The JUCE cross-platform C++ framework, with DISTRHO/KXStudio specific changes
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CMake Template Projects

This directory contains project templates which should help you get started using JUCE's CMake support.

System Requirements

  • Console and GUI projects require CMake 3.12 or higher.
  • Plugin projects require CMake 3.15 or higher.
  • All iOS targets require CMake 3.14 or higher (3.15 or higher for plugins targeting iOS).
  • Android targets are not currently supported.

Most system package managers have packages for CMake, but we recommend using the most recent release from https://cmake.org/download. You should always use a CMake that's newer than your build toolchain, so that CMake can identify your build tools and understand how to invoke them.

In addition to CMake you'll need a build toolchain for your platform, such as Xcode or MSVC.

Getting Started

In this directory, you'll find example projects for a GUI app, a console app, and an audio plugin. You can simply copy one of these subdirectories out of the JUCE repo, add JUCE as a submodule, and uncomment the call to add_subdirectory where indicated in the CMakeLists.txt. Alternatively, if you've installed JUCE using a package manager or the CMake install target, you can uncomment the call to find_package.

Once your project is set up, you can generate a build tree for it in the normal way. To get started, you might invoke CMake like this, from the new directory you created.

cmake -Bbuild (-GgeneratorName) (-DJUCE_BUILD_EXTRAS=ON) (-DJUCE_BUILD_EXAMPLES=ON)

This will create a build tree in a directory named ‘build’, using the CMakeLists in the current working directory, using the default generator (makefiles on mac/linux, and the most recent Visual Studio on Windows). You can choose a specific generator to use with the -G flag (call cmake -G to see a full list of generators on your platform). If you included JUCE as a subdirectory, you can enable the Extras and Examples targets by including the last two arguments (they're off by default). There's quite a lot of example projects, and generating project files might take a bit longer when these options are on, so you probably won't want to include them most of the time.

Then, to build the project:

cmake --build build (--target targetNameFromCMakeLists) (--config Release/Debug/...)

This tells cmake to build the target named targetNameFromCMakeLists, in the specified configuration, using the appropriate tool. Of course, if you generated makefiles or ninja files, you could call make or ninja in the build directory. If you generated an IDE project, like an Xcode or Visual Studio project, then you could open the generated project in your IDE.

Building for iOS

To build for iOS, you'll need CMake 3.14 or higher. Using the Xcode generator is highly recommended, as other generators may not automatically find the correct SDK for the iPhone simulator, and may fail to run certain parts of the build, such as compiling icons and processing the app's plist. By default, CMake will build for the same system that originally configured the project, so to enable cross-compilation for iOS, a few extra flags must be passed to the initial CMake invocation:

cmake -Bbuild-ios -GXcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_DEPLOYMENT_TARGET=9.3

Here we create a build tree in the directory named ‘build-ios’, using the Xcode generator. The -DCMAKE_SYSTEM_NAME=iOS option tells CMake to enable cross-compiling for iOS. The -DCMAKE_OSX_DEPLOYMENT_TARGET=9.3 option sets the minimum deployment target (it applies to iOS despite the ‘OSX’ in the variable name!).

Once the project has generated, we can open it as normal in Xcode (look for the project file in the build directory). Alternatively, to build from the command-line, we could run this command:

cmake --build build-ios --target <targetName> -- -sdk iphonesimulator

Here, we're building the target named <targetName> from the build tree in the directory build-ios. All the arguments after -- are ignored by CMake, and are passed through to the underlying build tool. In this case, the build tool will be xcodebuild because we used the Xcode generator above. We tell xcodebuild that we're building the app for the iOS simulator, which doesn't require special code signing.

If we wanted to build for a real device, we would need to pass some extra signing details to the initial CMake configuration command:

cmake -Bbuild-ios -GXcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_DEPLOYMENT_TARGET=9.3 \
    -DCMAKE_XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY="iPhone Developer"
    -DCMAKE_XCODE_ATTRIBUTE_DEVELOPMENT_TEAM=<10 character id>

The CODE_SIGN_IDENTITY is the kind of certificate you want to use (iPhone Developer is appropriate for development) and DEVELOPMENT_TEAM is the 10-character ID that can be found by opening the Keychain Access app, finding your development certificate, and checking its ‘Organizational Unit’ info field.

