SDL/CMakeLists.txt

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if(${CMAKE_SOURCE_DIR} STREQUAL ${CMAKE_BINARY_DIR})
message(FATAL_ERROR "Prevented in-tree built. Please create a build directory outside of the SDL source code and call cmake from there")
endif()
cmake_minimum_required(VERSION 2.8.11)
project(SDL2 C CXX)
# !!! FIXME: this should probably do "MACOSX_RPATH ON" as a target property
# !!! FIXME: for the SDL2 shared library (so you get an
# !!! FIXME: install_name ("soname") of "@rpath/libSDL-whatever.dylib"
# !!! FIXME: instead of "/usr/local/lib/libSDL-whatever.dylib"), but I'm
# !!! FIXME: punting for now and leaving the existing behavior. Until this
# !!! FIXME: properly resolved, this line silences a warning in CMake 3.0+.
# !!! FIXME: remove it and this comment entirely once the problem is
# !!! FIXME: properly resolved.
#cmake_policy(SET CMP0042 OLD)
include(CheckLibraryExists)
include(CheckIncludeFiles)
include(CheckIncludeFile)
include(CheckSymbolExists)
include(CheckCSourceCompiles)
include(CheckCSourceRuns)
include(CheckCCompilerFlag)
include(CheckTypeSize)
include(CheckStructHasMember)
include(CMakeDependentOption)
include(FindPkgConfig)
include(GNUInstallDirs)
set(CMAKE_MODULE_PATH "${SDL2_SOURCE_DIR}/cmake")
include(${SDL2_SOURCE_DIR}/cmake/macros.cmake)
include(${SDL2_SOURCE_DIR}/cmake/sdlchecks.cmake)
# General settings
# Edit include/SDL_version.h and change the version, then:
# SDL_MICRO_VERSION += 1;
# SDL_INTERFACE_AGE += 1;
# SDL_BINARY_AGE += 1;
# if any functions have been added, set SDL_INTERFACE_AGE to 0.
# if backwards compatibility has been broken,
# set SDL_BINARY_AGE and SDL_INTERFACE_AGE to 0.
set(SDL_MAJOR_VERSION 2)
set(SDL_MINOR_VERSION 0)
set(SDL_MICRO_VERSION 13)
set(SDL_INTERFACE_AGE 1)
set(SDL_BINARY_AGE 13)
set(SDL_VERSION "${SDL_MAJOR_VERSION}.${SDL_MINOR_VERSION}.${SDL_MICRO_VERSION}")
# the following should match the versions in Xcode project file:
set(DYLIB_CURRENT_VERSION 12.0.0)
set(DYLIB_COMPATIBILITY_VERSION 1.0.0)
# Set defaults preventing destination file conflicts
set(SDL_CMAKE_DEBUG_POSTFIX "d"
CACHE STRING "Name suffix for debug builds")
mark_as_advanced(CMAKE_IMPORT_LIBRARY_SUFFIX SDL_CMAKE_DEBUG_POSTFIX)
# Calculate a libtool-like version number
math(EXPR LT_CURRENT "${SDL_MICRO_VERSION} - ${SDL_INTERFACE_AGE}")
math(EXPR LT_AGE "${SDL_BINARY_AGE} - ${SDL_INTERFACE_AGE}")
math(EXPR LT_MAJOR "${LT_CURRENT}- ${LT_AGE}")
set(LT_REVISION "${SDL_INTERFACE_AGE}")
set(LT_RELEASE "${SDL_MAJOR_VERSION}.${SDL_MINOR_VERSION}")
set(LT_VERSION "${LT_MAJOR}.${LT_AGE}.${LT_REVISION}")
#message(STATUS "${LT_VERSION} :: ${LT_AGE} :: ${LT_REVISION} :: ${LT_CURRENT} :: ${LT_RELEASE}")
# General settings & flags
set(LIBRARY_OUTPUT_DIRECTORY "build")
# Check for 64 or 32 bit
set(SIZEOF_VOIDP ${CMAKE_SIZEOF_VOID_P})
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(ARCH_64 TRUE)
set(PROCESSOR_ARCH "x64")
else()
set(ARCH_64 FALSE)
set(PROCESSOR_ARCH "x86")
endif()
set(LIBNAME SDL2)
if(NOT LIBTYPE)
set(LIBTYPE SHARED)
endif()
# Get the platform
if(WIN32)
if(NOT WINDOWS)
set(WINDOWS TRUE)
endif()
elseif(UNIX AND NOT APPLE)
if(CMAKE_SYSTEM_NAME MATCHES ".*Linux")
set(LINUX TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES "kFreeBSD.*")
set(FREEBSD TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES "kNetBSD.*|NetBSD.*")
set(NETBSD TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES "kOpenBSD.*|OpenBSD.*")
set(OPENBSD TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*GNU.*")
set(GNU TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*BSDI.*")
set(BSDI TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES "DragonFly.*|FreeBSD")
set(FREEBSD TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES "SYSV5.*")
set(SYSV5 TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES "Solaris.*")
set(SOLARIS TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES "HP-UX.*")
set(HPUX TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES "AIX.*")
set(AIX TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES "Minix.*")
set(MINIX TRUE)
endif()
elseif(APPLE)
if(CMAKE_SYSTEM_NAME MATCHES ".*Darwin.*")
set(DARWIN TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*MacOS.*")
set(MACOSX TRUE)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*tvOS.*")
set(TVOS TRUE)
endif()
# TODO: iOS?
elseif(CMAKE_SYSTEM_NAME MATCHES "BeOS.*")
message_error("BeOS support has been removed as of SDL 2.0.2.")
elseif(CMAKE_SYSTEM_NAME MATCHES "Haiku.*")
set(HAIKU TRUE)
endif()
# Don't mistake osx for unix
if(UNIX AND NOT APPLE AND NOT RISCOS)
set(UNIX_SYS ON)
else()
set(UNIX_SYS OFF)
endif()
if(UNIX OR APPLE)
set(UNIX_OR_MAC_SYS ON)
else()
set(UNIX_OR_MAC_SYS OFF)
endif()
if (UNIX_OR_MAC_SYS AND NOT EMSCRIPTEN) # JavaScript does not yet have threading support, so disable pthreads when building for Emscripten.
set(SDL_PTHREADS_ENABLED_BY_DEFAULT ON)
else()
set(SDL_PTHREADS_ENABLED_BY_DEFAULT OFF)
endif()
# Default option knobs
if(APPLE OR ARCH_64)
if(NOT "${CMAKE_OSX_ARCHITECTURES}" MATCHES "arm")
set(OPT_DEF_SSEMATH ON)
endif()
endif()
if(UNIX OR MINGW OR MSYS)
set(OPT_DEF_LIBC ON)
endif()
2019-07-08 23:46:52 +03:00
# The hidraw support doesn't catch Xbox, PS4 and Nintendo controllers,
# so we'll just use libusb when it's available. libusb does not support iOS,
# so we default to yes on iOS.
# TODO: Windows can support libusb, the hid.c file just depends on Unix APIs
if(WINDOWS OR IOS OR TVOS OR ANDROID)
2019-07-08 23:46:52 +03:00
set(HIDAPI_SKIP_LIBUSB TRUE)
else()
set(HIDAPI_SKIP_LIBUSB FALSE)
endif()
if (HIDAPI_SKIP_LIBUSB)
set(OPT_DEF_HIDAPI ON)
endif()
# On the other hand, *BSD specifically uses libusb only, so we make a special
# case just for them.
if(FREEBSD OR NETBSD OR OPENBSD OR BSDI)
set(HIDAPI_ONLY_LIBUSB TRUE)
else()
set(HIDAPI_ONLY_LIBUSB FALSE)
endif()
# Compiler info
if(CMAKE_COMPILER_IS_GNUCC)
set(USE_GCC TRUE)
set(OPT_DEF_ASM TRUE)
elseif(CMAKE_C_COMPILER_ID MATCHES "Clang")
set(USE_CLANG TRUE)
set(OPT_DEF_ASM TRUE)
elseif(MSVC_VERSION GREATER 1400) # VisualStudio 8.0+
set(OPT_DEF_ASM TRUE)
#set(CMAKE_C_FLAGS "/ZI /WX- /
else()
set(OPT_DEF_ASM FALSE)
endif()
if(USE_GCC OR USE_CLANG)
set(OPT_DEF_GCC_ATOMICS ON)
endif()
# Default flags, if not set otherwise
if("$ENV{CFLAGS}" STREQUAL "")
if(CMAKE_BUILD_TYPE STREQUAL "")
if(USE_GCC OR USE_CLANG)
set(CMAKE_C_FLAGS "-g -O3")
endif()
endif()
else()
set(CMAKE_C_FLAGS "$ENV{CFLAGS}")
list(APPEND EXTRA_CFLAGS "$ENV{CFLAGS}")
endif()
if(NOT ("$ENV{CFLAGS}" STREQUAL "")) # Hackish, but does the trick on Win32
list(APPEND EXTRA_LDFLAGS "$ENV{LDFLAGS}")
endif()
if(MSVC)
option(FORCE_STATIC_VCRT "Force /MT for static VC runtimes" OFF)
if(FORCE_STATIC_VCRT)
foreach(flag_var
CMAKE_C_FLAGS CMAKE_C_FLAGS_DEBUG CMAKE_C_FLAGS_RELEASE
CMAKE_C_FLAGS_MINSIZEREL CMAKE_C_FLAGS_RELWITHDEBINFO)
if(${flag_var} MATCHES "/MD")
string(REGEX REPLACE "/MD" "/MT" ${flag_var} "${${flag_var}}")
endif()
endforeach()
endif()
# Make sure /RTC1 is disabled, otherwise it will use functions from the CRT
foreach(flag_var
CMAKE_C_FLAGS CMAKE_C_FLAGS_DEBUG CMAKE_C_FLAGS_RELEASE
CMAKE_C_FLAGS_MINSIZEREL CMAKE_C_FLAGS_RELWITHDEBINFO)
string(REGEX REPLACE "/RTC(su|[1su])" "" ${flag_var} "${${flag_var}}")
endforeach(flag_var)
endif()
# Those are used for pkg-config and friends, so that the SDL2.pc, sdl2-config,
# etc. are created correctly.
set(SDL_LIBS "-lSDL2")
set(SDL_CFLAGS "")
# When building shared lib for Windows with MinGW,
# avoid the DLL having a "lib" prefix
2018-08-02 23:21:43 +03:00
if(WINDOWS)
set(CMAKE_SHARED_LIBRARY_PREFIX "")
endif()
# Emscripten toolchain has a nonempty default value for this, and the checks
# in this file need to change that, so remember the original value, and
# restore back to that afterwards. For check_function_exists() to work in
# Emscripten, this value must be at its default value.
set(ORIG_CMAKE_REQUIRED_FLAGS ${CMAKE_REQUIRED_FLAGS})
if(CYGWIN)
# We build SDL on cygwin without the UNIX emulation layer
include_directories("-I/usr/include/mingw")
set(CMAKE_REQUIRED_FLAGS "${CMAKE_REQUIRED_FLAGS} -mno-cygwin")
check_c_source_compiles("int main(int argc, char **argv) {}"
HAVE_GCC_NO_CYGWIN)
set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
if(HAVE_GCC_NO_CYGWIN)
list(APPEND EXTRA_LDFLAGS "-mno-cygwin")
list(APPEND SDL_LIBS "-mno-cygwin")
endif()
set(SDL_CFLAGS "${SDL_CFLAGS} -I/usr/include/mingw")
endif()
add_definitions(-DUSING_GENERATED_CONFIG_H)
# General includes
include_directories(${SDL2_BINARY_DIR}/include ${SDL2_SOURCE_DIR}/include)
if(USE_GCC OR USE_CLANG)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -idirafter ${SDL2_SOURCE_DIR}/src/video/khronos")
else()
include_directories(${SDL2_SOURCE_DIR}/src/video/khronos)
endif()
# All these ENABLED_BY_DEFAULT vars will default to ON if not specified, so
# you only need to have a platform override them if they are disabling.
set(OPT_DEF_ASM TRUE)
if(EMSCRIPTEN)
