![]() You would be wise to do that by seperating them into their own directories. Read more on those in my CMake targets article before you proceed. In CMake projects you can split your code into chunks (libraries) and then add executables (application or tests). Keep in mind that there are other ways to use packages and managing dependencies but I like this approach as it puts all dependecies at the same relative level in your project and it is more clear and easier for initial compilation. My approach when managing dependencies without a tool like vcpkg is to add them as subdirectories. I expect that you are already familiar with how CMake works and how to write code in C/C++. It is also mainly useful when dependencies are also managed with CMake too but it is not required. The approach described in this article is useful when you want to secure your dependencies will always be the correct version and you want to compile them alongside your project. Check out my other tutorial on how to manage them using a package manager. Keep in mind thtat this is the harder approach in some way to managing dependecies. How do you know what options are available.How do you know what to put inside target_link_libraries.If you like this content consider checking out my course on CMake where I cover this and much more. But it would be way easier to start from public libraries that already solve these problems. You could tackle all the problems – invent graphics, mathematics, physics, etc. Lets say for example that you would like to build a custom game engine. Usually there are ready to use libraries out there and you just need to find them. ![]() One of the core things in any code project is managing dependencies as it will be very hard for small teams of people to write and know every single topic. It is widely used but also has a steep learning curve for a beginner. The package(self) method is quite simple using the LayoutPackager(self).CMake is the most used code project tool for C/C++. There is no need to declare the package_info(self) method, we declared the needed information at. res = # To package automatically the myasset.jpeg def package ( self ): LayoutPackager ( self ). ![]() source = "." # The build folder is created with the CLion way self. The sources of the project are in the src folder.Īlso the generators folders inside the build folder is quite convenient to include the conan_toolchain.cmakeįile when using the CMakeDeps generator because it will be always in the same relative path to the build folder.įrom conans import ConanFile from import LayoutPackager class Pkg ( ConanFile ): def layout ( self ): # FOLDERS # The sources can be found in the root dir self. Or cmake-build-debug depending on the declared build_type setting. In the following example we are declaring a layout that follows the standard CLion one, where the build directory is cmake-build-release ![]() : To specify a subfolder where to write the package files when running the conan packageĬheck the complete reference of the folders attribute.: To specify a subfolder where to write the files copied when using the imports(self).: To specify a subfolder where to write the files from the generators and the toolchains.: To specify a subfolder where the files from the build are (or will be).: To specify a folder where your sources are. ![]()
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