When building the target, you may also need to tell Xcode that it can automatically update provisioning profiles, which is achieved by passing the -allowProvisioningUpdates flag:

cmake --build build-ios --target <targetName> -- -allowProvisioningUpdates

API Reference

juce_add_<target>

juce_add_gui_app(<target> [KEY value]...)
juce_add_console_app(<target> [KEY value]...)
juce_add_plugin(<target> [KEY value]...)

juce_add_gui_app and juce_add_console_app add an executable target with name <target>. juce_add_plugin adds a ‘shared code’ static library target with name <target>, along with extra targets for each of the specified plugin formats. Each of these functions also takes a number of optional arguments in the form of a KEY followed by one or more values which can be used to set additional attributes of the target. If these optional arguments aren't specified, their values will fall back to sensible defaults.

Each of these arguments adds a property to the resulting target in the form JUCE_paramName, where paramName is one of the parameter keys below. For example, after a call to juce_add_gui_app(my_target PRODUCT_NAME "Target"), the target my_target will have a property named JUCE_PRODUCT_NAME with the value "Target". After creating a target with one of these commands, properties beginning with JUCE_ can be queried, but changing their values might not have any effect (or might even break things in unexpected ways!), so always pass JUCE target attributes directly to these creation functions, rather than adding them later.

  • PRODUCT_NAME

    • The name of the output built by this target, similar to CMake's OUTPUT_NAME property. If not specified, this will default to the target name.
  • VERSION

    • A version number string in the format “major.minor.bugfix”. If not specified, the VERSION of the project containing the target will be used instead.
  • BUNDLE_ID

    • An identifier string in the form “com.yourcompany.productname” which should uniquely identify this target. Mainly used for macOS builds. If not specified, a default will be generated using the target's COMPANY_NAME and PRODUCT_NAME.
  • MICROPHONE_PERMISSION_ENABLED

    • May be either TRUE or FALSE. Adds the appropriate entries to an app's Info.plist.
  • MICROPHONE_PERMISSION_TEXT

    • The text your app will display when it requests microphone permissions.
  • CAMERA_PERMISSION_ENABLED

    • May be either TRUE or FALSE. Adds the appropriate entries to an app's Info.plist.
  • CAMERA_PERMISSION_TEXT

    • The text your app will display when it requests camera permissions.
  • BLUETOOTH_PERMISSION_ENABLED

    • May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
  • BLUETOOTH_PERMISSION_TEXT

    • The text your iOS app will display when it requests bluetooth permissions.
  • SEND_APPLE_EVENTS_PERMISSION_ENABLED

    • May be either TRUE or FALSE. Enable this to allow your app to send Apple events.
  • SEND_APPLE_EVENTS_PERMISSION_TEXT

    • The text your app will display when it requests permission to send Apple events.
  • FILE_SHARING_ENABLED

    • May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
  • DOCUMENT_BROWSER_ENABLED

    • May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
  • STATUS_BAR_HIDDEN

    • May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
  • BACKGROUND_AUDIO_ENABLED

    • May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
  • BACKGROUND_BLE_ENABLED

    • May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
  • APP_GROUPS_ENABLED

    • May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's entitlements.
  • APP_GROUP_IDS

    • The app groups to which your iOS app belongs. These will be added to your app's entitlements.
  • ICLOUD_PERMISSIONS_ENABLED

    • May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's entitlements.
  • IPHONE_SCREEN_ORIENTATIONS

    • May be one or more of UIInterfaceOrientationUnknown, UIInterfaceOrientationPortrait, UIInterfaceOrientationPortraitUpsideDown, UIInterfaceOrientationLandscapeLeft, or UIInterfaceOrientationLandscapeRight. Adds appropriate entries to an iOS app's plist.
  • IPAD_SCREEN_ORIENTATIONS