# Set up default values for the currently supported set of subsystems:
# Emscripten/Javascript does not have assembly support, a dynamic library
# loading architecture, low-level CPU inspection or multithreading.
set(OPT_DEF_ASM FALSE)
set(SDL_SHARED_ENABLED_BY_DEFAULT OFF)
set(SDL_ATOMIC_ENABLED_BY_DEFAULT OFF)
set(SDL_THREADS_ENABLED_BY_DEFAULT OFF)
set(SDL_LOADSO_ENABLED_BY_DEFAULT OFF)
set(SDL_CPUINFO_ENABLED_BY_DEFAULT OFF)
set(SDL_DLOPEN_ENABLED_BY_DEFAULT OFF)
endif()
# When defined, respect CMake's BUILD_SHARED_LIBS setting:
set(SDL_STATIC_ENABLED_BY_DEFAULT ON)
if (NOT DEFINED SDL_SHARED_ENABLED_BY_DEFAULT)
# ...unless decided already (as for EMSCRIPTEN)
set(SDL_SHARED_ENABLED_BY_DEFAULT OFF)
if (NOT DEFINED BUILD_SHARED_LIBS)
# No preference? Build both, just like the AC/AM configure
set(SDL_SHARED_ENABLED_BY_DEFAULT ON)
elseif (BUILD_SHARED_LIBS)
# In this case, we assume the user wants a shared lib and don't build
# the static one
set(SDL_SHARED_ENABLED_BY_DEFAULT ON)
set(SDL_STATIC_ENABLED_BY_DEFAULT OFF)
endif()
endif()
set(SDL_SUBSYSTEMS
Atomic Audio Video Render Events Joystick Haptic Power Threads Timers
File Loadso CPUinfo Filesystem Dlopen Sensor Locale)
foreach(_SUB ${SDL_SUBSYSTEMS})
string(TOUPPER ${_SUB} _OPT)
if (NOT DEFINED SDL_${_OPT}_ENABLED_BY_DEFAULT)
set(SDL_${_OPT}_ENABLED_BY_DEFAULT ON)
endif()
option(SDL_${_OPT} "Enable the ${_SUB} subsystem" ${SDL_${_OPT}_ENABLED_BY_DEFAULT})
endforeach()
option_string(ASSERTIONS "Enable internal sanity checks (auto/disabled/release/enabled/paranoid)" "auto")
#set_option(DEPENDENCY_TRACKING "Use gcc -MMD -MT dependency tracking" ON)
set_option(LIBC "Use the system C library" ${OPT_DEF_LIBC})
set_option(GCC_ATOMICS "Use gcc builtin atomics" ${OPT_DEF_GCC_ATOMICS})
set_option(ASSEMBLY "Enable assembly routines" ${OPT_DEF_ASM})
set_option(SSEMATH "Allow GCC to use SSE floating point math" ${OPT_DEF_SSEMATH})
set_option(MMX "Use MMX assembly routines" ${OPT_DEF_ASM})
set_option(3DNOW "Use 3Dnow! MMX assembly routines" ${OPT_DEF_ASM})
set_option(SSE "Use SSE assembly routines" ${OPT_DEF_ASM})
set_option(SSE2 "Use SSE2 assembly routines" ${OPT_DEF_SSEMATH})
set_option(SSE3 "Use SSE3 assembly routines" ${OPT_DEF_SSEMATH})
set_option(ALTIVEC "Use Altivec assembly routines" ${OPT_DEF_ASM})
set_option(ARMSIMD "use SIMD assembly blitters on ARM" ON)
set_option(ARMNEON "use NEON assembly blitters on ARM" ON)
set_option(DISKAUDIO "Support the disk writer audio driver" ON)
set_option(DUMMYAUDIO "Support the dummy audio driver" ON)
set_option(VIDEO_DIRECTFB "Use DirectFB video driver" OFF)
dep_option(DIRECTFB_SHARED "Dynamically load directfb support" ON "VIDEO_DIRECTFB" OFF)
set_option(VIDEO_DUMMY "Use dummy video driver" ON)
set_option(VIDEO_OPENGL "Include OpenGL support" ON)
set_option(VIDEO_OPENGLES "Include OpenGL ES support" ON)
set_option(PTHREADS "Use POSIX threads for multi-threading" ${SDL_PTHREADS_ENABLED_BY_DEFAULT})
dep_option(PTHREADS_SEM "Use pthread semaphores" ON "PTHREADS" OFF)
set_option(SDL_DLOPEN "Use dlopen for shared object loading" ${SDL_DLOPEN_ENABLED_BY_DEFAULT})
dep_option(OSS "Support the OSS audio API" ON "UNIX_SYS OR RISCOS" OFF)
set_option(ALSA "Support the ALSA audio API" ${UNIX_SYS})
dep_option(ALSA_SHARED "Dynamically load ALSA audio support" ON "ALSA" OFF)
set_option(JACK "Support the JACK audio API" ${UNIX_SYS})
dep_option(JACK_SHARED "Dynamically load JACK audio support" ON "JACK" OFF)
set_option(ESD "Support the Enlightened Sound Daemon" ${UNIX_SYS})
dep_option(ESD_SHARED "Dynamically load ESD audio support" ON "ESD" OFF)
set_option(PULSEAUDIO "Use PulseAudio" ${UNIX_SYS})
dep_option(PULSEAUDIO_SHARED "Dynamically load PulseAudio support" ON "PULSEAUDIO" OFF)
set_option(ARTS "Support the Analog Real Time Synthesizer" ${UNIX_SYS})
dep_option(ARTS_SHARED "Dynamically load aRts audio support" ON "ARTS" OFF)
set_option(NAS "Support the NAS audio API" ${UNIX_SYS})
set_option(NAS_SHARED "Dynamically load NAS audio API" ${UNIX_SYS})
set_option(SNDIO "Support the sndio audio API" ${UNIX_SYS})
Fixed bug 5105 - sndio support not working in dynamic mode (dlopen) Giovanni Bajo The CMake build system supports several audio frameworks for Linux: one of them is sndio. All frameworks can be built with "runtime linking" (that is, using dlopen to load the library at runtime). In sdlchecks.cmake, there's code to do the same with sndio: ================================================================= # Requires: # - n/a # Optional: # - SNDIO_SHARED opt # - HAVE_DLOPEN opt macro(CheckSNDIO) if(SNDIO) # TODO: set include paths properly, so the sndio headers are found check_include_file(sndio.h HAVE_SNDIO_H) find_library(D_SNDIO_LIB sndio) if(HAVE_SNDIO_H AND D_SNDIO_LIB) set(HAVE_SNDIO TRUE) file(GLOB SNDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/sndio/*.c) set(SOURCE_FILES ${SOURCE_FILES} ${SNDIO_SOURCES}) set(SDL_AUDIO_DRIVER_SNDIO 1) if(SNDIO_SHARED) if(NOT HAVE_DLOPEN) message_warn("You must have SDL_LoadObject() support for dynamic sndio loading") else() FindLibraryAndSONAME("sndio") set(SDL_AUDIO_DRIVER_SNDIO_DYNAMIC "\"${SNDIO_LIB_SONAME}\"") set(HAVE_SNDIO_SHARED TRUE) endif() else() list(APPEND EXTRA_LIBS ${D_SNDIO_LIB}) endif() set(HAVE_SDL_AUDIO TRUE) endif() endif() endmacro() ================================================================= The feature is gated by an option called SNDIO_SHARED. It is also fully implemented in SDL_sndioaudio.c Unfortunately, it seems there is a missing line in CMakeLists.txt, so SNDIO_SHARED is not defined: ====================================================================== set_option(ALSA "Support the ALSA audio API" ${UNIX_SYS}) dep_option(ALSA_SHARED "Dynamically load ALSA audio support" ON "ALSA" OFF) set_option(JACK "Support the JACK audio API" ${UNIX_SYS}) dep_option(JACK_SHARED "Dynamically load JACK audio support" ON "JACK" OFF) set_option(ESD "Support the Enlightened Sound Daemon" ${UNIX_SYS}) dep_option(ESD_SHARED "Dynamically load ESD audio support" ON "ESD" OFF) set_option(PULSEAUDIO "Use PulseAudio" ${UNIX_SYS}) dep_option(PULSEAUDIO_SHARED "Dynamically load PulseAudio support" ON "PULSEAUDIO" OFF) set_option(ARTS "Support the Analog Real Time Synthesizer" ${UNIX_SYS}) dep_option(ARTS_SHARED "Dynamically load aRts audio support" ON "ARTS" OFF) set_option(NAS "Support the NAS audio API" ${UNIX_SYS}) set_option(NAS_SHARED "Dynamically load NAS audio API" ${UNIX_SYS}) set_option(SNDIO "Support the sndio audio API" ${UNIX_SYS}) set_option(FUSIONSOUND "Use FusionSound audio driver" OFF) dep_option(FUSIONSOUND_SHARED "Dynamically load fusionsound audio support" ON "FUSIONSOUND" OFF) ====================================================================== You can see that all frameworks define a "dep_option" NAME_SHARED, and SNDIO is the only one where the option is missing. This means that runtime loading of sndio is never activated. If sndio is found at configuration time, it is always activated in "linked" mode, so that the final binary will have a load-time dependency with libsdnio. This is unfortunate. To fix the problem, it is sufficient to add this line: dep_option(SNDIO_SHARED "Dynamically load the sndio audio API" ${UNIX_SYS} ON "SNDIO" OFF) I've verified that this fixes the bug, and sndio can now be dynamically loaded as expected.
2020-05-30 02:31:05 +03:00
dep_option(SNDIO_SHARED "Dynamically load the sndio audio API" ${UNIX_SYS} ON "SNDIO" OFF)
set_option(FUSIONSOUND "Use FusionSound audio driver" OFF)
dep_option(FUSIONSOUND_SHARED "Dynamically load fusionsound audio support" ON "FUSIONSOUND" OFF)
set_option(LIBSAMPLERATE "Use libsamplerate for audio rate conversion" ${UNIX_SYS})
dep_option(LIBSAMPLERATE_SHARED "Dynamically load libsamplerate" ON "LIBSAMPLERATE" OFF)
set_option(RPATH "Use an rpath when linking SDL" ${UNIX_SYS})
set_option(CLOCK_GETTIME "Use clock_gettime() instead of gettimeofday()" OFF)
set_option(INPUT_TSLIB "Use the Touchscreen library for input" ${UNIX_SYS})
set_option(VIDEO_X11 "Use X11 video driver" ${UNIX_SYS})
set_option(VIDEO_WAYLAND "Use Wayland video driver" ${UNIX_SYS})
dep_option(WAYLAND_SHARED "Dynamically load Wayland support" ON "VIDEO_WAYLAND" OFF)
dep_option(VIDEO_WAYLAND_QT_TOUCH "QtWayland server support for Wayland video driver" ON "VIDEO_WAYLAND" OFF)
set_option(VIDEO_RPI "Use Raspberry Pi video driver" ${UNIX_SYS})
dep_option(X11_SHARED "Dynamically load X11 support" ON "VIDEO_X11" OFF)
set(SDL_X11_OPTIONS Xcursor Xinerama XInput Xrandr Xscrnsaver XShape Xvm)
foreach(_SUB ${SDL_X11_OPTIONS})
string(TOUPPER "VIDEO_X11_${_SUB}" _OPT)
dep_option(${_OPT} "Enable ${_SUB} support" ON "VIDEO_X11" OFF)
endforeach()
set_option(VIDEO_COCOA "Use Cocoa video driver" ${APPLE})
set_option(DIRECTX "Use DirectX for Windows audio/video" ${WINDOWS})
set_option(WASAPI "Use the Windows WASAPI audio driver" ${WINDOWS})
set_option(RENDER_D3D "Enable the Direct3D render driver" ${WINDOWS})
set_option(RENDER_METAL "Enable the Metal render driver" ${APPLE})
set_option(VIDEO_VIVANTE "Use Vivante EGL video driver" ${UNIX_SYS})
dep_option(VIDEO_VULKAN "Enable Vulkan support" ON "ANDROID OR APPLE OR LINUX OR WINDOWS" OFF)
set_option(VIDEO_METAL "Enable Metal support" ${APPLE})
set_option(VIDEO_KMSDRM "Use KMS DRM video driver" ${UNIX_SYS})
dep_option(KMSDRM_SHARED "Dynamically load KMS DRM support" ON "VIDEO_KMSDRM" OFF)
set_option(VIDEO_OFFSCREEN "Use offscreen video driver" OFF)
option_string(BACKGROUNDING_SIGNAL "number to use for magic backgrounding signal or 'OFF'" "OFF")
option_string(FOREGROUNDING_SIGNAL "number to use for magic foregrounding signal or 'OFF'" "OFF")
2019-07-08 23:46:52 +03:00
set_option(HIDAPI "Use HIDAPI for low level joystick drivers" ${OPT_DEF_HIDAPI})
Fixed bug 5028 - Virtual Joysticks (new joystick backend) David Ludwig I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver. This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically. A primary use case for this is to help enable developers to add touch-screen joysticks to their apps. The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one. Use of virtual joysticks goes as such: 1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual. If successful, this returns the virtual-device's joystick-index. 2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual). 3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes. Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent). Here is a listing of the new, public APIs, at present and subject to change: ------------------------------------------------------------ /** * Attaches a new virtual joystick. * Returns the joystick's device index, or -1 if an error occurred. */ extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats); /** * Detaches a virtual joystick * Returns 0 on success, or -1 if an error occurred. */ extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index); /** * Indicates whether or not a virtual-joystick is at a given device index. */ extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index); /** * Set values on an opened, virtual-joystick's controls. * Returns 0 on success, -1 on error. */ extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value); extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel); extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value); extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value); ------------------------------------------------------------ Miscellaneous notes on the initial patch, which are also subject to change: 1. no test code is present in SDL, yet. This should, perhaps, change. Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official. If tests are to be added, what kind of tests? Automated? Graphical? 2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX. When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions). 3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8. 4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER. This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above). 5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate. 6. the initial patch is based off of SDL 2.0.12 7. the virtual joystick subsystem is disabled by default. It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1 Questions, comments, suggestions, or bug reports very welcome!
