[cmake-developers] [CMake 0015720]: TARGET_OBJECTS do not expand correctly if OBJECT library had RC sources on Windows

2015-08-30 Thread Mantis Bug Tracker

The following issue has been SUBMITTED. 
== 
http://www.cmake.org/Bug/view.php?id=15720 
== 
Reported By:snake
Assigned To:
== 
Project:CMake
Issue ID:   15720
Category:   CMake
Reproducibility:always
Severity:   minor
Priority:   normal
Status: new
== 
Date Submitted: 2015-08-30 09:45 EDT
Last Modified:  2015-08-30 09:45 EDT
== 
Summary:TARGET_OBJECTS do not expand correctly if OBJECT
library had RC sources on Windows
Description: 
The $TARGET_OBJECTS:lib is expanded incorrectly on Windows if one or more .rc
files are among the lib sources. The problem is, when an .rc file is compiled it
produces a .res file. But when $TARGET_OBJECTS:objlib is expanded all names
are expanded with the .obj extension leading to File Not Found errors.

Steps to Reproduce: 
1. Create an empty .rc file and a trivial C program.
2. Add an OBJECT library that depends on the .rc file.
3. Add an executable that uses the objects from the library.
4. Configure and build.

Additional Information: 
Attached is an example project that reproduces the problem.
== 

Issue History 
Date ModifiedUsername   FieldChange   
== 
2015-08-30 09:45 snake  New Issue
2015-08-30 09:45 snake  File Added: objlib-bug.zip
==

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Re: [cmake-developers] cmake built-in support for iOS (with SDL2)

2015-08-30 Thread Peter List
I was able to get my hello world (cmake + SDL2 + OpenGL ES 2) working on
iOS as an XCode project using this project (
https://github.com/cristeab/ios-cmake ) plus I used these two tutorials as
a reference - (
http://www.michaelborgmann.com/tutorials/build-sdl2-app-for-ios-using-cmake/ )
and ( http://lazyfoo.net/tutorials/SDL/52_hello_mobile/ios_mac/index.php )

So now I have Windows, Linux, OSX, iOS, Android, Emscripten...  Windows
(vs2013-32b, mingw-32b) (ANGLE for GLES2).  Android on Windows (vs2010 with
nvidia tegra nsight) (no nmake or Android Studio yet).  Emscripten on
Windows.  Linux.  OSX (the only platform using desktop OpenGL instead of
GLES2).  iOS on OSX (XCode).

If someone wants to save time maybe start from this project (
https://github.com/michaelborgmann/xgamedev ).  I didn't try it but it
looks very promising.  Instead, I had some fun learning some cmake stuff
going through the exercise step-by-step.

I also got the feeling that cmake might be a little easier for new users to
adopt if cmake releases include more built-in support for more platforms,
especially for Android and iOS.  On a related issue, it's awesome that Qt
Creator comes with built-in cmake support.  Personally I wish Qt would
focus on contributing to cmake (and expanding Qt Creator's built-in cmake
support) instead of doing their own qmake and qbs :-)

thank you  best regards


On Fri, Aug 28, 2015 at 1:43 PM, Brad King brad.k...@kitware.com wrote:

 On 08/28/2015 03:34 AM, Peter List wrote:
  1) Are there any plans to add built-in iOS support as part of the
  standard cmake release?

 There are several third-party solutions but no one has stepped forward
 to actually contribute full support.  The basic approach should be to
 create a Modules/Platform/iOS.cmake file so that one can build with
 CMAKE_SYSTEM_NAME set to iOS (instead of Darwin as all the existing
 third-party solutions do).  Then knowledge of iOS can be stored in
 the CMake platform information modules instead of copied around in
 a third-party toolchain file.

 -Brad


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