    • May be one or more of UIInterfaceOrientationUnknown, UIInterfaceOrientationPortrait, UIInterfaceOrientationPortraitUpsideDown, UIInterfaceOrientationLandscapeLeft, or UIInterfaceOrientationLandscapeRight. Adds appropriate entries to an iOS app's plist.
  • LAUNCH_STORYBOARD_FILE

    • A custom launch storyboard file to use on iOS. If not supplied, a default storyboard will be used.
  • CUSTOM_XCASSETS_FOLDER

    • A path to an xcassets directory, containing icons and/or launch images for this target. If this is specified, the ICON_BIG and ICON_SMALL arguments will not have an effect on iOS, and a launch storyboard will not be used.
  • ICON_BIG, ICON_SMALL

    • Paths to image files that will be used to generate app icons. If only one of these parameters is specified, then that image will be used for all icon resolutions. If both arguments are specified, then the appropriate image will be picked for each icon resolution.
  • COMPANY_COPYRIGHT

    • Copyright text which will be added to the app/plugin's Info.plist. The value of this argument will be inherited from the JUCE_COMPANY_COPYRIGHT property, so if you want to use the same COMPANY_COPYRIGHT for several targets in a build tree, you can call set_directory_properties(PROPERTIES JUCE_COMPANY_COPYRIGHT ...) after including JUCE but before adding the targets, and then omit the COMPANY_COPYRIGHT argument when creating the individual targets.
  • COMPANY_NAME

    • The name of this target's author. Will be added to the app/plugin's Info.plist, and may be used to generate part of the BUNDLE_ID if no ID was given explicitly. The value of this argument will be inherited from the JUCE_COMPANY_NAME property, so if you want to use the same COMPANY_NAME for several targets in a build tree, you can call set_directory_properties(PROPERTIES JUCE_COMPANY_NAME ...) after including JUCE but before adding the targets, and then omit the COMPANY_NAME argument when creating the individual targets.
  • COMPANY_WEBSITE

    • The address of a website related to this target in some way. The value of this argument will be inherited from the JUCE_COMPANY_WEBSITE property, so if you want to use the same COMPANY_WEBSITE for several targets in a build tree, you can call set_directory_properties(PROPERTIES JUCE_COMPANY_WEBSITE ...) after including JUCE but before adding the targets, and then omit the COMPANY_WEBSITE argument when creating the individual targets.
  • COMPANY_EMAIL

    • An email address for this target's author. The value of this argument will be inherited from the JUCE_COMPANY_EMAIL property, so if you want to use the same COMPANY_EMAIL for several targets in a build tree, you can call set_directory_properties(PROPERTIES JUCE_COMPANY_EMAIL ...) after including JUCE but before adding the targets, and then omit the COMPANY_EMAIL argument when creating the individual targets.
  • DOCUMENT_EXTENSIONS

    • File extensions that should be associated with this target. For example, the Projucer passes the string jucer because it wants to open .jucer files. If your target has several different document types, you can pass them as multiple arguments, e.g. DOCUMENT_EXTENSIONS wav mp3 aif.
  • NEEDS_CURL

    • On Linux, JUCE may or may not need to link to Curl depending on the compile definitions that are set on a JUCE target. By default, we don't link Curl because you might not need it, but if you get linker or include errors that reference Curl, just set this argument to TRUE.
  • NEEDS_WEB_BROWSER

    • On Linux, JUCE may or may not need to link to Webkit depending on the compile definitions that are set on a JUCE target. By default, we don't link Webkit because you might not need it, but if you get linker or include errors that reference Webkit, just set this argument to TRUE.
  • NEEDS_STORE_KIT

    • On macOS, JUCE may or may not need to link to StoreKit depending on the compile definitions that are set on a JUCE target. By default, we don't link StoreKit because you might not need it, but if you get linker or include errors that reference StoreKit, just set this argument to TRUE.
  • PUSH_NOTIFICATIONS_ENABLED

    • Sets app entitlements to allow push notifications. False by default.
  • HARDENED_RUNTIME_ENABLED

    • Enables macOS’ hardened runtime for this target. Required for notarisation. False by default.
  • HARDENED_RUNTIME_OPTIONS