2020-03-14 05:08:45 +03:00
set_option(JOYSTICK_VIRTUAL "Enable the virtual-joystick driver" ON)
set(SDL_SHARED ${SDL_SHARED_ENABLED_BY_DEFAULT} CACHE BOOL "Build a shared version of the library")
set(SDL_STATIC ${SDL_STATIC_ENABLED_BY_DEFAULT} CACHE BOOL "Build a static version of the library")
dep_option(SDL_STATIC_PIC "Static version of the library should be built with Position Independent Code" OFF "SDL_STATIC" OFF)
set_option(SDL_TEST "Build the test directory" OFF)
# General source files
file(GLOB SOURCE_FILES
${SDL2_SOURCE_DIR}/src/*.c
${SDL2_SOURCE_DIR}/src/atomic/*.c
${SDL2_SOURCE_DIR}/src/audio/*.c
${SDL2_SOURCE_DIR}/src/cpuinfo/*.c
${SDL2_SOURCE_DIR}/src/dynapi/*.c
${SDL2_SOURCE_DIR}/src/events/*.c
${SDL2_SOURCE_DIR}/src/file/*.c
${SDL2_SOURCE_DIR}/src/libm/*.c
${SDL2_SOURCE_DIR}/src/locale/*.c
${SDL2_SOURCE_DIR}/src/power/*.c
${SDL2_SOURCE_DIR}/src/render/*.c
${SDL2_SOURCE_DIR}/src/render/*/*.c
${SDL2_SOURCE_DIR}/src/stdlib/*.c
${SDL2_SOURCE_DIR}/src/thread/*.c
${SDL2_SOURCE_DIR}/src/timer/*.c
${SDL2_SOURCE_DIR}/src/video/*.c
${SDL2_SOURCE_DIR}/src/video/yuv2rgb/*.c)
if(ASSERTIONS STREQUAL "auto")
# Do nada - use optimization settings to determine the assertion level
elseif(ASSERTIONS STREQUAL "disabled")
set(SDL_DEFAULT_ASSERT_LEVEL 0)
elseif(ASSERTIONS STREQUAL "release")
set(SDL_DEFAULT_ASSERT_LEVEL 1)
elseif(ASSERTIONS STREQUAL "enabled")
set(SDL_DEFAULT_ASSERT_LEVEL 2)
elseif(ASSERTIONS STREQUAL "paranoid")
set(SDL_DEFAULT_ASSERT_LEVEL 3)
else()
message_error("unknown assertion level")
endif()
set(HAVE_ASSERTIONS ${ASSERTIONS})
if(NOT BACKGROUNDING_SIGNAL STREQUAL "OFF")
add_definitions("-DSDL_BACKGROUNDING_SIGNAL=${BACKGROUNDING_SIGNAL}")
endif()
if(NOT FOREGROUNDING_SIGNAL STREQUAL "OFF")
add_definitions("-DSDL_FOREGROUNDING_SIGNAL=${FOREGROUNDING_SIGNAL}")
endif()
# Compiler option evaluation
if(USE_GCC OR USE_CLANG)
# Check for -Wall first, so later things can override pieces of it.
check_c_compiler_flag(-Wall HAVE_GCC_WALL)
if(HAVE_GCC_WALL)
list(APPEND EXTRA_CFLAGS "-Wall")
if(HAIKU)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-multichar")
endif()
endif()
check_c_compiler_flag(-fno-strict-aliasing HAVE_GCC_NO_STRICT_ALIASING)
if(HAVE_GCC_NO_STRICT_ALIASING)
list(APPEND EXTRA_CFLAGS "-fno-strict-aliasing")
endif()
check_c_compiler_flag(-Wdeclaration-after-statement HAVE_GCC_WDECLARATION_AFTER_STATEMENT)
if(HAVE_GCC_WDECLARATION_AFTER_STATEMENT)
check_c_compiler_flag(-Werror=declaration-after-statement HAVE_GCC_WERROR_DECLARATION_AFTER_STATEMENT)
if(HAVE_GCC_WERROR_DECLARATION_AFTER_STATEMENT)
list(APPEND EXTRA_CFLAGS "-Werror=declaration-after-statement")
endif()
list(APPEND EXTRA_CFLAGS "-Wdeclaration-after-statement")
endif()
if(DEPENDENCY_TRACKING)
check_c_source_compiles("
#if !defined(__GNUC__) || __GNUC__ < 3
#error Dependency tracking requires GCC 3.0 or newer
#endif
int main(int argc, char **argv) { }" HAVE_DEPENDENCY_TRACKING)
endif()
if(GCC_ATOMICS)
check_c_source_compiles("int main(int argc, char **argv) {
int a;
void *x, *y, *z;
__sync_lock_test_and_set(&a, 4);
__sync_lock_test_and_set(&x, y);
__sync_fetch_and_add(&a, 1);
__sync_bool_compare_and_swap(&a, 5, 10);
__sync_bool_compare_and_swap(&x, y, z); }" HAVE_GCC_ATOMICS)
if(NOT HAVE_GCC_ATOMICS)
check_c_source_compiles("int main(int argc, char **argv) {
int a;
__sync_lock_test_and_set(&a, 1);
__sync_lock_release(&a); }" HAVE_GCC_SYNC_LOCK_TEST_AND_SET)
endif()
endif()
set(CMAKE_REQUIRED_FLAGS "-mpreferred-stack-boundary=2")
check_c_source_compiles("int x = 0; int main(int argc, char **argv) {}"
HAVE_GCC_PREFERRED_STACK_BOUNDARY)
set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
set(CMAKE_REQUIRED_FLAGS "-fvisibility=hidden -Werror")
check_c_source_compiles("
#if !defined(__GNUC__) || __GNUC__ < 4
#error SDL only uses visibility attributes in GCC 4 or newer
#endif
int main(int argc, char **argv) {}" HAVE_GCC_FVISIBILITY)
if(HAVE_GCC_FVISIBILITY)
list(APPEND EXTRA_CFLAGS "-fvisibility=hidden")
endif()
set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
check_c_compiler_flag(-Wshadow HAVE_GCC_WSHADOW)
if(HAVE_GCC_WSHADOW)
list(APPEND EXTRA_CFLAGS "-Wshadow")
endif()
if(APPLE)
list(APPEND EXTRA_LDFLAGS "-Wl,-undefined,error")
list(APPEND EXTRA_LDFLAGS "-Wl,-compatibility_version,${DYLIB_COMPATIBILITY_VERSION}")
list(APPEND EXTRA_LDFLAGS "-Wl,-current_version,${DYLIB_CURRENT_VERSION}")
else()
set(CMAKE_REQUIRED_FLAGS "-Wl,--no-undefined")
check_c_compiler_flag("" HAVE_NO_UNDEFINED)
set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
if(HAVE_NO_UNDEFINED)
list(APPEND EXTRA_LDFLAGS "-Wl,--no-undefined")
endif()
endif()
endif()
if(ASSEMBLY)
if(USE_GCC OR USE_CLANG)
set(SDL_ASSEMBLY_ROUTINES 1)
# TODO: Those all seem to be quite GCC specific - needs to be
# reworked for better compiler support
set(HAVE_ASSEMBLY TRUE)
if(MMX)
set(CMAKE_REQUIRED_FLAGS "-mmmx")
check_c_source_compiles("
#ifdef __MINGW32__
#include <_mingw.h>
#ifdef __MINGW64_VERSION_MAJOR
#include <intrin.h>
#else
#include <mmintrin.h>
#endif
#else
#include <mmintrin.h>
#endif
#ifndef __MMX__
#error Assembler CPP flag not enabled
#endif
int main(int argc, char **argv) { }" HAVE_MMX)
if(HAVE_MMX)
list(APPEND EXTRA_CFLAGS "-mmmx")
endif()
set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
endif()
if(3DNOW)
set(CMAKE_REQUIRED_FLAGS "-m3dnow")
check_c_source_compiles("
#include <mm3dnow.h>
#ifndef __3dNOW__
#error Assembler CPP flag not enabled
#endif
int main(int argc, char **argv) {
void *p = 0;
_m_prefetch(p);
}" HAVE_3DNOW)
if(HAVE_3DNOW)
list(APPEND EXTRA_CFLAGS "-m3dnow")
endif()
set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
endif()
if(SSE)
set(CMAKE_REQUIRED_FLAGS "-msse")
check_c_source_compiles("
#ifdef __MINGW32__
#include <_mingw.h>
#ifdef __MINGW64_VERSION_MAJOR
#include <intrin.h>
#else
#include <xmmintrin.h>
#endif
#else
#include <xmmintrin.h>
#endif
#ifndef __SSE__
#error Assembler CPP flag not enabled
#endif
int main(int argc, char **argv) { }" HAVE_SSE)
if(HAVE_SSE)
list(APPEND EXTRA_CFLAGS "-msse")
endif()
set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
endif()
if(SSE2)
set(CMAKE_REQUIRED_FLAGS "-msse2")
check_c_source_compiles("
#ifdef __MINGW32__
#include <_mingw.h>
#ifdef __MINGW64_VERSION_MAJOR
#include <intrin.h>
#else
#include <emmintrin.h>
#endif
#else
#include <emmintrin.h>
#endif
#ifndef __SSE2__
#error Assembler CPP flag not enabled
#endif
int main(int argc, char **argv) { }" HAVE_SSE2)
if(HAVE_SSE2)
list(APPEND EXTRA_CFLAGS "-msse2")
endif()
set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
endif()
if(SSE3)
set(CMAKE_REQUIRED_FLAGS "-msse3")
check_c_source_compiles("
#ifdef __MINGW32__
#include <_mingw.h>
#ifdef __MINGW64_VERSION_MAJOR
#include <intrin.h>
#else
#include <pmmintrin.h>
#endif
#else
#include <pmmintrin.h>
#endif
#ifndef __SSE3__
#error Assembler CPP flag not enabled
#endif
int main(int argc, char **argv) { }" HAVE_SSE3)
if(HAVE_SSE3)
list(APPEND EXTRA_CFLAGS "-msse3")
endif()
set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
endif()
if(NOT SSEMATH)
if(SSE OR SSE2 OR SSE3)
if(USE_GCC)
check_c_compiler_flag(-mfpmath=387 HAVE_FP_387)
if(HAVE_FP_387)
list(APPEND EXTRA_CFLAGS "-mfpmath=387")
endif()
endif()
set(HAVE_SSEMATH TRUE)
endif()
endif()
check_include_file("immintrin.h" HAVE_IMMINTRIN_H)
if(ALTIVEC)
set(CMAKE_REQUIRED_FLAGS "-maltivec")
check_c_source_compiles("
#include <altivec.h>
vector unsigned int vzero() {
return vec_splat_u32(0);
}
int main(int argc, char **argv) { }" HAVE_ALTIVEC_H_HDR)
check_c_source_compiles("
vector unsigned int vzero() {
return vec_splat_u32(0);
}
int main(int argc, char **argv) { }" HAVE_ALTIVEC)
set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
if(HAVE_ALTIVEC OR HAVE_ALTIVEC_H_HDR)
set(HAVE_ALTIVEC TRUE) # if only HAVE_ALTIVEC_H_HDR is set
list(APPEND EXTRA_CFLAGS "-maltivec")
set(SDL_ALTIVEC_BLITTERS 1)
if(HAVE_ALTIVEC_H_HDR)
set(HAVE_ALTIVEC_H 1)
endif()
endif()
endif()
if(ARMSIMD)
set(ORIG_CMAKE_REQUIRED_FLAGS "${CMAKE_REQUIRED_FLAGS}")
set(CMAKE_REQUIRED_FLAGS "${CMAKE_REQUIRED_FLAGS} -x assembler-with-cpp")
check_c_source_compiles("
.text
.arch armv6
.object_arch armv4
.arm
.altmacro
#ifndef __ARM_EABI__
#error EABI is required (to be sure that calling conventions are compatible)
#endif
pld [r0]
uqadd8 r0, r0, r0
" ARMSIMD_FOUND)
set(CMAKE_REQUIRED_FLAGS "${ORIG_CMAKE_REQUIRED_FLAGS}")
if(ARMSIMD_FOUND)
set(HAVE_ARMSIMD TRUE)
set(SDL_ARM_SIMD_BLITTERS 1)
file(GLOB ARMSIMD_SOURCES ${SDL2_SOURCE_DIR}/src/video/arm/pixman-arm-simd*.S)
set(SOURCE_FILES ${SOURCE_FILES} ${ARMSIMD_SOURCES})
set(WARN_ABOUT_ARM_SIMD_ASM_MIT TRUE)
endif()
endif()
if(ARMNEON)
set(ORIG_CMAKE_REQUIRED_FLAGS "${CMAKE_REQUIRED_FLAGS}")
set(CMAKE_REQUIRED_FLAGS "${CMAKE_REQUIRED_FLAGS} -x assembler-with-cpp")
check_c_source_compiles("
.text
.fpu neon
.arch armv7a
.object_arch armv4
.eabi_attribute 10, 0
.arm
.altmacro
#ifndef __ARM_EABI__
#error EABI is required (to be sure that calling conventions are compatible)
#endif
pld [r0]
vmovn.u16 d0, q0
" ARMNEON_FOUND)
set(CMAKE_REQUIRED_FLAGS "${ORIG_CMAKE_REQUIRED_FLAGS}")
if(ARMNEON_FOUND)
set(HAVE_ARMNEON TRUE)
set(SDL_ARM_NEON_BLITTERS 1)
file(GLOB ARMNEON_SOURCES ${SDL2_SOURCE_DIR}/src/video/arm/pixman-arm-neon*.S)
set(SOURCE_FILES ${SOURCE_FILES} ${ARMNEON_SOURCES})
set(WARN_ABOUT_ARM_NEON_ASM_MIT TRUE)
endif()
endif()
elseif(MSVC_VERSION GREATER 1500)
# TODO: SDL_cpuinfo.h needs to support the user's configuration wish
# for MSVC - right now it is always activated
if(NOT ARCH_64)
set(HAVE_MMX TRUE)
set(HAVE_3DNOW TRUE)
endif()
set(HAVE_SSE TRUE)
set(HAVE_SSE2 TRUE)
set(HAVE_SSE3 TRUE)
set(SDL_ASSEMBLY_ROUTINES 1)
endif()
# TODO:
#else()
# if(USE_GCC OR USE_CLANG)
# list(APPEND EXTRA_CFLAGS "-mno-sse" "-mno-sse2" "-mno-sse3" "-mno-mmx")
# endif()
endif()
