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This combines the tutorial sub-section from the intro (a bit weird as sub-section there) and the usage part of the cmake section into a getting started that has a complete little C++ example.
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4 KiB
Markdown
90 lines
No EOL
4 KiB
Markdown
# Installing and Building with CMake
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SixtyFPS comes with a CMake integration that automates the compilation step of the `.60` markup language files and
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offers a CMake target for convenient linkage.
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*Note*: We recommend using the Ninja generator of CMake for the most efficient build and `.60` dependency tracking.
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You can select the CMake Ninja backend by passing `-GNinja` or setting the `CMAKE_GENERATOR` environment variable to `Ninja`.
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## Building from Sources
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The recommended and most flexible way to use the C++ API is to build SixtyFPS from sources.
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First you need to install the prerequisites:
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* Install Rust by following the [Rust Getting Started Guide](https://www.rust-lang.org/learn/get-started). Once this is done,
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you should have the ```rustc``` compiler and the ```cargo``` build system installed in your path.
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* **cmake** (3.16 or newer)
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* A C++ compiler that supports C++17 (e.g., **MSVC 2019** on Windows)
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You can include SixtyFPS in your CMake project using CMake's [`FetchContent`](https://cmake.org/cmake/help/latest/module/FetchContent.html) feature.
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Insert the following snippet into your `CMakeLists.txt` to make CMake download the latest release, compile it and make the CMake integration available:
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```cmake
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include(FetchContent)
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FetchContent_Declare(
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SixtyFPS
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GIT_REPOSITORY https://github.com/sixtyfpsui/sixtyfps.git
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GIT_TAG v0.1.0
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SOURCE_SUBDIR api/sixtyfps-cpp
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)
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FetchContent_MakeAvailable(SixtyFPS)
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```
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If you prefer to treat SixtyFPS as an external CMake package, then you can also build SixtyFPS from source like a regular
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CMake project, install it into a prefix directory of your choice and use `find_package(SixtyFPS)` in your `CMakeLists.txt`.
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### Cross-compiling
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It is possible to cross-compile SixtyFPS to a different target architecture when building with CMake. In order to complete
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that, you need to make sure that your CMake setup is ready for cross-compilation. You can find more information about
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how to set this up in the [upstream CMake documentation](https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html#cross-compiling).
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If you are building against a Yocto SDK, it is sufficient to source the SDK's environment setup file.
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Since SixtyFPS is implemented using the Rust programming language, you need to determine which Rust target
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matches the target architecture that you're compiling to. Please consult the [upstream Rust documentation](https://doc.rust-lang.org/nightly/rustc/platform-support.html) to find the correct target name. Now you need to install the Rust toolchain:
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```sh
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rustup target add <target-name>
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```
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Then you're ready to invoke CMake and you need to add `-DRust_CARGO_TARGET=<target name>` to the CMake command line.
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This ensures that the SixtyFPS library is built for the correct architecture.
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For example if you are building against an embedded Linux Yocto SDK targeting an ARM64 board, the following commands
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show how to compile:
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Install the Rust targe toolchain once:
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<!-- cSpell:disable -->
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```sh
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rustup target add aarch64-unknown-linux-gnu
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```
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<!-- cSpell:enable -->
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Set up the environment and build:
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<!-- cSpell:disable -->
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```sh
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. /path/to/yocto/sdk/environment-setup-cortexa53-crypto-poky-linux
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cd sixtyfps
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mkdir build
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cd build
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cmake -DRust_CARGO_TARGET=aarch64-unknown-linux-gnu -DCMAKE_INSTALL_PREFIX=/sixtyfps/install/path ..
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cmake --build .
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cmake --install .
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```
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<!-- cSpell:enable -->
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## Binary Packages
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The SixtyFPS continuous integration system is building binary packages to use with C++ so that you do not need to install a rust compiler.
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These binaries can be found by clicking on the last
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[successful build of the master branch](https://github.com/sixtyfpsui/sixtyfps/actions?query=workflow%3ACI+is%3Asuccess+branch%3Amaster)
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and downloading the `cpp_bin` artifact.
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After extracting the artifact you can place the `lib` directory into your `CMAKE_PREFIX_PATH` and `find_package(SixtyFPS)` should succeed
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in locating the package.
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In the next section you will learn how to use the installed library in your application
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and load `.60` UI files. |