    • A set of space-separated entitlement keys that will be added to this target's entitlements plist if HARDENED_RUNTIME_ENABLED is TRUE. Each key should be in the form com.apple.security.* where * is a specific entitlement.
  • APP_SANDBOX_ENABLED

    • Enables macOS’ app sandbox for this target. False by default.
  • APP_SANDBOX_INHERIT

    • Allows child processes to inherit the static entitlements of their parent process. If this is set to TRUE, no other app sandbox entitlements will be set on this target.
  • APP_SANDBOX_OPTIONS

    • A set of space-separated entitlement keys that will be added to this target's entitlements plist if APP_SANDBOX_ENABLED is TRUE. Each key should be in the form com.apple.security.* where * is a specific entitlement.
  • PLIST_TO_MERGE

    • A string to insert into an app/plugin's Info.plist.
  • FORMATS

    • For plugin targets, specifies the plugin targets to build. Should be provided as a space-separated list. Valid values are Standalone Unity VST3 AU AUv3 AAX VST. AU and AUv3 plugins will only be enabled when building on macOS. It is an error to pass AAX or VST without first calling juce_set_aax_sdk_path or juce_set_vst2_sdk_path respectively.
  • PLUGIN_MANUFACTURER_CODE

    • A four-character unique ID for your company. For AU compatibility, this must contain at least one upper-case letter.
  • PLUGIN_CODE

    • A four-character unique ID for your plugin. For AU compatibility, this must contain at least one upper-case letter.
  • DESCRIPTION

    • A short description of your plugin.
  • IS_SYNTH

    • Whether the plugin is a synth. Will be used to set sensible plugin category values if they are not provided explicitly.
  • NEEDS_MIDI_INPUT

    • Whether the plugin should provide a midi input.
  • NEEDS_MIDI_OUTPUT

    • Whether the plugin should provide a midi output.
  • IS_MIDI_EFFECT

    • Whether the plugin is a MIDI effect (some hosts provide a special channel-strip location for MIDI effect plugins).
  • EDITOR_WANTS_KEYBOARD_FOCUS

    • Whether the plugin requires keyboard focus, or should defer all keyboard handling to the host.
  • DISABLE_AAX_BYPASS

    • Whether the AAX bypass function should be disabled.
  • DISABLE_AAX_MULTI_MONO

    • Whether the AAX multi mono bus layout should be disabled.
  • AAX_IDENTIFIER

    • The bundle ID for the AAX plugin target. Matches the BUNDLE_ID by default.
  • VST_NUM_MIDI_INS

    • For VST2 and VST3 plugins that accept midi, this allows you to configure the number of inputs.
  • VST_NUM_MIDI_OUTS

    • For VST2 and VST3 plugins that produce midi, this allows you to configure the number of outputs.
  • VST2_CATEGORY

    • Should be one of: kPlugCategUnknown, kPlugCategEffect, kPlugCategSynth, kPlugCategAnalysis, kPlugCategMatering, kPlugCategSpacializer, kPlugCategRoomFx, kPlugSurroundFx, kPlugCategRestoration, kPlugCategOfflineProcess, kPlugCategShell, kPlugCategGenerator.
  • VST3_CATEGORIES

    • Should be one or more, separated by spaces, of the following: Fx, Instrument, Analyzer, Delay, Distortion, Drum, Dynamics, EQ, External, Filter, Generator, Mastering, Modulation, Mono, Network, NoOfflineProcess, OnlyOfflineProcess, OnlyRT, Pitch Shift, Restoration, Reverb, Sampler, Spatial, Stereo, Surround, Synth, Tools, Up-Downmix
  • AU_MAIN_TYPE

    • Should be one of: kAudioUnitType_Effect, kAudioUnitType_FormatConverter, kAudioUnitType_Generator, kAudioUnitType_MIDIProcessor, kAudioUnitType_Mixer, kAudioUnitType_MusicDevice, kAudioUnitType_MusicEffect, kAudioUnitType_OfflineEffect, kAudioUnitType_Output, kAudioUnitType_Panner
  • AU_EXPORT_PREFIX