# TODO: Can't deactivate on FreeBSD? w/o LIBC, SDL_stdinc.h can't define
# anything.
if(LIBC)
if(WINDOWS AND NOT MINGW)
set(HAVE_LIBC TRUE)
foreach(_HEADER stdio.h string.h wchar.h ctype.h math.h limits.h)
string(TOUPPER "HAVE_${_HEADER}" _UPPER)
string(REPLACE "." "_" _HAVE_H ${_UPPER})
set(${_HAVE_H} 1)
endforeach()
set(HAVE_SIGNAL_H 1)
foreach(_FN
malloc calloc realloc free qsort abs memset memcpy memmove memcmp
wcslen wcslcpy wcslcat wcsdup wcsstr wcscmp wcsncmp
strlen _strrev _strupr _strlwr strchr strrchr strstr itoa _ltoa
_ultoa strtol strtoul strtoll strtod atoi atof strcmp strncmp
_stricmp _strnicmp strtok_s sscanf
acos acosf asin asinf atan atanf atan2 atan2f ceil ceilf
2018-08-04 18:52:46 +03:00
copysign copysignf cos cosf exp expf fabs fabsf floor floorf fmod fmodf
2020-04-10 19:17:14 +03:00
log logf log10 log10f pow powf scalbn scalbnf sin sinf sqrt sqrtf tan tanf
trunc truncf)
string(TOUPPER ${_FN} _UPPER)
set(HAVE_${_UPPER} 1)
endforeach()
if(NOT CYGWIN AND NOT MINGW)
set(HAVE_ALLOCA 1)
endif()
set(HAVE_M_PI 1)
add_definitions(-D_USE_MATH_DEFINES) # needed for M_PI
set(STDC_HEADERS 1)
else()
set(HAVE_LIBC TRUE)
check_include_file(sys/types.h HAVE_SYS_TYPES_H)
foreach(_HEADER
stdio.h stdlib.h stddef.h stdarg.h malloc.h memory.h string.h limits.h
strings.h wchar.h inttypes.h stdint.h ctype.h math.h iconv.h signal.h libunwind.h)
string(TOUPPER "HAVE_${_HEADER}" _UPPER)
string(REPLACE "." "_" _HAVE_H ${_UPPER})
check_include_file("${_HEADER}" ${_HAVE_H})
endforeach()
set(STDC_HEADER_NAMES "dlfcn.h;stdint.h;stddef.h;inttypes.h;stdlib.h;stdio.h;strings.h;wchar.h;string.h;float.h")
check_include_files("${STDC_HEADER_NAMES}" STDC_HEADERS)
check_type_size("size_t" SIZEOF_SIZE_T)
check_symbol_exists(M_PI math.h HAVE_M_PI)
# TODO: refine the mprotect check
check_c_source_compiles("#include <sys/types.h>
#include <sys/mman.h>
int main() { }" HAVE_MPROTECT)
foreach(_FN
strtod malloc calloc realloc free getenv setenv putenv unsetenv
qsort abs bcopy memset memcpy memmove memcmp strlen strlcpy strlcat
_strrev _strupr _strlwr strchr strrchr strstr strtok_r itoa _ltoa
_uitoa _ultoa strtol strtoul _i64toa _ui64toa strtoll strtoull
atoi atof strcmp strncmp _stricmp strcasecmp _strnicmp strncasecmp
wcscmp wcsdup wcslcat wcslcpy wcslen wcsncmp wcsstr
sscanf vsscanf vsnprintf fopen64 fseeko fseeko64 _Exit
)
string(TOUPPER ${_FN} _UPPER)
set(_HAVEVAR "HAVE_${_UPPER}")
check_symbol_exists("${_FN}" "${STDC_HEADER_NAMES}" ${_HAVEVAR})
endforeach()
check_symbol_exists(sigaction "signal.h" HAVE_SIGACTION)
check_symbol_exists(setjmp "setjmp.h" HAVE_SETJMP)
check_symbol_exists(nanosleep "time.h" HAVE_NANOSLEEP)
check_symbol_exists(sysconf "unistd.h" HAVE_SYSCONF)
check_symbol_exists(sysctlbyname "sys/types.h;sys/sysctl.h" HAVE_SYSCTLBYNAME)
check_symbol_exists(getauxval "sys/auxv.h" HAVE_GETAUXVAL)
check_symbol_exists(poll "poll.h" HAVE_POLL)
check_library_exists(m pow "" HAVE_LIBM)
if(HAVE_LIBM)
set(CMAKE_REQUIRED_LIBRARIES m)
foreach(_FN
atan atan2 atanf atan2f ceil ceilf copysign copysignf cos cosf
exp expf fabs fabsf floor floorf fmod fmodf log logf log10 log10f
pow powf scalbn scalbnf sin sinf sqrt sqrtf tan tanf acos acosf
2020-04-10 19:17:14 +03:00
asin asinf trunc truncf)
string(TOUPPER ${_FN} _UPPER)
set(_HAVEVAR "HAVE_${_UPPER}")
check_symbol_exists("${_FN}" "math.h" ${_HAVEVAR})
endforeach()
set(CMAKE_REQUIRED_LIBRARIES)
list(APPEND EXTRA_LIBS m)
endif()
check_library_exists(iconv iconv_open "" HAVE_LIBICONV)
if(HAVE_LIBICONV)
list(APPEND EXTRA_LIBS iconv)
set(HAVE_ICONV 1)
endif()
if(NOT APPLE)
check_include_file(alloca.h HAVE_ALLOCA_H)
check_symbol_exists(alloca "alloca.h" HAVE_ALLOCA)
else()
set(HAVE_ALLOCA_H 1)
set(HAVE_ALLOCA 1)
endif()
check_struct_has_member("struct sigaction" "sa_sigaction" "signal.h" HAVE_SA_SIGACTION)
endif()
else()
if(WINDOWS)
set(HAVE_STDARG_H 1)
set(HAVE_STDDEF_H 1)
endif()
endif()
# Enable/disable various subsystems of the SDL library
foreach(_SUB ${SDL_SUBSYSTEMS})
string(TOUPPER ${_SUB} _OPT)
if(NOT SDL_${_OPT})
set(SDL_${_OPT}_DISABLED 1)
endif()
endforeach()
if(SDL_JOYSTICK)
file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${JOYSTICK_SOURCES})
endif()
if(SDL_HAPTIC)
if(NOT SDL_JOYSTICK)
# Haptic requires some private functions from the joystick subsystem.
message_error("SDL_HAPTIC requires SDL_JOYSTICK, which is not enabled")
endif()
file(GLOB HAPTIC_SOURCES ${SDL2_SOURCE_DIR}/src/haptic/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${HAPTIC_SOURCES})
endif()
2018-08-21 22:11:34 +03:00
if(SDL_SENSOR)
file(GLOB SENSOR_SOURCES ${SDL2_SOURCE_DIR}/src/sensor/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${SENSOR_SOURCES})
endif()
# TODO: in configure.ac, the test for LOADSO and SDL_DLOPEN is a bit weird:
# if LOADSO is not wanted, SDL_LOADSO_DISABLED is set
# If however on Unix or APPLE dlopen() is detected via CheckDLOPEN(),
# SDL_LOADSO_DISABLED will not be set, regardless of the LOADSO settings
# General SDL subsystem options, valid for all platforms
if(SDL_AUDIO)
# CheckDummyAudio/CheckDiskAudio - valid for all platforms
if(DUMMYAUDIO)
set(SDL_AUDIO_DRIVER_DUMMY 1)
file(GLOB DUMMYAUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/dummy/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${DUMMYAUDIO_SOURCES})
set(HAVE_DUMMYAUDIO TRUE)
endif()
if(DISKAUDIO)
set(SDL_AUDIO_DRIVER_DISK 1)
file(GLOB DISKAUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/disk/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${DISKAUDIO_SOURCES})
set(HAVE_DISKAUDIO TRUE)
endif()
endif()
if(SDL_DLOPEN)
# Relevant for Unix/Darwin only
if(UNIX OR APPLE)
CheckDLOPEN()
endif()
endif()
Fixed bug 5028 - Virtual Joysticks (new joystick backend) David Ludwig I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver. This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically. A primary use case for this is to help enable developers to add touch-screen joysticks to their apps. The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one. Use of virtual joysticks goes as such: 1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual. If successful, this returns the virtual-device's joystick-index. 2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual). 3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes. Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent). Here is a listing of the new, public APIs, at present and subject to change: ------------------------------------------------------------ /** * Attaches a new virtual joystick. * Returns the joystick's device index, or -1 if an error occurred. */ extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats); /** * Detaches a virtual joystick * Returns 0 on success, or -1 if an error occurred. */ extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index); /** * Indicates whether or not a virtual-joystick is at a given device index. */ extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index); /** * Set values on an opened, virtual-joystick's controls. * Returns 0 on success, -1 on error. */ extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value); extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel); extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value); extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value); ------------------------------------------------------------ Miscellaneous notes on the initial patch, which are also subject to change: 1. no test code is present in SDL, yet. This should, perhaps, change. Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official. If tests are to be added, what kind of tests? Automated? Graphical? 2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX. When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions). 3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8. 4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER. This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above). 5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate. 6. the initial patch is based off of SDL 2.0.12 7. the virtual joystick subsystem is disabled by default. It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1 Questions, comments, suggestions, or bug reports very welcome!
2020-03-14 05:08:45 +03:00
if(SDL_JOYSTICK)
if(JOYSTICK_VIRTUAL)
set(SDL_JOYSTICK_VIRTUAL 1)
file(GLOB JOYSTICK_VIRTUAL_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/virtual/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${JOYSTICK_VIRTUAL_SOURCES})
endif()
endif()
if(SDL_VIDEO)
if(VIDEO_DUMMY)
set(SDL_VIDEO_DRIVER_DUMMY 1)
file(GLOB VIDEO_DUMMY_SOURCES ${SDL2_SOURCE_DIR}/src/video/dummy/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${VIDEO_DUMMY_SOURCES})
set(HAVE_VIDEO_DUMMY TRUE)
set(HAVE_SDL_VIDEO TRUE)
endif()
if(VIDEO_OFFSCREEN)
set(SDL_VIDEO_DRIVER_OFFSCREEN 1)
file(GLOB VIDEO_OFFSCREEN_SOURCES ${SDL2_SOURCE_DIR}/src/video/offscreen/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${VIDEO_OFFSCREEN_SOURCES})
set(HAVE_VIDEO_OFFSCREEN TRUE)
set(HAVE_SDL_VIDEO TRUE)
endif()
endif()
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# Platform-specific options and settings
if(ANDROID)
file(GLOB ANDROID_CORE_SOURCES ${SDL2_SOURCE_DIR}/src/core/android/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_CORE_SOURCES} ${ANDROID_NDK}/sources/android/cpufeatures/cpu-features.c)
# SDL_spinlock.c Needs to be compiled in ARM mode.
# There seems to be no better way currently to set the ARM mode.
# see: https://issuetracker.google.com/issues/62264618
# Another option would be to set ARM mode to all compiled files
check_c_compiler_flag(-marm HAVE_ARM_MODE)
if(HAVE_ARM_MODE)
set_source_files_properties(${SDL2_SOURCE_DIR}/src/atomic/SDL_spinlock.c PROPERTIES COMPILE_FLAGS -marm)
endif()
file(GLOB ANDROID_MAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/android/*.c)
set(SDLMAIN_SOURCES ${SDLMAIN_SOURCES} ${ANDROID_MAIN_SOURCES})
if(SDL_AUDIO)
set(SDL_AUDIO_DRIVER_ANDROID 1)
file(GLOB ANDROID_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/android/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_AUDIO_SOURCES})
set(HAVE_SDL_AUDIO TRUE)
endif()
if(SDL_FILESYSTEM)
set(SDL_FILESYSTEM_ANDROID 1)
file(GLOB ANDROID_FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/android/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_FILESYSTEM_SOURCES})
set(HAVE_SDL_FILESYSTEM TRUE)
endif()
if(SDL_HAPTIC)
set(SDL_HAPTIC_ANDROID 1)
file(GLOB ANDROID_HAPTIC_SOURCES ${SDL2_SOURCE_DIR}/src/haptic/android/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_HAPTIC_SOURCES})
set(HAVE_SDL_HAPTIC TRUE)
endif()
if(SDL_JOYSTICK)
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CheckHIDAPI()
set(SDL_JOYSTICK_ANDROID 1)
file(GLOB ANDROID_JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/android/*.c ${SDL2_SOURCE_DIR}/src/joystick/steam/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_JOYSTICK_SOURCES})
set(HAVE_SDL_JOYSTICK TRUE)
endif()
if(SDL_LOADSO)
set(SDL_LOADSO_DLOPEN 1)
file(GLOB LOADSO_SOURCES ${SDL2_SOURCE_DIR}/src/loadso/dlopen/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${LOADSO_SOURCES})
set(HAVE_SDL_LOADSO TRUE)
endif()
if(SDL_POWER)
set(SDL_POWER_ANDROID 1)
file(GLOB ANDROID_POWER_SOURCES ${SDL2_SOURCE_DIR}/src/power/android/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_POWER_SOURCES})
set(HAVE_SDL_POWER TRUE)
endif()
if(SDL_LOCALE)
file(GLOB ANDROID_LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/android/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_LOCALE_SOURCES})
set(HAVE_SDL_LOCALE TRUE)
endif()
if(SDL_TIMERS)
set(SDL_TIMER_UNIX 1)
file(GLOB TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/unix/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${TIMER_SOURCES})
set(HAVE_SDL_TIMERS TRUE)
endif()
if(SDL_SENSOR)
set(SDL_SENSOR_ANDROID 1)
set(HAVE_SDL_SENSORS TRUE)
file(GLOB ANDROID_SENSOR_SOURCES ${SDL2_SOURCE_DIR}/src/sensor/android/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_SENSOR_SOURCES})
endif()
if(SDL_VIDEO)
set(SDL_VIDEO_DRIVER_ANDROID 1)
file(GLOB ANDROID_VIDEO_SOURCES ${SDL2_SOURCE_DIR}/src/video/android/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_VIDEO_SOURCES})
set(HAVE_SDL_VIDEO TRUE)
# Core stuff
# find_library(ANDROID_DL_LIBRARY dl)
# FIXME failing dlopen https://github.com/android-ndk/ndk/issues/929
find_library(ANDROID_DL_LIBRARY NAMES libdl.so dl)
find_library(ANDROID_LOG_LIBRARY log)
find_library(ANDROID_LIBRARY_LIBRARY android)
list(APPEND EXTRA_LIBS ${ANDROID_DL_LIBRARY} ${ANDROID_LOG_LIBRARY} ${ANDROID_LIBRARY_LIBRARY})
add_definitions(-DGL_GLEXT_PROTOTYPES)
if (HAVE_HIDAPI)
list(APPEND EXTRA_LIBS hidapi)
endif()
#enable gles
if(VIDEO_OPENGLES)
set(SDL_VIDEO_OPENGL_EGL 1)
set(HAVE_VIDEO_OPENGLES TRUE)
set(SDL_VIDEO_OPENGL_ES 1)
set(SDL_VIDEO_RENDER_OGL_ES 1)
set(SDL_VIDEO_OPENGL_ES2 1)
set(SDL_VIDEO_RENDER_OGL_ES2 1)
find_library(OpenGLES1_LIBRARY GLESv1_CM)
find_library(OpenGLES2_LIBRARY GLESv2)
list(APPEND EXTRA_LIBS ${OpenGLES1_LIBRARY} ${OpenGLES2_LIBRARY})
endif()
CHECK_C_SOURCE_COMPILES("
#if defined(__ARM_ARCH) && __ARM_ARCH < 7
#error Vulkan doesn't work on this configuration
#endif
int main()
{
return 0;
}
" VULKAN_PASSED_ANDROID_CHECKS)
if(NOT VULKAN_PASSED_ANDROID_CHECKS)
set(VIDEO_VULKAN OFF)
message(STATUS "Vulkan doesn't work on this configuration")
endif()
endif()
CheckPTHREAD()
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elseif(EMSCRIPTEN)
