Looks like I can use ar to generate the .a file for me, regardless of generator - plugins seem to link and load just fine when doing this. Awesome! :)
if(WIN32) #Invoke ar to generate a .dll.a from the .obj files, required to link plugins add_custom_command(TARGET ${PROJECT_NAME} PRE_LINK COMMAND sh -c "${CMAKE_AR} cr lib${PROJECT_NAME}.dll.a $$(find . -name '*.obj' -printf '%p ')" COMMENT "Generating lib${PROJECT_NAME}.dll.a for external linking" ) #Also add the install command for libws2editor.dll.a install(FILES ${CMAKE_CURRENT_BINARY_DIR}/lib${PROJECT_NAME}.dll.a DESTINATION bin) endif(WIN32) -Mike ________________________________ From: Michael Ho <craftedc...@outlook.com> Sent: 18 May 2018 11:55 To: Jano Svitok; Michael Ho Cc: cmake@cmake.org Subject: Re: [CMake] Link against exe on Windows fails - .a file not found Ah yes, I forgot Windows doesn't export symbols by default. Unfortunately adding set_target_properties(${PROJECT_NAME} PROPERTIES WINDOWS_EXPORT_ALL_SYMBOLS 1) didn't seem to help however - I get the same file not found error. Something interesting I noticed however is that if I copy and rename ws2editor/CMakeFiles/ws2editor.dir/objects.a to ws2editor/libws2editor.dll.a, the plugin links just fine and even works when I run the application. I suppose I could add this as some post build step, but it certainly feels like a bit of a hacky solution. This only seems to work for the Unix Makefiles generate however (Which should be fine, although I had been using ninja at the moment so certainly not ideal). Thanks - Mike (Note: sorry for the mostly duplicate message - I wasn't aware that you should use "Reply All" in mailing lists) ________________________________ From: Jano Svitok <jan.svi...@gmail.com> Sent: 14 May 2018 00:34 To: Michael Ho Cc: cmake@cmake.org Subject: Re: [CMake] Link against exe on Windows fails - .a file not found On Sun, May 13, 2018 at 1:41 PM, Michael Ho <craftedc...@outlook.com<mailto:craftedc...@outlook.com>> wrote: > > Hey there. > > I'm trying to make a plugin system for my application, and thus each plugin > will need to link with my main application. This is fine on Linux and macOS, > as I can just set the ENABLE_EXPORTS property of my executable target > (set_target_properties(${PROJECT_NAME} PROPERTIES ENABLE_EXPORTS 1), and > plugins will link just fine. On Windows however, clang++ yells at me that it > can't find libws2editor.dll.a. > > clang++.exe: error: no such file or directory: 'ws2editor/libws2editor.dll.a' > > Upon looking over the CMake docs, it says "For DLL platforms an import > library will be created for the exported symbols and then used for linking." > - This import library file (presumably the .dll.a) never seems to be created > though. > > > After a bit more digging around I came across > https://github.com/Kitware/CMake/blob/master/Tests/Plugin/CMakeLists.txt - > When I clone the CMake repo and try and compile that test myself, it also > fails with the same error when using clang + ninja! When building with > MSVC/msbuild however it compiles just fine (My project fails to configure > when generating files for MSVC however, and ideally I'd like to use the same > build config across Win/Mac/Linux). > > So how can I get the CMake build on Windows to create this file, or otherwise > link with an executable? You need to 1. mark some/all symbols to export 2. actually export them ENABLE_EXPORTS does #2. For #1, you need to either mark each symbol to export as __declspec(dllexport) or mark all symbols with WINDOWS_EXPORT_ALL_SYMBOLS (see https://blog.kitware.com/create-dlls-on-windows-without-declspec-using-new-cmake-export-all-feature/, check also comments for possible drawbacks). https://github.com/Kitware/CMake/blob/master/Tests/Plugin/include/example.h shows how to use __declspec(dllexport): for each dll you define a macro (EXAMPLE_EXPORT here) that becomes either export (when #included from dll) or import (when #included from code linked to dll). Every class/function/variable you want to use from the plugin must be marked this way (example_exe_function). For class members, it's enough to mark the class. Finally there's a #define (example_exe_EXPORTS here) that controls how is the macro defined. See https://cmake.org/cmake/help/git-master/prop_tgt/DEFINE_SYMBOL.html (I didn't know this until now, we used to manually define the symbol!) Jano
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