    • A prefix for the names of entry-point functions that your component exposes. Typically this will be a version of your plugin's name that can be used as part of a C++ token. Defaults to your plugin's name with the suffix ‘AU’.
  • AU_SANDBOX_SAFE

    • May be either TRUE or FALSE. Adds the appropriate entries to an AU plugin's Info.plist.
  • AAX_CATEGORY

    • Should be one of: AAX_ePlugInCategory_None, AAX_ePlugInCategory_EQ, AAX_ePlugInCategory_Dynamics, AAX_ePlugInCategory_PitchShift, AAX_ePlugInCategory_Reverb, AAX_ePlugInCategory_Delay, AAX_ePlugInCategory_Modulation, AAX_ePlugInCategory_Harmonic, AAX_ePlugInCategory_NoiseReduction, AAX_ePlugInCategory_Dither, AAX_ePlugInCategory_SoundField, AAX_ePlugInCategory_HWGenerators, AAX_ePlugInCategory_SWGenerators, AAX_ePlugInCategory_WrappedPlugin, AAX_ePlugInCategory_Effect
  • COPY_PLUGIN_AFTER_BUILD

    • Whether or not to install the plugin to the current system after building. False by default. If you want all of the plugins in a subdirectory to be installed automatically after building, you can set the property JUCE_COPY_PLUGIN_AFTER_BUILD on the directory before adding the plugins, rather than setting this argument on each individual target. Note that on Windows, the default install locations may not be writable by normal user accounts.
  • VST_COPY_DIR

    • The location to which VST2 (legacy) plugins will be copied after building if COPY_PLUGIN_AFTER_BUILD is set on this target. If you want to install all of the VST2 plugins in a subdirectory to a non-default location, you can set the JUCE_VST_COPY_DIR property on the directory before adding the plugin targets, rather than setting this argument on each individual target.
  • VST3_COPY_DIR

    • The location to which VST3 plugins will be copied after building if COPY_PLUGIN_AFTER_BUILD is set on this target. If you want to install all of the VST3 plugins in a subdirectory to a non-default location, you can set the JUCE_VST3_COPY_DIR property on the directory before adding the plugin targets, rather than setting this argument on each individual target.
  • AAX_COPY_DIR

    • The location to which AAX plugins will be copied after building if COPY_PLUGIN_AFTER_BUILD is set on this target. If you want to install all of the AAX plugins in a subdirectory to a non-default location, you can set the JUCE_AAX_COPY_DIR property on the directory before adding the plugin targets, rather than setting this argument on each individual target.
  • AU_COPY_DIR

    • The location to which AU plugins will be copied after building if COPY_PLUGIN_AFTER_BUILD is set on this target. If you want to install all of the AU plugins in a subdirectory to a non-default location, you can set the JUCE_AU_COPY_DIR property on the directory before adding the plugin targets, rather than setting this argument on each individual target.
  • UNITY_COPY_DIR

    • The location to which Unity plugins will be copied after building if COPY_PLUGIN_AFTER_BUILD is set on this target. If you want to install all of the Unity plugins in a subdirectory to a non-default location, you can set the JUCE_UNITY_COPY_DIR property on the directory before adding the plugin targets, rather than setting this argument on each individual target. Unlike the other COPY_DIR arguments, this argument does not have a default value so be sure to set it if you have enabled COPY_PLUGIN_AFTER_BUILD and the Unity format.

juce_add_binary_data

juce_add_binary_data(<name>
    [HEADER_NAME ...]
    [NAMESPACE ...]
    SOURCES ...)

Create a static library that embeds the contents of the files passed as arguments to this function. Adds a library target called <name> which can be linked into other targets using target_link_libraries.

The HEADER_NAME argument is optional. If provided, the generated header will be given the requested name, otherwise the generated header will be named “BinaryData.h”. In completely new projects, you should provide a unique name here, so that projects containing more than one binary data target are able to include the binary data headers without ambiguity.

