and if you do the thing... it just works!
This commit is contained in:
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3025671f4f
commit
5c3ef73c8c
4 changed files with 26 additions and 23 deletions
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@ -1,16 +0,0 @@
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cmake_minimum_required(VERSION 3.29.6)
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set(CMAKE_CXX_COMPILER clang++)
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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set(CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/cmake")
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project(HelloWorld CXX)
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find_package(fmt CONFIG REQUIRED)
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find_package(glfw3 CONFIG REQUIRED)
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find_package(OpenGL REQUIRED)
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add_executable(main src/main.cpp)
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target_link_libraries(main PRIVATE fmt::fmt glfw OpenGL)
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13
README.md
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13
README.md
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@ -0,0 +1,13 @@
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# Wayland Application
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### Setup
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```shell
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mason setup build
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```
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### Build
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```shell
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mason compile
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```
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9
meson.build
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9
meson.build
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project('test', 'cpp')
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deps = []
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deps += dependency('fmt')
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deps += dependency('glfw3')
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deps += dependency('gl')
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executable('main', 'src/main.cpp', dependencies : deps)
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11
shell.nix
11
shell.nix
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@ -6,23 +6,20 @@ pkgs.llvmPackages.stdenv.mkDerivation {
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name = "Development";
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name = "Development";
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buildInputs = with pkgs.buildPackages; [
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buildInputs = with pkgs.buildPackages; [
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fmt
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fmt
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fmt.dev
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glfw-wayland
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glfw-wayland
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libGL
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libGL
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libGL.dev
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libGL.dev
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];
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];
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# nativeBuildInputs is usually what you want -- tools you need to run
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# nativeBuildInputs is usually what you want -- tools you need to run
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nativeBuildInputs = with pkgs.buildPackages; [
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nativeBuildInputs = with pkgs.buildPackages; [
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meson
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ninja
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gnumake
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gnumake
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cmake
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vcpkg
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clang
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clang
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clang-tools
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clang-tools
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pkg-config
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pkg-config
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];
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];
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shellHook = ''
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shellHook = '''';
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export VCPKG_ROOT="${pkgs.vcpkg.outPath}/share/vcpkg";
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# export CC="${pkgs.clang.outPath}/bin/clang";
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# export CXX="${pkgs.clang.outPath}/bin/clang++";
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'';
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}
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}
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