[Date Prev][Date Next][Thread Prev][Thread Next]
[Date Index]
[Thread Index]
- Subject: Re: Premake vs. CMake
- From: "Brandon Van Every" <bvanevery@...>
- Date: Sun, 3 Feb 2008 11:22:41 -0500
On Feb 3, 2008 9:48 AM, Thiago Bastos <tabastos@gmail.com> wrote:
>
> Please enlighten me if the following 'case' can be easily implemented with
> CMake. [stuff]
Doesn't sound particularly challenging to me. You'd need to
find_program to identify your choice of download tool as CMake doesn't
have inherent support for this. You'd have a pile of
option(enable_foo "This is foo" ON) settings to control the
integration of optional components, and you'd bracket build targets
with if(enable_foo) .. else(enable_foo) .. endif(enable_foo). Build
targets would have add_custom_command for the download, and their
results would feed add_executable and add_library. Stick your IDL
processing and install packaging stuff in there as you need it; you
could use CPack.
I don't see anything about the Lua language capabilities that would
make this easier or uniquely doable. The job is about specifying
dependencies. CMake is a system for doing that; Lua isn't.
> This is more or less what I've accomplished with SCons (which 'has' a 'full
> blown' scripting language). The advantage of 'full blown' scripting
> languages, if used well, is that you can extend the build tool from within
> an application's build script, and so you don't have to write plugins or
> auxiliary tools to do advanced stuff.
But since you can write C++ plugin modules for CMake, and access
auxiliary tools using add_custom_command, this is merely aesthetics.
Why do I want to write a download tool? There are plenty out there I
can just use. If I do write a download tool, why do I want to make it
inaccessible from a command prompt?
Cheers,
Brandon Van Every