# Hide noisy warnings that intend to aid mostly during initial stages of porting a new
# project. Uncomment at will for verbose cross-compiling -I/../ path info.
add_definitions(-Wno-warn-absolute-paths)
if(SDL_AUDIO)
set(SDL_AUDIO_DRIVER_EMSCRIPTEN 1)
file(GLOB EM_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/emscripten/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${EM_AUDIO_SOURCES})
set(HAVE_SDL_AUDIO TRUE)
endif()
if(SDL_FILESYSTEM)
set(SDL_FILESYSTEM_EMSCRIPTEN 1)
file(GLOB EM_FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/emscripten/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${EM_FILESYSTEM_SOURCES})
set(HAVE_SDL_FILESYSTEM TRUE)
endif()
if(SDL_JOYSTICK)
set(SDL_JOYSTICK_EMSCRIPTEN 1)
file(GLOB EM_JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/emscripten/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${EM_JOYSTICK_SOURCES})
set(HAVE_SDL_JOYSTICK TRUE)
endif()
if(SDL_POWER)
set(SDL_POWER_EMSCRIPTEN 1)
file(GLOB EM_POWER_SOURCES ${SDL2_SOURCE_DIR}/src/power/emscripten/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${EM_POWER_SOURCES})
set(HAVE_SDL_POWER TRUE)
endif()
if(SDL_LOCALE)
file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/emscripten/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
set(HAVE_SDL_LOCALE TRUE)
endif()
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if(SDL_TIMERS)
set(SDL_TIMER_UNIX 1)
file(GLOB TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/unix/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${TIMER_SOURCES})
set(HAVE_SDL_TIMERS TRUE)
if(CLOCK_GETTIME)
set(HAVE_CLOCK_GETTIME 1)
endif()
endif()
if(SDL_VIDEO)
set(SDL_VIDEO_DRIVER_EMSCRIPTEN 1)
file(GLOB EM_VIDEO_SOURCES ${SDL2_SOURCE_DIR}/src/video/emscripten/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${EM_VIDEO_SOURCES})
set(HAVE_SDL_VIDEO TRUE)
#enable gles
if(VIDEO_OPENGLES)
set(SDL_VIDEO_OPENGL_EGL 1)
set(HAVE_VIDEO_OPENGLES TRUE)
set(SDL_VIDEO_OPENGL_ES2 1)
set(SDL_VIDEO_RENDER_OGL_ES2 1)
endif()
endif()
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elseif(UNIX AND NOT APPLE AND NOT ANDROID AND NOT RISCOS)
if(SDL_AUDIO)
if(SYSV5 OR SOLARIS OR HPUX)
set(SDL_AUDIO_DRIVER_SUNAUDIO 1)
file(GLOB SUN_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/sun/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${SUN_AUDIO_SOURCES})
set(HAVE_SDL_AUDIO TRUE)
elseif(NETBSD)
set(SDL_AUDIO_DRIVER_NETBSD 1)
file(GLOB NETBSD_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/netbsd/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${NETBSD_AUDIO_SOURCES})
set(HAVE_SDL_AUDIO TRUE)
elseif(AIX)
set(SDL_AUDIO_DRIVER_PAUDIO 1)
file(GLOB AIX_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/paudio/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${AIX_AUDIO_SOURCES})
set(HAVE_SDL_AUDIO TRUE)
endif()
CheckOSS()
CheckALSA()
CheckJACK()
CheckPulseAudio()
CheckESD()
CheckARTS()
CheckNAS()
CheckSNDIO()
CheckFusionSound()
CheckLibSampleRate()
endif()
if(SDL_VIDEO)
# Need to check for Raspberry PI first and add platform specific compiler flags, otherwise the test for GLES fails!
CheckRPI()
CheckX11()
CheckDirectFB()
CheckOpenGLX11()
CheckOpenGLESX11()
CheckWayland()
CheckVivante()
CheckKMSDRM()
endif()
if(UNIX)
file(GLOB CORE_UNIX_SOURCES ${SDL2_SOURCE_DIR}/src/core/unix/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${CORE_UNIX_SOURCES})
endif()
if(LINUX)
check_c_source_compiles("
#include <linux/input.h>
#ifndef EVIOCGNAME
#error EVIOCGNAME() ioctl not available
#endif
int main(int argc, char** argv) {}" HAVE_INPUT_EVENTS)
check_c_source_compiles("
#include <linux/kd.h>
#include <linux/keyboard.h>
int main(int argc, char **argv)
{
struct kbentry kbe;
kbe.kb_table = KG_CTRL;
ioctl(0, KDGKBENT, &kbe);
}" HAVE_INPUT_KD)
file(GLOB CORE_LINUX_SOURCES ${SDL2_SOURCE_DIR}/src/core/linux/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${CORE_LINUX_SOURCES})
if(HAVE_INPUT_EVENTS)
set(SDL_INPUT_LINUXEV 1)
endif()
if(SDL_HAPTIC AND HAVE_INPUT_EVENTS)
set(SDL_HAPTIC_LINUX 1)
file(GLOB HAPTIC_SOURCES ${SDL2_SOURCE_DIR}/src/haptic/linux/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${HAPTIC_SOURCES})
set(HAVE_SDL_HAPTIC TRUE)
endif()
if(HAVE_INPUT_KD)
set(SDL_INPUT_LINUXKD 1)
endif()
check_include_file("libudev.h" HAVE_LIBUDEV_H)
if(PKG_CONFIG_FOUND)
pkg_search_module(DBUS dbus-1 dbus)
if(DBUS_FOUND)
set(HAVE_DBUS_DBUS_H TRUE)
include_directories(${DBUS_INCLUDE_DIRS})
list(APPEND EXTRA_LIBS ${DBUS_LIBRARIES})
# Fcitx need only dbus.
set(HAVE_FCITX TRUE)
endif()
pkg_search_module(IBUS ibus-1.0 ibus)
if(IBUS_FOUND)
set(HAVE_IBUS_IBUS_H TRUE)
include_directories(${IBUS_INCLUDE_DIRS})
list(APPEND EXTRA_LIBS ${IBUS_LIBRARIES})
endif()
if (HAVE_IBUS_IBUS_H OR HAVE_FCITX)
add_definitions(-DSDL_USE_IME)
endif()
if(HAVE_LIBUNWIND_H)
# We've already found the header, so REQUIRE the lib to be present
pkg_search_module(UNWIND REQUIRED libunwind)
pkg_search_module(UNWIND_GENERIC REQUIRED libunwind-generic)
list(APPEND EXTRA_LIBS ${UNWIND_LIBRARIES} ${UNWIND_GENERIC_LIBRARIES})
endif()
endif()
endif()
if(INPUT_TSLIB)
check_c_source_compiles("
#include \"tslib.h\"
int main(int argc, char** argv) { }" HAVE_INPUT_TSLIB)
if(HAVE_INPUT_TSLIB)
set(SDL_INPUT_TSLIB 1)
list(APPEND EXTRA_LIBS ts)
endif()
endif()
if(SDL_JOYSTICK)
if(FREEBSD OR NETBSD OR OPENBSD OR BSDI)
CheckUSBHID()
endif()
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CheckHIDAPI()
if(LINUX AND NOT ANDROID)
set(SDL_JOYSTICK_LINUX 1)
file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/linux/*.c ${SDL2_SOURCE_DIR}/src/joystick/steam/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${JOYSTICK_SOURCES})
set(HAVE_SDL_JOYSTICK TRUE)
endif()
endif()
CheckPTHREAD()
if(CLOCK_GETTIME)
check_library_exists(rt clock_gettime "" FOUND_CLOCK_GETTIME)
if(FOUND_CLOCK_GETTIME)
list(APPEND EXTRA_LIBS rt)
set(HAVE_CLOCK_GETTIME 1)
else()
check_library_exists(c clock_gettime "" FOUND_CLOCK_GETTIME)
if(FOUND_CLOCK_GETTIME)
set(HAVE_CLOCK_GETTIME 1)
endif()
endif()
endif()
check_include_file(linux/version.h HAVE_LINUX_VERSION_H)
if(HAVE_LINUX_VERSION_H)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DHAVE_LINUX_VERSION_H")
endif()
if(SDL_POWER)
if(LINUX)
set(SDL_POWER_LINUX 1)
file(GLOB POWER_SOURCES ${SDL2_SOURCE_DIR}/src/power/linux/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${POWER_SOURCES})
set(HAVE_SDL_POWER TRUE)
endif()
endif()
if(SDL_LOCALE)
file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/unix/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
set(HAVE_SDL_LOCALE TRUE)
endif()
if(SDL_FILESYSTEM)
set(SDL_FILESYSTEM_UNIX 1)
file(GLOB FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/unix/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${FILESYSTEM_SOURCES})
set(HAVE_SDL_FILESYSTEM TRUE)
endif()
if(SDL_TIMERS)
set(SDL_TIMER_UNIX 1)
file(GLOB TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/unix/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${TIMER_SOURCES})
set(HAVE_SDL_TIMERS TRUE)
endif()
set(SDL_RLD_FLAGS "")
if(RPATH AND SDL_SHARED)
if(BSDI OR FREEBSD OR LINUX OR NETBSD)
set(CMAKE_REQUIRED_FLAGS "-Wl,--enable-new-dtags")
check_c_compiler_flag("" HAVE_ENABLE_NEW_DTAGS)
set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
if(HAVE_ENABLE_NEW_DTAGS)
set(SDL_RLD_FLAGS "-Wl,-rpath,\${libdir} -Wl,--enable-new-dtags")
else()
set(SDL_RLD_FLAGS "-Wl,-rpath,\${libdir}")
endif()
elseif(SOLARIS)
set(SDL_RLD_FLAGS "-R\${libdir}")
endif()
set(CMAKE_BUILD_WITH_INSTALL_RPATH TRUE)
set(HAVE_RPATH TRUE)
endif()
elseif(WINDOWS)
find_program(WINDRES windres)
check_c_source_compiles("
#include <windows.h>
int main(int argc, char **argv) { }" HAVE_WIN32_CC)
file(GLOB CORE_SOURCES ${SDL2_SOURCE_DIR}/src/core/windows/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${CORE_SOURCES})
if(MSVC)
# Prevent codegen that would use the VC runtime libraries.
set_property(DIRECTORY . APPEND PROPERTY COMPILE_OPTIONS "/GS-")
if(NOT ARCH_64)
set_property(DIRECTORY . APPEND PROPERTY COMPILE_OPTIONS "/arch:SSE")
endif()
endif()
# Check for DirectX
if(DIRECTX)
if(DEFINED MSVC_VERSION AND NOT ${MSVC_VERSION} LESS 1700)
set(USE_WINSDK_DIRECTX TRUE)
endif()
if(NOT CMAKE_COMPILER_IS_MINGW AND NOT USE_WINSDK_DIRECTX)
if("$ENV{DXSDK_DIR}" STREQUAL "")
message_error("DIRECTX requires the \$DXSDK_DIR environment variable to be set")
endif()
set(CMAKE_REQUIRED_FLAGS "/I\"$ENV{DXSDK_DIR}\\Include\"")
endif()
if(HAVE_WIN32_CC)
