[CMake] Mac and Win32 bundling

Filip Wänström filip.wanstrom at tii.se
Wed Nov 25 05:01:34 EST 2009


Just wanted to add an update: I have managed to create a stand alone
MacOSX OpenSceneGraph app that works. Basically it boils down to
scripting the install_name_tool to create loader_paths that points
correctly. I will create an example of this and will be posting that
to the osg-users mailing list. I will post it here too if that's ok?

Best regards
/Filip


On Tue, Nov 24, 2009 at 3:23 PM, Filip Wänström <filip.wanstrom at tii.se> wrote:
> Hi my name is Filip Wänström and I'm new to this list.
>
> I have recently(a few months) started to use CMake for all my
> building. I find that it works well in most cases and probably is the
> best alternative on the "market". Anyway, I like to stay cross
> platform for my projects so I personally develop on a Mac but mostly
> deliver on win32.
>
> Building works fine for me (using Makefile gen for mac and VS for win)
> but I have huge problems with the bundling process. On the Mac I want
> to deliver an app using regular drag and drop as a self contained
> bundle and on windows I want to deliver an installer.
> I have managed to get a win32 installer working using the NSIS
> facilities but it took a lot of extra scripting. On the Mac I have
> been able to create the dragndrop bundle "installer" but it doesn't
> really work. I assume there are some issues with
> rpath/loader_path/executable_path.
>
> For reference the app is an Openscenegraph app that is dependant on
> quite a few libraries that need to be bundled as dll:s on win and
> dylibs/.so on mac.
>
> The question is: what is the current "best practices approaches" on
> these platforms? I have found no complete examples.
>
>
> Finally: parts of my cmake test case for win32: THis works fine and
> creates a usable app that bundles the osg libs as well as a plugin and
> data. It just doesn't feel very neat for being user code.
>
>
> #Basic app test (packaging exercise)
> SET(TARGET_BASIC_APP_SRC BasicApp.cpp BasicAppMain.cpp)
> ADD_EXECUTABLE(BasicApp  ${TARGET_BASIC_APP_SRC} )
> TARGET_LINK_LIBRARIES(BasicApp ${MY_COMMON_LIBS})
>
> IF(WIN32 AND NOT UNIX)
>        SET(CPACK_GENERATOR "NSIS")
>        INSTALL(
>                        TARGETS BasicApp
>                        DESTINATION bin
>                         )
>
>        SET(OSG_DLL_DIR $ENV{OSG_ROOT}\\bin)
>        FILE(TO_CMAKE_PATH ${OSG_DLL_DIR} OSG_DLL_DIR_CPATH)
>        SET(CMAKE_INSTALL_DEBUG_LIBRARIES)
>        INCLUDE(InstallRequiredSystemLibraries)
>        SET(CPACK_PACKAGE_EXECUTABLES "BasicApp" "Basic App")
>
>        CONFIGURE_FILE(
>                "${CMAKE_MODULE_PATH}/dependencies.cmake.in"
>                "${CMAKE_CURRENT_BINARY_DIR}/dependencies.cmake"
>                @ONLY
>        )
>        INSTALL(CODE "set(input_file
> \"\$ENV{DESTDIR}\${CMAKE_INSTALL_PREFIX}/bin/BasicApp.exe \")")
>        INSTALL(SCRIPT "${CMAKE_CURRENT_BINARY_DIR}/dependencies.cmake")
>
>        SET(OSG_PLUGINS_DIR
> "${OSG_DLL_DIR_CPATH}/osgPlugins-${OPENSCENEGRAPH_VERSION}")
>        MESSAGE("Installing plugins from: ${OSG_PLUGINS_DIR}")
>        # Extra plugin installs that the dependency checker can't find
>        INSTALL(
>                FILES "${OSG_PLUGINS_DIR}/osgdb_obj.dll"
>                DESTINATION bin)
>        # Install data that uses (at runtime) the plugin above
>        INSTALL(FILES
>              "${Dope_SOURCE_DIR}/data/models/clogo.obj"
> "${Dope_SOURCE_DIR}/data/models/clogo.mtl"
>      DESTINATION data/models)
>
>        # Create shortcuts usin NSIS commands
>        SET(CPACK_NSIS_EXTRA_INSTALL_COMMANDS " CreateShortCut
> '$INSTDIR\\\\shortcut.lnk' '$INSTDIR\\\\bin\\\\BasicApp.exe'  ")
>
>        # Install vc90 sp1 redist
>        # windows update broke a lot of things so lets add an vcdist
> dependant installer
>        INSTALL(FILES
>              "${Dope_SOURCE_DIR}/external/win32_vc9/win_extras/vcredist_x86.exe"
>      DESTINATION win32_extras/)
>
>        SET(CPACK_NSIS_EXTRA_INSTALL_COMMANDS "ExecWait
> '$INSTDIR\\\\win32_extras\\\\vcredist_x86.exe'")
> ENDIF(WIN32 AND NOT UNIX)
>
>