The NAMESPACE argument is also optional. If not provided, the generated files will use the default namespace BinaryData. Each of the files located at the paths following SOURCES will be encoded and embedded in the resulting static library. This library can be linked as normal using target_link_libraries(<otherTarget> PRIVATE <name>), and the header can be included using #include <BinaryData.h>.

juce_add_bundle_resources_directory

juce_add_bundle_resources_directory(<target> <folder>)

Copy the entire directory at the location <folder> into an Apple bundle's resource directory, i.e. the Resources directory for a macOS bundle, and the top-level directory of an iOS bundle.

juce_generate_juce_header

juce_generate_juce_header(<target>)

Introspects the JUCE modules that have been linked to <target> and generates a JuceHeader.h which contains #include statements for each of the module headers. This header also contains an optional using namespace juce statement, and an optional ProjectInfo block, each of which can be disabled by setting the compile definitions DONT_SET_USING_JUCE_NAMESPACE and JUCE_DONT_DECLARE_PROJECTINFO respectively. The resulting header can be included with #include <JuceHeader.h>. In plain CMake projects which don't require Projucer compatibility, the use of JuceHeader.h is optional. Instead, module headers can be included directly in source files that require them.

juce_set_<kind>_sdk_path

juce_set_aax_sdk_path(<absolute path>)
juce_set_vst2_sdk_path(<absolute path>)

Call these functions from your CMakeLists to set up your local AAX and/or VST2 SDKs. These functions should be called before adding any targets that may depend on the AAX/VST2 SDKs (plugin hosts, VST2/AAX plugins etc.).

juce_add_module

juce_add_module(<path to module>)
juce_add_modules(<names of module>...)

juce_add_module adds a library target for the JUCE module located at the provided path. <path> must be the path to a module directory (e.g. /Users/me/JUCE/modules/juce_core). This will add an interface library with a name matching the directory name of the module. The resulting library can be linked to other targets as normal, using target_link_libraries.

Due to the way that INTERFACE libraries work in CMake, linking to a module added in this way must be done using PRIVATE visibility. Using PUBLIC will cause the module sources to be added both to the target's SOURCES and INTERFACE_SOURCES, which may result in many copies of the module being built into a single target, which would cause build failures in the best case and silent ODR violations in the worst case. Scary stuff!

This command has a few optional arguments: INSTALL_PATH is a path, relative to the install prefix, to which the module sources will be copied during installation of the module. ALIAS_NAMESPACE will add an alias for the module target(s) with the provided namespace. For example, the following invocation will add a module target named my_module, along with an alias named company::my_module. juce_add_module(my_module ALIAS_NAMESPACE company)`

juce_add_modules is a convenience function that can be used to add multiple JUCE modules at once. This version accepts many module paths, rather than just one. For an example of usage, see the CMakeLists in the modules directory.

juce_add_pip

juce_add_pip(<header>)

This function parses the PIP metadata block in the provided header, and adds appropriate build targets for a console app, GUI app, or audio plugin. For audio plugin targets, it builds as many plugin formats as possible. To build AAX or VST2 targets, call juce_set_aax_sdk_path and/or juce_set_vst2_sdk_path before calling juce_add_pip.

This is mainly provided to build the built-in example projects in the JUCE repo, and for building quick proof-of-concept demo apps with minimal set-up. For any use-case more complex than a proof-of-concept, you should prefer the juce_add_gui_app, juce_add_plugin, or juce_add_console_app functions, which provide more fine-grained control over the properties of your target.

juce_disable_default_flags

juce_disable_default_flags()

This function sets the CMAKE_<LANG>_FLAGS_<MODE> to empty in the current directory and below, allowing alternative optimisation/debug flags to be supplied without conflicting with the CMake-supplied defaults.

target_link_libraries(myTarget PRIVATE juce::juce_recommended_warning_flags)

This is a target which can be linked to other targets using target_link_libraries, in order to enable the recommended JUCE warnings when building them.

target_link_libraries(myTarget PRIVATE juce::juce_recommended_config_flags)

This is a target which can be linked to other targets using target_link_libraries, in order to enable the recommended JUCE optimisation and debug flags.

target_link_libraries(myTarget PRIVATE juce::juce_recommended_lto_flags)

This is a target which can be linked to other targets using target_link_libraries, in order to enable the recommended JUCE link time optimisation settings.