -G "Unix Makefiles" ..
-- The C compiler identification is GNU 7.3.0
-- The CXX compiler identification is GNU 7.3.0
-- Check for working C compiler: /usr/local/Cellar/mingw-w64/5.0.3_3/toolchain-x86_64/bin/x86_64-w64-mingw32-gcc
-- Check for working C compiler: /usr/local/Cellar/mingw-w64/5.0.3_3/toolchain-x86_64/bin/x86_64-w64-mingw32-gcc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Detecting C compile features
-- Detecting C compile features - done
-- Check for working CXX compiler: /usr/local/Cellar/mingw-w64/5.0.3_3/toolchain-x86_64/bin/x86_64-w64-mingw32-g++
-- Check for working CXX compiler: /usr/local/Cellar/mingw-w64/5.0.3_3/toolchain-x86_64/bin/x86_64-w64-mingw32-g++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Configuring done
-- Generating done
-- Build files have been written to: /.../cmake-hello-world/build
$ cmake --build .
Scanning dependencies of target Hello
[ 25%] Building CXX object Hello/CMakeFiles/Hello.dir/Speaker.cpp.obj
[ 50%] Linking CXX static library libHello.a
[ 50%] Built target Hello
Scanning dependencies of target CMakeHelloWorld
[ 75%] Building CXX object CMakeFiles/CMakeHelloWorld.dir/HelloWorld.cpp.obj
[100%] Linking CXX executable CMakeHelloWorld.exe
[100%] Built target CMakeHelloWorld
主要的是必须在project()
命令之前定义编译器和系统/平台变量。而CMAKE_SYSTEM_NAME
是启用cross compiling的关键。
正如@Tsyvarev所评论的那样,这通常是在toolchain文件中完成的(不要“污染”你的跨平台CMake代码)。
您的完整代码更适合在Code Review Stack Exchange网站上进行审核。