> # dependcies.cmake.in is:
>
> if(NOT DEFINED input_file)
>  message(FATAL_ERROR "input file is not defined")
> endif(NOT DEFINED input_file)
> message("Using ${input_file}")
> INCLUDE(GetPrerequisites)
> GET_PREREQUISITES(${input_file} DEPENDENCIES 1 1 "" "")
>
> FOREACH(DEPENDENCY ${DEPENDENCIES})
>        MESSAGE("DEPENDENCY: ${DEPENDENCY}")
>        GET_FILENAME_COMPONENT(DEPENDENCY_NAME "${DEPENDENCY}" NAME)
>        GET_FILENAME_COMPONENT(DEPENDENCY_ACTUAL "${DEPENDENCY}" REALPATH)
>        MESSAGE("DEPENDENCY_NAME: ${DEPENDENCY_NAME}")
>        MESSAGE("DEPENDENCY_ACTUAL: ${DEPENDENCY_ACTUAL}")
>        FIND_FILE(${DEPENDENCY_NAME}_REAL_PATH ${DEPENDENCY_NAME} )
>        MESSAGE("DEPENDENCY_REAL_PATH: ${${DEPENDENCY_NAME}_REAL_PATH}")
>
>        MESSAGE("installing into: ${CMAKE_INSTALL_PREFIX}/bin")
>        FILE(COPY ${${DEPENDENCY_NAME}_REAL_PATH} DESTINATION
> "${CMAKE_INSTALL_PREFIX}/bin")
>        #INSTALL(FILES "${DEPENDENCY_REAL_PATH}" DESTINATION bin)
> ENDFOREACH()
>
> On the mac, I don't have any working code yet. I feel that I am close,
> but as it is, the code cannot load the right plugin
>
> IF (APPLE)
>          SET(MACOSX_BUNDLE_INFO_STRING "MACOSX_BUNDLE_INFO_STRING")
>          SET(MACOSX_BUNDLE_ICON_FILE "")
>          SET(MACOSX_BUNDLE_GUI_IDENTIFIER "BasicAppGuiId")
>          SET(MACOSX_BUNDLE_LONG_VERSION_STRING "long ver string")
>          SET(MACOSX_BUNDLE_BUNDLE_NAME "BasicAPpBundleName")
>          SET(MACOSX_BUNDLE_SHORT_VERSION_STRING "short ver")
>
>          # setup the bundle
>          SET(BasicApp_BUNDLE_NAME "BasicApp")
>          SET_TARGET_PROPERTIES(BasicApp PROPERTIES OUTPUT_NAME
> ${BasicApp_BUNDLE_NAME})
>          SET(BasicApp_BUNDLE_LOCATION "${CMAKE_INSTALL_PREFIX}")
>          MESSAGE("ORIGINAL CMAKE_INSTALL_PREFIX: ${CMAKE_INSTALL_PREFIX}")
>          # make sure CMAKE_INSTALL_PREFIX ends in /
>          STRING(LENGTH "${CMAKE_INSTALL_PREFIX}" LEN)
>          MATH(EXPR LEN "${LEN} -1" )
>          STRING(SUBSTRING "${CMAKE_INSTALL_PREFIX}" ${LEN} 1 ENDCH)
>          IF(NOT "${ENDCH}" STREQUAL "/")
>                  SET(CMAKE_INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}/")
>          ENDIF(NOT "${ENDCH}" STREQUAL "/")
>          SET(CMAKE_INSTALL_PREFIX
> "${CMAKE_INSTALL_PREFIX}${BasicApp_BUNDLE_NAME}.app/Contents")
>
>          MESSAGE("CHANGED CMAKE_INSTALL_PREFIX: ${CMAKE_INSTALL_PREFIX}")
>
>          INSTALL(
>                                TARGETS BasicApp
>                                RUNTIME DESTINATION bin
>                                BUNDLE DESTINATION "." )
>
>          INSTALL(FILES ${Dope_SOURCE_DIR}/ReadMe.txt DESTINATION "." )
>
>          SET(BasicAppFullPath "${CMAKE_INSTALL_PREFIX}/MacOS/${BasicApp_BUNDLE_NAME}")
>          MESSAGE("BasicAppFullPath: ${BasicAppFullPath}")
>
>         # INSTALL(CODE "set(input_file \"/MacOS/${BasicApp_BUNDLE_NAME}\")")
>         MESSAGE("INSTALL CMAKE_INSTALL_PREFIX: ${CMAKE_INSTALL_PREFIX}")
>         INSTALL(CODE "set(lib_path \"/usr/local/lib\")")
>          INSTALL(CODE "set(input_file
>                 \"\$ENV{DESTDIR}\${CMAKE_INSTALL_PREFIX}/${BasicApp_BUNDLE_NAME}.app/Contents/MacOS/${BasicApp_BUNDLE_NAME}\")")
>          INSTALL(SCRIPT
> "${Dope_SOURCE_DIR}/CMakeModules/CMakeIngestOSXBundleLibraries.cmake")
>
>          INSTALL(FILES
>              "${Dope_SOURCE_DIR}/data/models/clogo.obj"
> "${Dope_SOURCE_DIR}/data/models/clogo.mtl"
>          DESTINATION
> "./${BasicApp_BUNDLE_NAME}.app/Contents/Resources/data/models/")
>
>        MESSAGE("OSG VERSION: ${OPENSCENEGRAPH_VERSION}")
>
>        SET(OSG_PLUGINS_DIR
> "/usr/local/lib/osgPlugins-${OPENSCENEGRAPH_VERSION}")
>      INSTALL(FILES
>                     "${OSG_PLUGINS_DIR}/osgdb_obj.so"
>          DESTINATION
> "./${BasicApp_BUNDLE_NAME}.app/Contents/PlugIns/osgPlugins-${OPENSCENEGRAPH_VERSION}/")
>
>          SET(CPACK_GENERATOR "DragNDrop")
>
> ENDIF(APPLE)
>
> I tried to use code from the cmake 2.8 qt dialog working example
> (among other things, the CMakeIngestOSXBundleLibraries.cmake comes
> from there)
>
> Ok, first post over :)
> /Filip
>


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