# xinput.h may need windows.h, but doesn't include it itself.
check_c_source_compiles("
#include <windows.h>
#include <xinput.h>
int main(int argc, char **argv) { }" HAVE_XINPUT_H)
check_c_source_compiles("
#include <windows.h>
#include <xinput.h>
XINPUT_GAMEPAD_EX x1;
int main(int argc, char **argv) { }" HAVE_XINPUT_GAMEPAD_EX)
check_c_source_compiles("
#include <windows.h>
#include <xinput.h>
XINPUT_STATE_EX s1;
int main(int argc, char **argv) { }" HAVE_XINPUT_STATE_EX)
else()
check_include_file(xinput.h HAVE_XINPUT_H)
endif()
check_include_file(d3d9.h HAVE_D3D_H)
check_include_file(d3d11_1.h HAVE_D3D11_H)
check_include_file(ddraw.h HAVE_DDRAW_H)
check_include_file(dsound.h HAVE_DSOUND_H)
check_include_file(dinput.h HAVE_DINPUT_H)
check_include_file(dxgi.h HAVE_DXGI_H)
if(HAVE_D3D_H OR HAVE_D3D11_H OR HAVE_DDRAW_H OR HAVE_DSOUND_H OR HAVE_DINPUT_H)
set(HAVE_DIRECTX TRUE)
if(NOT CMAKE_COMPILER_IS_MINGW AND NOT USE_WINSDK_DIRECTX)
# TODO: change $ENV{DXSDL_DIR} to get the path from the include checks
link_directories($ENV{DXSDK_DIR}\\lib\\${PROCESSOR_ARCH})
include_directories($ENV{DXSDK_DIR}\\Include)
endif()
endif()
set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
endif()
# headers needed elsewhere
check_include_file(mmdeviceapi.h HAVE_MMDEVICEAPI_H)
check_include_file(audioclient.h HAVE_AUDIOCLIENT_H)
if(SDL_AUDIO)
set(SDL_AUDIO_DRIVER_WINMM 1)
file(GLOB WINMM_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/winmm/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${WINMM_AUDIO_SOURCES})
set(HAVE_SDL_AUDIO TRUE)
if(HAVE_DSOUND_H)
set(SDL_AUDIO_DRIVER_DSOUND 1)
file(GLOB DSOUND_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/directsound/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${DSOUND_AUDIO_SOURCES})
endif()
if(WASAPI AND HAVE_AUDIOCLIENT_H AND HAVE_MMDEVICEAPI_H)
set(SDL_AUDIO_DRIVER_WASAPI 1)
file(GLOB WASAPI_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/wasapi/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${WASAPI_AUDIO_SOURCES})
endif()
endif()
if(SDL_VIDEO)
# requires SDL_LOADSO on Windows (IME, DX, etc.)
if(NOT SDL_LOADSO)
message_error("SDL_VIDEO requires SDL_LOADSO, which is not enabled")
endif()
set(SDL_VIDEO_DRIVER_WINDOWS 1)
file(GLOB WIN_VIDEO_SOURCES ${SDL2_SOURCE_DIR}/src/video/windows/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${WIN_VIDEO_SOURCES})
if(RENDER_D3D AND HAVE_D3D_H)
set(SDL_VIDEO_RENDER_D3D 1)
set(HAVE_RENDER_D3D TRUE)
endif()
if(RENDER_D3D AND HAVE_D3D11_H)
set(SDL_VIDEO_RENDER_D3D11 1)
set(HAVE_RENDER_D3D TRUE)
endif()
set(HAVE_SDL_VIDEO TRUE)
endif()
if(SDL_THREADS)
set(SDL_THREAD_WINDOWS 1)
set(SOURCE_FILES ${SOURCE_FILES}
${SDL2_SOURCE_DIR}/src/thread/windows/SDL_sysmutex.c
${SDL2_SOURCE_DIR}/src/thread/windows/SDL_syssem.c
${SDL2_SOURCE_DIR}/src/thread/windows/SDL_systhread.c
${SDL2_SOURCE_DIR}/src/thread/windows/SDL_systls.c
${SDL2_SOURCE_DIR}/src/thread/generic/SDL_syscond.c)
set(HAVE_SDL_THREADS TRUE)
endif()
if(SDL_SENSOR)
set(SDL_SENSOR_WINDOWS 1)
set(HAVE_SDL_SENSORS TRUE)
file(GLOB WINDOWS_SENSOR_SOURCES ${SDL2_SOURCE_DIR}/src/sensor/windows/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${WINDOWS_SENSOR_SOURCES})
endif()
if(SDL_POWER)
set(SDL_POWER_WINDOWS 1)
set(SOURCE_FILES ${SOURCE_FILES} ${SDL2_SOURCE_DIR}/src/power/windows/SDL_syspower.c)
set(HAVE_SDL_POWER TRUE)
endif()
if(SDL_LOCALE)
file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/windows/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
set(HAVE_SDL_LOCALE TRUE)
endif()
if(SDL_FILESYSTEM)
set(SDL_FILESYSTEM_WINDOWS 1)
file(GLOB FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/windows/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${FILESYSTEM_SOURCES})
set(HAVE_SDL_FILESYSTEM TRUE)
endif()
# Libraries for Win32 native and MinGW
list(APPEND EXTRA_LIBS user32 gdi32 winmm imm32 ole32 oleaut32 version uuid advapi32 setupapi shell32)
# TODO: in configure.ac the check for timers is set on
# cygwin | mingw32* - does this include mingw32CE?
if(SDL_TIMERS)
set(SDL_TIMER_WINDOWS 1)
file(GLOB TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/windows/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${TIMER_SOURCES})
set(HAVE_SDL_TIMERS TRUE)
endif()
if(SDL_LOADSO)
set(SDL_LOADSO_WINDOWS 1)
file(GLOB LOADSO_SOURCES ${SDL2_SOURCE_DIR}/src/loadso/windows/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${LOADSO_SOURCES})
set(HAVE_SDL_LOADSO TRUE)
endif()
file(GLOB CORE_SOURCES ${SDL2_SOURCE_DIR}/src/core/windows/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${CORE_SOURCES})
if(SDL_VIDEO)
if(VIDEO_OPENGL)
set(SDL_VIDEO_OPENGL 1)
set(SDL_VIDEO_OPENGL_WGL 1)
set(SDL_VIDEO_RENDER_OGL 1)
set(HAVE_VIDEO_OPENGL TRUE)
endif()
if(VIDEO_OPENGLES)
set(SDL_VIDEO_OPENGL_EGL 1)
set(SDL_VIDEO_OPENGL_ES2 1)
set(SDL_VIDEO_RENDER_OGL_ES2 1)
set(HAVE_VIDEO_OPENGLES TRUE)
endif()
endif()
if(SDL_JOYSTICK)
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CheckHIDAPI()
# TODO: Remove this hid.c block when SDL_hidapi.c is supported on Windows!
2019-07-08 23:46:52 +03:00
if(HAVE_HIDAPI)
set(SOURCE_FILES ${SOURCE_FILES} ${SDL2_SOURCE_DIR}/src/hidapi/windows/hid.c)
endif()
file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/windows/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${JOYSTICK_SOURCES})
if(HAVE_DINPUT_H)
set(SDL_JOYSTICK_DINPUT 1)
list(APPEND EXTRA_LIBS dinput8)
endif()
if(HAVE_XINPUT_H)
set(SDL_JOYSTICK_XINPUT 1)
endif()
if(NOT HAVE_DINPUT_H AND NOT HAVE_XINPUT_H)
set(SDL_JOYSTICK_WINMM 1)
endif()
set(HAVE_SDL_JOYSTICK TRUE)
if(SDL_HAPTIC)
if(HAVE_DINPUT_H OR HAVE_XINPUT_H)
file(GLOB HAPTIC_SOURCES ${SDL2_SOURCE_DIR}/src/haptic/windows/*.c)
if(HAVE_DINPUT_H)
set(SDL_HAPTIC_DINPUT 1)
endif()
if(HAVE_XINPUT_H)
set(SDL_HAPTIC_XINPUT 1)
endif()
else()
file(GLOB HAPTIC_SOURCES ${SDL2_SOURCE_DIR}/src/haptic/dummy/*.c)
set(SDL_HAPTIC_DUMMY 1)
endif()
set(SOURCE_FILES ${SOURCE_FILES} ${HAPTIC_SOURCES})
set(HAVE_SDL_HAPTIC TRUE)
endif()
endif()
file(GLOB VERSION_SOURCES ${SDL2_SOURCE_DIR}/src/main/windows/*.rc)
file(GLOB SDLMAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/windows/*.c)
if(MINGW OR CYGWIN)
list(APPEND EXTRA_LIBS mingw32)
list(APPEND EXTRA_LDFLAGS "-mwindows")
set(SDL_CFLAGS "${SDL_CFLAGS} -Dmain=SDL_main")
list(APPEND SDL_LIBS "-lmingw32" "-lSDL2main" "-mwindows")
endif()
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elseif(APPLE)
# TODO: rework this all for proper MacOS X, iOS and Darwin support
# We always need these libs on macOS at the moment.
# !!! FIXME: we need Carbon for some very old API calls in
# !!! FIXME: src/video/cocoa/SDL_cocoakeyboard.c, but we should figure out
# !!! FIXME: how to dump those.
if(DARWIN OR MACOSX)
set(SDL_FRAMEWORK_COCOA 1)
set(SDL_FRAMEWORK_CARBON 1)
endif()
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
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set(SDL_FRAMEWORK_FOUNDATION 1)
# Requires the darwin file implementation
if(SDL_FILE)
file(GLOB EXTRA_SOURCES ${SDL2_SOURCE_DIR}/src/file/cocoa/*.m)
set(SOURCE_FILES ${EXTRA_SOURCES} ${SOURCE_FILES})
# !!! FIXME: modern CMake doesn't need "LANGUAGE C" for Objective-C.
set_source_files_properties(${EXTRA_SOURCES} PROPERTIES LANGUAGE C)
set(HAVE_SDL_FILE TRUE)
# !!! FIXME: why is COREVIDEO inside this if() block?
set(SDL_FRAMEWORK_COREVIDEO 1)
else()
message_error("SDL_FILE must be enabled to build on MacOS X")
endif()
if(SDL_AUDIO)
set(SDL_AUDIO_DRIVER_COREAUDIO 1)
file(GLOB AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/coreaudio/*.m)
# !!! FIXME: modern CMake doesn't need "LANGUAGE C" for Objective-C.
set_source_files_properties(${AUDIO_SOURCES} PROPERTIES LANGUAGE C)
set(SOURCE_FILES ${SOURCE_FILES} ${AUDIO_SOURCES})
set(HAVE_SDL_AUDIO TRUE)
set(SDL_FRAMEWORK_COREAUDIO 1)
set(SDL_FRAMEWORK_AUDIOTOOLBOX 1)
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
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set(SDL_FRAMEWORK_AVFOUNDATION 1)
endif()
if(SDL_JOYSTICK)
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CheckHIDAPI()
if(HAVE_HIDAPI)
if(IOS OR TVOS)
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set(SOURCE_FILES ${SOURCE_FILES} ${SDL2_SOURCE_DIR}/src/hidapi/ios/hid.m)
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
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set(SDL_FRAMEWORK_COREBLUETOOTH 1)
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endif()
endif()
if(IOS OR TVOS)
file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/iphoneos/*.m ${SDL2_SOURCE_DIR}/src/joystick/steam/*.c)
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
2019-08-27 18:07:43 +03:00
set(SDL_JOYSTICK_MFI 1)
if(IOS)
set(SDL_FRAMEWORK_COREMOTION 1)
endif()
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
2019-08-27 18:07:43 +03:00
set(SDL_FRAMEWORK_GAMECONTROLLER 1)
set(HAVE_SDL_SENSORS 1)
else()
file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/darwin/*.c)
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
2019-08-27 18:07:43 +03:00
set(SDL_JOYSTICK_IOKIT 1)
set(SDL_FRAMEWORK_IOKIT 1)
set(SDL_FRAMEWORK_FF 1)
endif()
set(SOURCE_FILES ${SOURCE_FILES} ${JOYSTICK_SOURCES})
set(HAVE_SDL_JOYSTICK TRUE)
endif()
if(SDL_HAPTIC)
if (IOS OR TVOS)
file(GLOB HAPTIC_SOURCES ${SDL2_SOURCE_DIR}/src/haptic/dummy/*.c)
set(SDL_HAPTIC_DUMMY 1)
else()
file(GLOB HAPTIC_SOURCES ${SDL2_SOURCE_DIR}/src/haptic/darwin/*.c)
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
2019-08-27 18:07:43 +03:00
set(SDL_HAPTIC_IOKIT 1)
set(SDL_FRAMEWORK_IOKIT 1)
set(SDL_FRAMEWORK_FF 1)
endif()
set(SOURCE_FILES ${SOURCE_FILES} ${HAPTIC_SOURCES})
set(HAVE_SDL_HAPTIC TRUE)
if(NOT SDL_JOYSTICK)
message(FATAL_ERROR "SDL_HAPTIC requires SDL_JOYSTICK to be enabled")
endif()
endif()
if(SDL_POWER)
if (IOS OR TVOS)
file(GLOB POWER_SOURCES ${SDL2_SOURCE_DIR}/src/power/uikit/*.m)
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
2019-08-27 18:07:43 +03:00
set(SDL_POWER_UIKIT 1)
else()
file(GLOB POWER_SOURCES ${SDL2_SOURCE_DIR}/src/power/macosx/*.c)
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
2019-08-27 18:07:43 +03:00
set(SDL_POWER_MACOSX 1)
set(SDL_FRAMEWORK_IOKIT 1)
endif()
set(SOURCE_FILES ${SOURCE_FILES} ${POWER_SOURCES})
set(HAVE_SDL_POWER TRUE)
endif()
if(SDL_LOCALE)
file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/macosx/*.m)
set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
set(HAVE_SDL_LOCALE TRUE)
endif()
if(SDL_TIMERS)
set(SDL_TIMER_UNIX 1)
file(GLOB TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/unix/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${TIMER_SOURCES})
set(HAVE_SDL_TIMERS TRUE)
endif(SDL_TIMERS)
if(SDL_FILESYSTEM)
set(SDL_FILESYSTEM_COCOA 1)
file(GLOB FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/cocoa/*.m)
# !!! FIXME: modern CMake doesn't need "LANGUAGE C" for Objective-C.
set_source_files_properties(${FILESYSTEM_SOURCES} PROPERTIES LANGUAGE C)
set(SOURCE_FILES ${SOURCE_FILES} ${FILESYSTEM_SOURCES})
set(HAVE_SDL_FILESYSTEM TRUE)
endif()
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
2019-08-27 18:07:43 +03:00
if(SDL_SENSOR)
if(IOS)
set(SDL_SENSOR_COREMOTION 1)
set(HAVE_SDL_SENSORS TRUE)
file(GLOB SENSOR_SOURCES ${SDL2_SOURCE_DIR}/src/sensor/coremotion/*.m)
set(SOURCE_FILES ${SOURCE_FILES} ${SENSOR_SOURCES})
endif()
endif()
# iOS hack needed - http://code.google.com/p/ios-cmake/ ?
if(SDL_VIDEO)
if (IOS OR TVOS)
set(SDL_VIDEO_DRIVER_UIKIT 1)
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
2019-08-27 18:07:43 +03:00
set(SDL_FRAMEWORK_COREGRAPHICS 1)
set(SDL_FRAMEWORK_QUARTZCORE 1)
set(SDL_FRAMEWORK_UIKIT 1)
set(SDL_IPHONE_KEYBOARD 1)
set(SDL_IPHONE_LAUNCHSCREEN 1)
file(GLOB UIKITVIDEO_SOURCES ${SDL2_SOURCE_DIR}/src/video/uikit/*.m)
set(SOURCE_FILES ${SOURCE_FILES} ${UIKITVIDEO_SOURCES})
else()
CheckCOCOA()
if(VIDEO_OPENGL)
set(SDL_VIDEO_OPENGL 1)
set(SDL_VIDEO_OPENGL_CGL 1)
set(SDL_VIDEO_RENDER_OGL 1)
set(HAVE_VIDEO_OPENGL TRUE)
endif()
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
2019-08-27 18:07:43 +03:00
endif()
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
2019-08-27 18:07:43 +03:00
if(VIDEO_OPENGLES)
if(IOS OR TVOS)
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
2019-08-27 18:07:43 +03:00
set(SDL_FRAMEWORK_OPENGLES 1)
set(SDL_VIDEO_OPENGL_ES 1)
set(SDL_VIDEO_RENDER_OGL_ES 1)
else()
set(SDL_VIDEO_OPENGL_EGL 1)
endif()
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
2019-08-27 18:07:43 +03:00
set(SDL_VIDEO_OPENGL_ES2 1)
set(SDL_VIDEO_RENDER_OGL_ES2 1)
set(HAVE_VIDEO_OPENGLES TRUE)
endif()
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
2019-08-27 18:07:43 +03:00
if(VIDEO_VULKAN OR VIDEO_METAL OR RENDER_METAL)
set(ORIG_CMAKE_REQUIRED_FLAGS ${CMAKE_REQUIRED_FLAGS})
set(CMAKE_REQUIRED_FLAGS "${CMAKE_REQUIRED_FLAGS} -x objective-c")
check_c_source_compiles("
#include <AvailabilityMacros.h>
#import <Metal/Metal.h>
#import <QuartzCore/CAMetalLayer.h>
#if TARGET_OS_SIMULATOR || (!TARGET_CPU_X86_64 && !TARGET_CPU_ARM64)
#error Metal doesn't work on this configuration
#endif
int main()
{
return 0;
}
" HAVE_FRAMEWORK_METAL)
set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
if(HAVE_FRAMEWORK_METAL)
set(SDL_FRAMEWORK_METAL 1)
set(SDL_FRAMEWORK_QUARTZCORE 1)
else()
set(VIDEO_VULKAN 0)
set(VIDEO_METAL 0)
set(RENDER_METAL 0)
endif()
endif()
if(VIDEO_METAL)
set(SDL_VIDEO_METAL 1)
set(HAVE_VIDEO_METAL TRUE)
endif()
if(RENDER_METAL)
file(GLOB RENDER_METAL_SOURCES ${SDL2_SOURCE_DIR}/src/render/metal/*.m)
set(SOURCE_FILES ${SOURCE_FILES} ${RENDER_METAL_SOURCES})
set(SDL_VIDEO_RENDER_METAL 1)
set(HAVE_RENDER_METAL TRUE)
endif()
endif()
# Actually load the frameworks at the end so we don't duplicate include.
if(SDL_FRAMEWORK_COREVIDEO)
find_library(COREVIDEO CoreVideo)
list(APPEND EXTRA_LIBS ${COREVIDEO})
endif()
if(SDL_FRAMEWORK_COCOA)
find_library(COCOA_LIBRARY Cocoa)
list(APPEND EXTRA_LIBS ${COCOA_LIBRARY})
endif()
if(SDL_FRAMEWORK_IOKIT)
find_library(IOKIT IOKit)
list(APPEND EXTRA_LIBS ${IOKIT})
endif()
if(SDL_FRAMEWORK_FF)
find_library(FORCEFEEDBACK ForceFeedback)
list(APPEND EXTRA_LIBS ${FORCEFEEDBACK})
endif()
if(SDL_FRAMEWORK_CARBON)
find_library(CARBON_LIBRARY Carbon)
list(APPEND EXTRA_LIBS ${CARBON_LIBRARY})
endif()
if(SDL_FRAMEWORK_COREAUDIO)
find_library(COREAUDIO CoreAudio)
list(APPEND EXTRA_LIBS ${COREAUDIO})
endif()
if(SDL_FRAMEWORK_AUDIOTOOLBOX)
find_library(AUDIOTOOLBOX AudioToolbox)
list(APPEND EXTRA_LIBS ${AUDIOTOOLBOX})
endif()
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
2019-08-27 18:07:43 +03:00
if(SDL_FRAMEWORK_AVFOUNDATION)
find_library(AVFOUNDATION AVFoundation)
list(APPEND EXTRA_LIBS ${AVFOUNDATION})
endif()
if(SDL_FRAMEWORK_COREBLUETOOTH)
find_library(COREBLUETOOTH CoreBluetooth)
list(APPEND EXTRA_LIBS ${COREBLUETOOTH})
endif()
if(SDL_FRAMEWORK_COREGRAPHICS)
find_library(COREGRAPHICS CoreGraphics)
list(APPEND EXTRA_LIBS ${COREGRAPHICS})
endif()
if(SDL_FRAMEWORK_COREMOTION)
find_library(COREMOTION CoreMotion)
list(APPEND EXTRA_LIBS ${COREMOTION})
endif()
if(SDL_FRAMEWORK_FOUNDATION)
find_library(FOUNDATION Foundation)
list(APPEND EXTRA_LIBS ${FOUNDATION})
endif()
if(SDL_FRAMEWORK_GAMECONTROLLER)
find_library(GAMECONTROLLER GameController)
list(APPEND EXTRA_LIBS ${GAMECONTROLLER})
endif()
if(SDL_FRAMEWORK_METAL)
if(IOS OR TVOS)
find_library(METAL Metal)
list(APPEND EXTRA_LIBS ${METAL})
else()
list(APPEND EXTRA_LDFLAGS "-Wl,-weak_framework,Metal")
endif()
endif()
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
2019-08-27 18:07:43 +03:00
if(SDL_FRAMEWORK_OPENGLES)
find_library(OPENGLES OpenGLES)
list(APPEND EXTRA_LIBS ${OPENGLES})
endif()
if(SDL_FRAMEWORK_QUARTZCORE)
if(IOS OR TVOS)
find_library(QUARTZCORE QuartzCore)
list(APPEND EXTRA_LIBS ${QUARTZCORE})
else()
list(APPEND EXTRA_LDFLAGS "-Wl,-weak_framework,QuartzCore")
endif()
endif()
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
2019-08-27 18:07:43 +03:00
if(SDL_FRAMEWORK_UIKIT)
find_library(UIKIT UIKit)
list(APPEND EXTRA_LIBS ${UIKIT})
endif()
CheckPTHREAD()
2019-07-08 23:46:52 +03:00
elseif(HAIKU)
if(SDL_VIDEO)
set(SDL_VIDEO_DRIVER_HAIKU 1)
file(GLOB HAIKUVIDEO_SOURCES ${SDL2_SOURCE_DIR}/src/video/haiku/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${HAIKUVIDEO_SOURCES})
set(HAVE_SDL_VIDEO TRUE)
if(VIDEO_OPENGL)
# TODO: Use FIND_PACKAGE(OpenGL) instead
set(SDL_VIDEO_OPENGL 1)
set(SDL_VIDEO_OPENGL_BGL 1)
set(SDL_VIDEO_RENDER_OGL 1)
list(APPEND EXTRA_LIBS GL)
set(HAVE_VIDEO_OPENGL TRUE)
endif()
endif()
set(SDL_FILESYSTEM_HAIKU 1)
file(GLOB FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/haiku/*.cc)
set(SOURCE_FILES ${SOURCE_FILES} ${FILESYSTEM_SOURCES})
set(HAVE_SDL_FILESYSTEM TRUE)
if(SDL_TIMERS)
set(SDL_TIMER_HAIKU 1)
file(GLOB TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/haiku/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${TIMER_SOURCES})
set(HAVE_SDL_TIMERS TRUE)
endif()
if(SDL_LOCALE)
file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/haiku/*.cc)
set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
set(HAVE_SDL_LOCALE TRUE)
endif()
CheckPTHREAD()
elseif(RISCOS)
if(SDL_TIMERS)
set(SDL_TIMER_UNIX 1)
file(GLOB TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/unix/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${TIMER_SOURCES})
set(HAVE_SDL_TIMERS TRUE)
if(CLOCK_GETTIME)
set(HAVE_CLOCK_GETTIME 1)
endif()
endif()
CheckPTHREAD()
if(SDL_AUDIO)
CheckOSS()
endif()
endif()
if(VIDEO_VULKAN)
set(SDL_VIDEO_VULKAN 1)
set(HAVE_VIDEO_VULKAN TRUE)
endif()
# Dummies
# configure.ac does it differently:
# if not have X
# if enable_X { SDL_X_DISABLED = 1 }
# [add dummy sources]
# so it always adds a dummy, without checking, if it was actually requested.
# This leads to missing internal references on building, since the
# src/X/*.c does not get included.
if(NOT HAVE_SDL_JOYSTICK)
set(SDL_JOYSTICK_DUMMY 1)
if(SDL_JOYSTICK AND NOT APPLE) # results in unresolved symbols on OSX
file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/dummy/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${JOYSTICK_SOURCES})
endif()
endif()
if(NOT HAVE_SDL_HAPTIC)
set(SDL_HAPTIC_DUMMY 1)
file(GLOB HAPTIC_SOURCES ${SDL2_SOURCE_DIR}/src/haptic/dummy/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${HAPTIC_SOURCES})
endif()
if(NOT HAVE_SDL_SENSORS)
set(SDL_SENSOR_DUMMY 1)
file(GLOB SENSORS_SOURCES ${SDL2_SOURCE_DIR}/src/sensor/dummy/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${SENSORS_SOURCES})
endif()
if(NOT HAVE_SDL_LOADSO)
set(SDL_LOADSO_DISABLED 1)
file(GLOB LOADSO_SOURCES ${SDL2_SOURCE_DIR}/src/loadso/dummy/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${LOADSO_SOURCES})
endif()
if(NOT HAVE_SDL_FILESYSTEM)
set(SDL_FILESYSTEM_DISABLED 1)
file(GLOB FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/dummy/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${FILESYSTEM_SOURCES})
endif()
if(NOT HAVE_SDL_LOCALE)
set(SDL_LOCALE_DISABLED 1)
file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/dummy/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
endif()
# We always need to have threads and timers around
if(NOT HAVE_SDL_THREADS)
set(SDL_THREADS_DISABLED 1)
file(GLOB THREADS_SOURCES ${SDL2_SOURCE_DIR}/src/thread/generic/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${THREADS_SOURCES})
endif()
if(NOT HAVE_SDL_TIMERS)
set(SDL_TIMERS_DISABLED 1)
file(GLOB TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/dummy/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${TIMER_SOURCES})
endif()
if(NOT SDLMAIN_SOURCES)
file(GLOB SDLMAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/dummy/*.c)
endif()
# Append the -MMD -MT flags
# if(DEPENDENCY_TRACKING)
# if(COMPILER_IS_GNUCC)
# set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -MMD -MT \$@")
# endif()
# endif()
configure_file("${SDL2_SOURCE_DIR}/include/SDL_config.h.cmake"
"${SDL2_BINARY_DIR}/include/SDL_config.h")
# Prepare the flags and remove duplicates
if(EXTRA_LDFLAGS)
list(REMOVE_DUPLICATES EXTRA_LDFLAGS)
endif()
if(EXTRA_LIBS)
list(REMOVE_DUPLICATES EXTRA_LIBS)
endif()
if(EXTRA_CFLAGS)
list(REMOVE_DUPLICATES EXTRA_CFLAGS)
endif()
listtostr(EXTRA_CFLAGS _EXTRA_CFLAGS)
set(EXTRA_CFLAGS ${_EXTRA_CFLAGS})
# Compat helpers for the configuration files
if(NOT WINDOWS OR CYGWIN)
# TODO: we need a Windows script, too
execute_process(COMMAND sh ${SDL2_SOURCE_DIR}/build-scripts/updaterev.sh)
set(prefix ${CMAKE_INSTALL_PREFIX})
set(exec_prefix "\${prefix}")
set(libdir "\${exec_prefix}/lib${LIB_SUFFIX}")
set(bindir "\${exec_prefix}/bin")
set(includedir "\${prefix}/include")
if(SDL_STATIC)
set(ENABLE_STATIC_TRUE "")
set(ENABLE_STATIC_FALSE "#")
else()
set(ENABLE_STATIC_TRUE "#")
set(ENABLE_STATIC_FALSE "")
endif()
if(SDL_SHARED)
set(PKG_CONFIG_LIBS_PRIV "
Libs.private:")
set(ENABLE_SHARED_TRUE "")
set(ENABLE_SHARED_FALSE "#")
else()
set(PKG_CONFIG_LIBS_PRIV "")
set(ENABLE_SHARED_TRUE "#")
set(ENABLE_SHARED_FALSE "")
endif()
# Clean up the different lists
listtostr(EXTRA_LIBS _EXTRA_LIBS "-l")
set(SDL_STATIC_LIBS ${EXTRA_LDFLAGS} ${_EXTRA_LIBS})
list(REMOVE_DUPLICATES SDL_STATIC_LIBS)
listtostr(SDL_STATIC_LIBS _SDL_STATIC_LIBS)
set(SDL_STATIC_LIBS ${_SDL_STATIC_LIBS})
listtostr(SDL_LIBS _SDL_LIBS)
set(SDL_LIBS ${_SDL_LIBS})
# MESSAGE(STATUS "SDL_LIBS: ${SDL_LIBS}")
# MESSAGE(STATUS "SDL_STATIC_LIBS: ${SDL_STATIC_LIBS}")
configure_file("${SDL2_SOURCE_DIR}/sdl2.pc.in"
"${SDL2_BINARY_DIR}/sdl2.pc" @ONLY)
configure_file("${SDL2_SOURCE_DIR}/sdl2-config.in"
"${SDL2_BINARY_DIR}/sdl2-config")
configure_file("${SDL2_SOURCE_DIR}/sdl2-config.in"
"${SDL2_BINARY_DIR}/sdl2-config" @ONLY)
configure_file("${SDL2_SOURCE_DIR}/SDL2.spec.in"
"${SDL2_BINARY_DIR}/SDL2.spec" @ONLY)
endif()
##### Info output #####
message(STATUS "")
message(STATUS "SDL2 was configured with the following options:")
message(STATUS "")
message(STATUS "Platform: ${CMAKE_SYSTEM}")
message(STATUS "64-bit: ${ARCH_64}")
message(STATUS "Compiler: ${CMAKE_C_COMPILER}")
message(STATUS "")
message(STATUS "Subsystems:")
foreach(_SUB ${SDL_SUBSYSTEMS})
string(TOUPPER ${_SUB} _OPT)
message_bool_option(${_SUB} SDL_${_OPT})
endforeach()
message(STATUS "")
message(STATUS "Options:")
list(SORT ALLOPTIONS)
foreach(_OPT ${ALLOPTIONS})
# Longest option is VIDEO_X11_XSCREENSAVER = 22 characters
# Get the padding
string(LENGTH ${_OPT} _OPTLEN)
math(EXPR _PADLEN "23 - ${_OPTLEN}")
string(RANDOM LENGTH ${_PADLEN} ALPHABET " " _PADDING)
message_tested_option(${_OPT} ${_PADDING})
endforeach()
message(STATUS "")
message(STATUS " CFLAGS: ${CMAKE_C_FLAGS}")
message(STATUS " EXTRA_CFLAGS: ${EXTRA_CFLAGS}")
message(STATUS " EXTRA_LDFLAGS: ${EXTRA_LDFLAGS}")
message(STATUS " EXTRA_LIBS: ${EXTRA_LIBS}")
message(STATUS "")
message(STATUS " Build Shared Library: ${SDL_SHARED}")
message(STATUS " Build Static Library: ${SDL_STATIC}")
if(SDL_STATIC)
message(STATUS " Build Static Library with Position Independent Code: ${SDL_STATIC_PIC}")
endif()
message(STATUS "")
if(UNIX)
message(STATUS "If something was not detected, although the libraries")
message(STATUS "were installed, then make sure you have set the")
message(STATUS "CFLAGS and LDFLAGS environment variables correctly.")
message(STATUS "")
endif()
if(WARN_ABOUT_ARM_SIMD_ASM_MIT)
message(STATUS "")
message(STATUS "SDL is being built with ARM SIMD optimizations, which")
message(STATUS "uses code licensed under the MIT license. If this is a")
message(STATUS "problem, please disable that code by rerunning CMake with:")
message(STATUS "")
message(STATUS " -DARMSIMD=OFF")
endif()
if(WARN_ABOUT_ARM_NEON_ASM_MIT)
message(STATUS "")
message(STATUS "SDL is being built with ARM NEON optimizations, which")
message(STATUS "uses code licensed under the MIT license. If this is a")
message(STATUS "problem, please disable that code by rerunning CMake with:")
message(STATUS "")
message(STATUS " -DARMNEON=OFF")
endif()
# Ensure that the extra cflags are used at compile time
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${EXTRA_CFLAGS}")
# Always build SDLmain
add_library(SDL2main STATIC ${SDLMAIN_SOURCES})
target_include_directories(SDL2main PUBLIC "$<BUILD_INTERFACE:${SDL2_SOURCE_DIR}/include>" $<INSTALL_INTERFACE:include> $<INSTALL_INTERFACE:include/SDL2>)
set(_INSTALL_LIBS "SDL2main")
if (NOT ANDROID)
set_target_properties(SDL2main PROPERTIES DEBUG_POSTFIX "${SDL_CMAKE_DEBUG_POSTFIX}")
endif()
if (ANDROID AND HAVE_HIDAPI)
set(_INSTALL_LIBS ${_INSTALL_LIBS} "hidapi")
endif()
if(SDL_SHARED)
add_library(SDL2 SHARED ${SOURCE_FILES} ${VERSION_SOURCES})
if(APPLE)
set_target_properties(SDL2 PROPERTIES
MACOSX_RPATH 1
OUTPUT_NAME "SDL2-${LT_RELEASE}")
elseif(UNIX AND NOT ANDROID)
set_target_properties(SDL2 PROPERTIES
VERSION ${LT_VERSION}
SOVERSION ${LT_REVISION}
OUTPUT_NAME "SDL2-${LT_RELEASE}")
else()
set_target_properties(SDL2 PROPERTIES
VERSION ${SDL_VERSION}
SOVERSION ${LT_REVISION}
OUTPUT_NAME "SDL2")
endif()
if(MSVC AND NOT LIBC)
# Don't try to link with the default set of libraries.
set_target_properties(SDL2 PROPERTIES LINK_FLAGS_RELEASE "/NODEFAULTLIB")
set_target_properties(SDL2 PROPERTIES LINK_FLAGS_DEBUG "/NODEFAULTLIB")
set_target_properties(SDL2 PROPERTIES STATIC_LIBRARY_FLAGS "/NODEFAULTLIB")
endif()
set(_INSTALL_LIBS "SDL2" ${_INSTALL_LIBS})
target_link_libraries(SDL2 ${EXTRA_LIBS} ${EXTRA_LDFLAGS})
target_include_directories(SDL2 PUBLIC "$<BUILD_INTERFACE:${SDL2_SOURCE_DIR}/include>" $<INSTALL_INTERFACE:include> $<INSTALL_INTERFACE:include/SDL2>)
if(ANDROID)
target_include_directories(SDL2 PRIVATE ${ANDROID_NDK}/sources/android/cpufeatures)
else()
set_target_properties(SDL2 PROPERTIES DEBUG_POSTFIX "${SDL_CMAKE_DEBUG_POSTFIX}")
endif()
if(IOS OR TVOS)
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
2019-08-27 18:07:43 +03:00
set_property(TARGET SDL2 APPEND_STRING PROPERTY COMPILE_FLAGS "-fobjc-arc")
target_compile_definitions(SDL2 PRIVATE IOS_DYLIB=1)
endif()
endif()
if(ANDROID)
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if(HAVE_HIDAPI)
add_library(hidapi SHARED ${SDL2_SOURCE_DIR}/src/hidapi/android/hid.cpp)
endif()
if(MSVC AND NOT LIBC)
# Don't try to link with the default set of libraries.
set_target_properties(hidapi PROPERTIES LINK_FLAGS_RELEASE "/NODEFAULTLIB")
set_target_properties(hidapi PROPERTIES LINK_FLAGS_DEBUG "/NODEFAULTLIB")
set_target_properties(hidapi PROPERTIES STATIC_LIBRARY_FLAGS "/NODEFAULTLIB")
endif()
if(HAVE_HIDAPI)
target_link_libraries(hidapi log)
endif()
endif()
if(SDL_STATIC)
set (BUILD_SHARED_LIBS FALSE)
add_library(SDL2-static STATIC ${SOURCE_FILES})
if (NOT SDL_SHARED OR NOT WIN32)
set_target_properties(SDL2-static PROPERTIES OUTPUT_NAME "SDL2")
# Note: Apparently, OUTPUT_NAME must really be unique; even when
# CMAKE_IMPORT_LIBRARY_SUFFIX or the like are given. Otherwise
# the static build may race with the import lib and one will get
# clobbered, when the suffix is realized via subsequent rename.
endif()
set_target_properties(SDL2-static PROPERTIES POSITION_INDEPENDENT_CODE ${SDL_STATIC_PIC})
if(MSVC AND NOT LIBC)
set_target_properties(SDL2-static PROPERTIES LINK_FLAGS_RELEASE "/NODEFAULTLIB")
set_target_properties(SDL2-static PROPERTIES LINK_FLAGS_DEBUG "/NODEFAULTLIB")
set_target_properties(SDL2-static PROPERTIES STATIC_LIBRARY_FLAGS "/NODEFAULTLIB")
endif()
# TODO: Win32 platforms keep the same suffix .lib for import and static
# libraries - do we need to consider this?
set(_INSTALL_LIBS "SDL2-static" ${_INSTALL_LIBS})
target_link_libraries(SDL2-static ${EXTRA_LIBS} ${EXTRA_LDFLAGS})
target_include_directories(SDL2-static PUBLIC "$<BUILD_INTERFACE:${SDL2_SOURCE_DIR}/include>" $<INSTALL_INTERFACE:include> $<INSTALL_INTERFACE:include/SDL2>)
if(ANDROID)
target_include_directories(SDL2-static PRIVATE ${ANDROID_NDK}/sources/android/cpufeatures)
else()
set_target_properties(SDL2-static PROPERTIES DEBUG_POSTFIX "${SDL_CMAKE_DEBUG_POSTFIX}")
endif()
if(IOS OR TVOS)
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
2019-08-27 18:07:43 +03:00
set_property(TARGET SDL2-static APPEND_STRING PROPERTY COMPILE_FLAGS "-fobjc-arc")
endif()
endif()
##### Tests #####
if(SDL_TEST)
file(GLOB TEST_SOURCES ${SDL2_SOURCE_DIR}/src/test/*.c)
add_library(SDL2_test STATIC ${TEST_SOURCES})
add_subdirectory(test)
endif()
##### Installation targets #####
install(TARGETS ${_INSTALL_LIBS} EXPORT SDL2Targets
LIBRARY DESTINATION "lib${LIB_SUFFIX}"
ARCHIVE DESTINATION "lib${LIB_SUFFIX}"
RUNTIME DESTINATION bin)
##### Export files #####
if (WINDOWS)
set(PKG_PREFIX "cmake")
else ()
set(PKG_PREFIX "lib${LIB_SUFFIX}/cmake/SDL2")
endif ()
include(CMakePackageConfigHelpers)
write_basic_package_version_file("${CMAKE_BINARY_DIR}/SDL2ConfigVersion.cmake"
VERSION ${SDL_VERSION}
COMPATIBILITY AnyNewerVersion
)
install(EXPORT SDL2Targets
FILE SDL2Targets.cmake
NAMESPACE SDL2::
DESTINATION ${PKG_PREFIX}
)
install(
FILES
${CMAKE_CURRENT_SOURCE_DIR}/SDL2Config.cmake
${CMAKE_BINARY_DIR}/SDL2ConfigVersion.cmake
DESTINATION ${PKG_PREFIX}
COMPONENT Devel
)
file(GLOB INCLUDE_FILES ${SDL2_SOURCE_DIR}/include/*.h)
file(GLOB BIN_INCLUDE_FILES ${SDL2_BINARY_DIR}/include/*.h)
foreach(_FNAME ${BIN_INCLUDE_FILES})
get_filename_component(_INCNAME ${_FNAME} NAME)
list(REMOVE_ITEM INCLUDE_FILES ${SDL2_SOURCE_DIR}/include/${_INCNAME})
endforeach()
list(APPEND INCLUDE_FILES ${BIN_INCLUDE_FILES})
install(FILES ${INCLUDE_FILES} DESTINATION include/SDL2)
string(TOUPPER "${CMAKE_BUILD_TYPE}" UPPER_BUILD_TYPE)
if (UPPER_BUILD_TYPE MATCHES DEBUG)
set(SOPOSTFIX "${SDL_CMAKE_DEBUG_POSTFIX}")
else()
set(SOPOSTFIX "")
endif()
if(NOT (WINDOWS OR CYGWIN))
if(SDL_SHARED)
set(SOEXT ${CMAKE_SHARED_LIBRARY_SUFFIX}) # ".so", ".dylib", etc.
get_target_property(SONAME SDL2 OUTPUT_NAME)
if(NOT ANDROID)
install(CODE "
execute_process(COMMAND ${CMAKE_COMMAND} -E create_symlink
2018-12-03 21:14:35 +03:00
\"lib${SONAME}${SOPOSTFIX}${SOEXT}\" \"libSDL2${SOPOSTFIX}${SOEXT}\"
WORKING_DIRECTORY \"${SDL2_BINARY_DIR}\")")
install(FILES ${SDL2_BINARY_DIR}/libSDL2${SOPOSTFIX}${SOEXT} DESTINATION "lib${LIB_SUFFIX}")
endif()
endif()
if(FREEBSD)
# FreeBSD uses ${PREFIX}/libdata/pkgconfig
install(FILES ${SDL2_BINARY_DIR}/sdl2.pc DESTINATION "libdata/pkgconfig")
else()
install(FILES ${SDL2_BINARY_DIR}/sdl2.pc
DESTINATION "lib${LIB_SUFFIX}/pkgconfig")
endif()
install(PROGRAMS ${SDL2_BINARY_DIR}/sdl2-config DESTINATION bin)
# TODO: what about the .spec file? Is it only needed for RPM creation?
install(FILES "${SDL2_SOURCE_DIR}/sdl2.m4" DESTINATION "${CMAKE_INSTALL_FULL_DATAROOTDIR}/aclocal")
endif()
##### Uninstall target #####
if(NOT TARGET uninstall)
configure_file(
"${CMAKE_CURRENT_SOURCE_DIR}/cmake_uninstall.cmake.in"
"${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake"
IMMEDIATE @ONLY)
add_custom_target(uninstall
COMMAND ${CMAKE_COMMAND} -P ${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake)
endif()