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This is useful in environments such as esp-idf, where the component name is something awkward like __esp_idf_main or so.
90 lines
5.4 KiB
Markdown
90 lines
5.4 KiB
Markdown
# CMake Reference
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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## `slint_target_sources`
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```
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slint_target_sources(<target> <files>.... [NAMESPACE namespace] [LIBRARY_PATHS name1=lib1 name2=lib2 ...] [COMPILATION_UNITS num])
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```
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Use this function to tell CMake about the .slint files of your application, similar to the builtin cmake [target_sources](https://cmake.org/cmake/help/latest/command/target_sources.html) function.
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The function takes care of running the slint-compiler to convert `.slint` files to `.h` files in the build directory,
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and extend the include directories of your target so that the generated file is found when including it in your application.
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The optional `NAMESPACE` argument will put the generated components in the given C++ namespace.
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Use the `LIBRARY_PATHS` argument to specify the name and paths to {{ '[component libraries]({})'.format(slint_href_ComponentLibraries) }},
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separated by an equals sign (`=`).
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Given a file called `the_window.slint`, the following example will create a file called `the_window.h` that can
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be included from your .cpp file. Assuming the `the_window.slint` contains a component `TheWindow`, the output
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C++ class will be put in the namespace `ui`, resulting to `ui::TheWindow`. Any import from `@mycomponentlib/` will
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be redirected to the specified path.
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```cmake
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add_executable(my_application main.cpp)
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target_link_libraries(my_application PRIVATE Slint::Slint)
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slint_target_sources(my_application the_window.slint
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NAMESPACE ui
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LIBRARY_PATHS mycomponentlib=/path/to/customcomponents
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)
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```
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By default, a `.slint` file is compiled to a `.h` file for inclusion in your application's business logic code, and a `.cpp` file with code generated by
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the slint-compiler. If you want to speed up compilation of the generated `.cpp` file, then you can pass the `COMPILATION_UNITS` argument with a value greater
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than 1 to create multiple `.cpp` files. These can be compiled in parallel, which might speed up overall build times. However, splitting the generated code
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across multiple `.cpp` files decreases the compiler's visibility and thus ability to perform optimizations. You can also pass `COMPILATION_UNITS 0` to generate
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only one single `.h` file.
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## Resource Embedding
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By default, images from {{ '[`@image-url()`]({})'.format(slint_href_ImageType) }} or fonts that your Slint files reference are loaded from disk at run-time. This minimises build times, but requires that the directory structure with the files remains stable. If you want to build a program that runs anywhere, then you can configure the Slint compiler to embed such sources into the binary.
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Set the `SLINT_EMBED_RESOURCES` target property on your CMake target to one of the following values:
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* `embed-files`: The raw files are embedded in the application binary.
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* `embed-for-software-renderer`: The files will be loaded by the Slint compiler, optimized for use with the software renderer and embedded in the application binary.
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* `embed-for-software-renderer-with-sdf`: Same as `embed-for-software-renderer`, but use [Signed Distance Fields (SDF)](https://en.wikipedia.org/wiki/Signed_distance_function) to render fonts.
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This produces smaller binaries, but may result in slightly inferior visual output and slower rendering.
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(Requires the `SLINT_FEATURE_SDF_FONTS` feature to be enabled.)
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* `as-absolute-path`: The paths of files are made absolute and will be used at run-time to load the resources from the file system. This is the default.
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This target property is initialised from the global `DEFAULT_SLINT_EMBED_RESOURCES` cache variable. Set it to configure the default for all CMake targets.
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```cmake
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# Example: when building my_application, specify that the compiler should embed the resources in the binary
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set_property(TARGET my_application PROPERTY SLINT_EMBED_RESOURCES embed-files)
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```
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## Scale Factor for Microcontrollers
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When targeting a Microcontroller, there exists no windowing system that provides a device pixel ratio to
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map logical lengths in Slint (`px`) to physical pixels (`phx`). If desired, you can provide this ratio at
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compile time by setting the `SLINT_SCALE_FACTOR` target property on your CMake target.
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```cmake
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# Example: when building my_application, specify that the scale factor shall be 2
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set_property(TARGET my_application PROPERTY SLINT_SCALE_FACTOR 2.0)
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```
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A scale factor specified this way will also be used to pre-scale images and glyphs when used in combination
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with [Resource Embedding](#resource-embedding).
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## Bundle Translations
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Translations can either be done using `gettext` at runtime, or by bundling all the translated strings
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directly into the binary, by embedding them in the generated C++ code.
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If you want to bundle translations, you need to set the `SLINT_BUNDLE_TRANSLATIONS` target property
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to point to a directory containing translations. The translations must be in the gettext `.po` format.
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In the following example, the translation files will be bundled from `lang/<lang>/LC_MESSAGES/my_application.po`
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```cmake
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set_property(TARGET my_application PROPERTY SLINT_BUNDLE_TRANSLATIONS "${CMAKE_CURRENT_SOURCE_DIR}/lang")
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```
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## Translation Domain
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By default, the domain used for translations is the name of the CMake target the `.slint` files are targeted with.
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Use the `SLINT_TRANSLATION_DOMAIN` target property to override this and use the specified value as domain, instead.
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This is useful in build environments where the target name is given and not suitable, such as esp-idf.
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