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1 create a build folder and change into the folder
2 call conan install .. -g virtualenv to create the virtual environment files needed
3 call the environment file: source activate.sh
4 call build to create CMake specific files in the build folder (cache file)
5 open QtCreator from this shell to use the modified environment and allow the creator to auto-detect the correct compilers used
6 open the project and configure it by calling "import existing build"
Note virtualenv and source activate.sh
That allows to propagate env. vars to cmake.
NOTE: need to override CMAKE_BUILD_TYPE, CMAKE_CXX_COMPILER, CMAKE_C_COMPILER, etc. based on environment from source activate.sh
The text was updated successfully, but these errors were encountered:
Ah, so this is a request for the plugin to be able to set the project's build environment? I had a look at qconan README and couldn't grasp how they achieve this yet.
I guess there are lots of potential directions to go in here- you've linked another possible one.
I think there's an interesting duality here; some developers, like myself, prefer conan to be kind of a "slave" of the IDE, getting the settings from the IDE, some others want the IDE to be a kind of slave to the Conan settings.
Plugin must be able to set the project's environment variables to be usable (Ideally, with ability to change some environment variables and CMake variables manually).
qconan runs source activate.sh or activate.bat (generated by the conan/virtualenv) to set environment variables.
Quote from https://github.com/kseinitzer/qconan/blob/develop/readme.md
Note
virtualenv
andsource activate.sh
That allows to propagate env. vars to cmake.
NOTE: need to override CMAKE_BUILD_TYPE, CMAKE_CXX_COMPILER, CMAKE_C_COMPILER, etc. based on environment from
source activate.sh
The text was updated successfully, but these errors were encountered: