mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-05-28 15:39:10 +00:00

Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool. Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test: @ bool_return_type @ identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$"; @@ ( func( ... ) - == 0 | - func( + !func( ... ) - < 0 | - func( + !func( ... ) - != 0 | - func( + !func( ... ) - == -1 )
436 lines
17 KiB
Markdown
436 lines
17 KiB
Markdown
# CMake
|
|
|
|
[www.cmake.org](https://www.cmake.org/)
|
|
|
|
The CMake build system is supported on the following platforms:
|
|
|
|
* FreeBSD
|
|
* Linux
|
|
* Microsoft Visual C
|
|
* MinGW and Msys
|
|
* macOS, iOS, tvOS, and visionOS with support for XCode
|
|
* Android
|
|
* Emscripten
|
|
* NetBSD
|
|
* Haiku
|
|
* Nintendo 3DS
|
|
* PlayStation 2
|
|
* PlayStation Portable
|
|
* PlayStation Vita
|
|
* QNX 7.x/8.x
|
|
* RiscOS
|
|
|
|
## Building SDL
|
|
|
|
Assuming the source tree of SDL is located at `~/sdl`,
|
|
this will configure and build SDL in the `~/build` directory:
|
|
```sh
|
|
cmake -S ~/sdl -B ~/build
|
|
cmake --build ~/build
|
|
```
|
|
|
|
Installation can be done using:
|
|
```sh
|
|
cmake --install ~/build --prefix /usr/local # '--install' requires CMake 3.15, or newer
|
|
```
|
|
|
|
This will install SDL to /usr/local.
|
|
|
|
### Building SDL tests
|
|
|
|
You can build the SDL test programs by adding `-DSDL_TESTS=ON` to the first cmake command above:
|
|
```sh
|
|
cmake -S ~/sdl -B ~/build -DSDL_TEST_LIBRARY=ON -DSDL_TESTS=ON
|
|
```
|
|
and then building normally. In this example, the test programs will be built and can be run from `~/build/tests/`.
|
|
|
|
### Building SDL examples
|
|
|
|
You can build the SDL example programs by adding `-DSDL_EXAMPLES=ON` to the first cmake command above:
|
|
```sh
|
|
cmake -S ~/sdl -B ~/build -DSDL_EXAMPLES=ON
|
|
```
|
|
and then building normally. In this example, the example programs will be built and can be run from `~/build/examples/`.
|
|
|
|
## Including SDL in your project
|
|
|
|
SDL can be included in your project in 2 major ways:
|
|
- using a system SDL library, provided by your (*nix) distribution or a package manager
|
|
- using a vendored SDL library: this is SDL copied or symlinked in a subfolder.
|
|
|
|
The following CMake script supports both, depending on the value of `MYGAME_VENDORED`.
|
|
|
|
```cmake
|
|
cmake_minimum_required(VERSION 3.5)
|
|
project(mygame)
|
|
|
|
# Create an option to switch between a system sdl library and a vendored SDL library
|
|
option(MYGAME_VENDORED "Use vendored libraries" OFF)
|
|
|
|
if(MYGAME_VENDORED)
|
|
# This assumes you have added SDL as a submodule in vendored/SDL
|
|
add_subdirectory(vendored/SDL EXCLUDE_FROM_ALL)
|
|
else()
|
|
# 1. Look for a SDL3 package,
|
|
# 2. look for the SDL3-shared component, and
|
|
# 3. fail if the shared component cannot be found.
|
|
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3-shared)
|
|
endif()
|
|
|
|
# Create your game executable target as usual
|
|
add_executable(mygame WIN32 mygame.c)
|
|
|
|
# Link to the actual SDL3 library.
|
|
target_link_libraries(mygame PRIVATE SDL3::SDL3)
|
|
```
|
|
|
|
### A system SDL library
|
|
|
|
For CMake to find SDL, it must be installed in [a default location CMake is looking for](https://cmake.org/cmake/help/latest/command/find_package.html#config-mode-search-procedure).
|
|
|
|
The following components are available, to be used as an argument of `find_package`.
|
|
|
|
| Component name | Description |
|
|
|----------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------|
|
|
| SDL3-shared | The SDL3 shared library, available through the `SDL3::SDL3-shared` target |
|
|
| SDL3-static | The SDL3 static library, available through the `SDL3::SDL3-static` target |
|
|
| SDL3_test | The SDL3_test static library, available through the `SDL3::SDL3_test` target |
|
|
| SDL3 | The SDL3 library, available through the `SDL3::SDL3` target. This is an alias of `SDL3::SDL3-shared` or `SDL3::SDL3-static`. This component is always available. |
|
|
| Headers | The SDL3 headers, available through the `SDL3::Headers` target. This component is always available. |
|
|
|
|
SDL's CMake support guarantees a `SDL3::SDL3` target.
|
|
Neither `SDL3::SDL3-shared` nor `SDL3::SDL3-static` are guaranteed to exist.
|
|
|
|
### Using a vendored SDL
|
|
|
|
This only requires a copy of SDL in a subdirectory + `add_subdirectory`.
|
|
Alternatively, use [FetchContent](https://cmake.org/cmake/help/latest/module/FetchContent.html).
|
|
Depending on the configuration, the same targets as a system SDL package are available.
|
|
|
|
## CMake configuration options
|
|
|
|
### Build optimized library
|
|
|
|
By default, CMake provides 4 build types: `Debug`, `Release`, `RelWithDebInfo` and `MinSizeRel`.
|
|
The main difference(s) between these are the optimization options and the generation of debug info.
|
|
To configure SDL as an optimized `Release` library, configure SDL with:
|
|
```sh
|
|
cmake ~/SDL -DCMAKE_BUILD_TYPE=Release
|
|
```
|
|
To build it, run:
|
|
```sh
|
|
cmake --build . --config Release
|
|
```
|
|
|
|
### Shared or static
|
|
|
|
By default, only a dynamic (=shared) SDL library is built and installed.
|
|
The options `-DSDL_SHARED=` and `-DSDL_STATIC=` accept boolean values to change this.
|
|
|
|
Exceptions exist:
|
|
- some platforms don't support dynamic libraries, so only `-DSDL_STATIC=ON` makes sense.
|
|
- a static Apple framework is not supported
|
|
|
|
### Pass custom compile options to the compiler
|
|
|
|
- Use [`CMAKE_<LANG>_FLAGS`](https://cmake.org/cmake/help/latest/variable/CMAKE_LANG_FLAGS.html) to pass extra
|
|
flags to the compiler.
|
|
- Use [`CMAKE_EXE_LINKER_FLAGS`](https://cmake.org/cmake/help/latest/variable/CMAKE_EXE_LINKER_FLAGS.html) to pass extra option to the linker for executables.
|
|
- Use [`CMAKE_SHARED_LINKER_FLAGS`](https://cmake.org/cmake/help/latest/variable/CMAKE_SHARED_LINKER_FLAGS.html) to pass extra options to the linker for shared libraries.
|
|
|
|
#### Examples
|
|
|
|
- build a SDL library optimized for (more) modern x64 microprocessor architectures.
|
|
|
|
With gcc or clang:
|
|
```sh
|
|
cmake ~/sdl -DCMAKE_C_FLAGS="-march=x86-64-v3" -DCMAKE_CXX_FLAGS="-march=x86-64-v3"
|
|
```
|
|
With Visual C:
|
|
```sh
|
|
cmake .. -DCMAKE_C_FLAGS="/ARCH:AVX2" -DCMAKE_CXX_FLAGS="/ARCH:AVX2"
|
|
```
|
|
|
|
### Apple
|
|
|
|
CMake documentation for cross building for Apple:
|
|
[link](https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html#cross-compiling-for-ios-tvos-visionos-or-watchos)
|
|
|
|
#### iOS/tvOS/visionOS
|
|
|
|
CMake 3.14+ natively includes support for iOS, tvOS and watchOS. visionOS requires CMake 3.28+.
|
|
SDL binaries may be built using Xcode or Make, possibly among other build-systems.
|
|
|
|
When using a compatible version of CMake, it should be possible to:
|
|
|
|
- build SDL dylibs, both static and dynamic dylibs
|
|
- build SDL frameworks, only shared
|
|
- build SDL test apps
|
|
|
|
#### Frameworks
|
|
|
|
Configure with `-DSDL_FRAMEWORK=ON` to build a SDL framework instead of a dylib shared library.
|
|
Only shared frameworks are supported, no static ones.
|
|
|
|
#### Platforms
|
|
|
|
Use `-DCMAKE_PLATFORM_NAME=<value>` to configure the platform. CMake can target only one platform at a time.
|
|
|
|
| Apple platform | `CMAKE_SYSTEM_NAME` value |
|
|
|-----------------|---------------------------|
|
|
| macOS (MacOS X) | `Darwin` |
|
|
| iOS | `iOS` |
|
|
| tvOS | `tvOS` |
|
|
| visionOS | `visionOS` |
|
|
| watchOS | `watchOS` |
|
|
|
|
#### Universal binaries
|
|
|
|
A universal binaries, can be built by configuring CMake with
|
|
`-DCMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures>`.
|
|
|
|
For example `-DCMAKE_OSX_ARCHITECTURES="arm64;x86_64"` will build binaries that run on both Intel cpus and Apple silicon.
|
|
|
|
SDL supports following Apple architectures:
|
|
|
|
| Platform | `CMAKE_OSX_ARCHITECTURES` value |
|
|
|----------------------------|---------------------------------|
|
|
| 64-bit ARM (Apple Silicon) | `arm64` |
|
|
| x86_64 | `x86_64` |
|
|
| 32-bit ARM | `armv7s` |
|
|
|
|
CMake documentation: [link](https://cmake.org/cmake/help/latest/variable/CMAKE_OSX_ARCHITECTURES.html)
|
|
|
|
#### Simulators and/or non-default maxOS platform SDK
|
|
|
|
Use `-DCMAKE_OSX_SYSROOT=<value>` to configure a different platform SDK.
|
|
The value can be either the name of the SDK, or a full path to the sdk (e.g. `/full/path/to/iPhoneOS.sdk`).
|
|
|
|
| SDK | `CMAKE_OSX_SYSROOT` value |
|
|
|----------------------|---------------------------|
|
|
| iphone | `iphoneos` |
|
|
| iphonesimulator | `iphonesimulator` |
|
|
| appleTV | `appletvos` |
|
|
| appleTV simulator | `appletvsimulator` |
|
|
| visionOS | `xr` |
|
|
| visionOS simulator | `xrsimulator` |
|
|
| watchOS | `watchos` |
|
|
| watchOS simulator | `watchsimulator` |
|
|
|
|
Append with a version number to target a specific SDK revision: e.g. `iphoneos12.4`, `appletvos12.4`.
|
|
|
|
CMake documentation: [link](https://cmake.org/cmake/help/latest/variable/CMAKE_OSX_SYSROOT.html)
|
|
|
|
#### Examples
|
|
|
|
- for macOS, building a dylib and/or static library for x86_64 and arm64:
|
|
|
|
```bash
|
|
cmake ~/sdl -DCMAKE_SYSTEM_NAME=Darwin -DCMAKE_OSX_ARCHITECTURES="x86_64;arm64"
|
|
|
|
- for macOS, building an universal framework for x86_64 and arm64:
|
|
|
|
```bash
|
|
cmake ~/sdl -DSDL_FRAMEWORK=ON -DCMAKE_SYSTEM_NAME=Darwin -DCMAKE_OSX_ARCHITECTURES="x86_64;arm64"
|
|
|
|
- for iOS-Simulator, using the latest, installed SDK:
|
|
|
|
```bash
|
|
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
|
|
```
|
|
|
|
- for iOS-Device, using the latest, installed SDK, 64-bit only
|
|
|
|
```bash
|
|
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64
|
|
```
|
|
|
|
- for iOS-Device, using the latest, installed SDK, mixed 32/64 bit
|
|
|
|
```cmake
|
|
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s"
|
|
```
|
|
|
|
- for iOS-Device, using a specific SDK revision (iOS 12.4, in this example):
|
|
|
|
```cmake
|
|
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64
|
|
```
|
|
|
|
- for iOS-Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles):
|
|
|
|
```cmake
|
|
cmake ~/sdl -DSDL_TESTS=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
|
|
```
|
|
|
|
- for tvOS-Simulator, using the latest, installed SDK:
|
|
|
|
```cmake
|
|
cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
|
|
```
|
|
|
|
- for tvOS-Device, using the latest, installed SDK:
|
|
|
|
```cmake
|
|
cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvos -DCMAKE_OSX_ARCHITECTURES=arm64`
|
|
```
|
|
|
|
- for QNX/aarch64, using the latest, installed SDK:
|
|
|
|
```cmake
|
|
cmake ~/sdl -DCMAKE_TOOLCHAIN_FILE=~/sdl/build-scripts/cmake-toolchain-qnx-aarch64le.cmake -DSDL_X11=0
|
|
```
|
|
|
|
## SDL-specific CMake options
|
|
|
|
SDL can be customized through (platform-specific) CMake options.
|
|
The following table shows generic options that are available for most platforms.
|
|
At the end of SDL CMake configuration, a table shows all CMake options along with its detected value.
|
|
|
|
| CMake option | Valid values | Description |
|
|
|-------------------------------|--------------|-----------------------------------------------------------------------------------------------------|
|
|
| `-DSDL_SHARED=` | `ON`/`OFF` | Build SDL shared library (not all platforms support this) (`libSDL3.so`/`libSDL3.dylib`/`SDL3.dll`) |
|
|
| `-DSDL_STATIC=` | `ON`/`OFF` | Build SDL static library (`libSDL3.a`/`SDL3-static.lib`) |
|
|
| `-DSDL_TEST_LIBRARY=` | `ON`/`OFF` | Build SDL test library (`libSDL3_test.a`/`SDL3_test.lib`) |
|
|
| `-DSDL_TESTS=` | `ON`/`OFF` | Build SDL test programs (**requires `-DSDL_TEST_LIBRARY=ON`**) |
|
|
| `-DSDL_DISABLE_INSTALL=` | `ON`/`OFF` | Don't create a SDL install target |
|
|
| `-DSDL_DISABLE_INSTALL_DOCS=` | `ON`/`OFF` | Don't install the SDL documentation |
|
|
| `-DSDL_INSTALL_TESTS=` | `ON`/`OFF` | Install the SDL test programs |
|
|
|
|
## CMake FAQ
|
|
|
|
### How do I copy a SDL3 dynamic library to another location?
|
|
|
|
Use [CMake generator expressions](https://cmake.org/cmake/help/latest/manual/cmake-generator-expressions.7.html#target-dependent-expressions).
|
|
Generator expressions support multiple configurations, and are evaluated during build system generation time.
|
|
|
|
On Windows, the following example this copies `SDL3.dll` to the directory where `mygame.exe` is built.
|
|
On Unix systems, `$<TARGET_FILE:...>` will refer to the dynamic library (or framework).
|
|
```cmake
|
|
if(WIN32)
|
|
add_custom_command(
|
|
TARGET mygame POST_BUILD
|
|
COMMAND "${CMAKE_COMMAND}" -E copy $<TARGET_FILE:SDL3::SDL3-shared> $<TARGET_FILE_DIR:mygame>
|
|
VERBATIM
|
|
)
|
|
endif()
|
|
```
|
|
|
|
### Linking against a static SDL library fails due to relocation errors
|
|
|
|
On unix platforms, all code that ends up in shared libraries needs to be built as relocatable (=position independent) code.
|
|
However, by default CMake builds static libraries as non-relocatable.
|
|
Configuring SDL with `-DCMAKE_POSITION_INDEPENDENT_CODE=ON` will result in a static `libSDL3.a` library
|
|
which you can link against to create a shared library.
|
|
|
|
## Help, it doesn't work!
|
|
|
|
Below, a SDL3 CMake project can be found that builds 99.9% of time (assuming you have internet connectivity).
|
|
When you have a problem with building or using SDL, please modify it until it reproduces your issue.
|
|
|
|
```cmake
|
|
cmake_minimum_required(VERSION 3.16)
|
|
project(sdl_issue)
|
|
|
|
# !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
|
# !!!!!! !!!!!!
|
|
# !!!!!! This CMake script is not using "CMake best practices". !!!!!!
|
|
# !!!!!! Don't use it in your project. !!!!!!
|
|
# !!!!!! !!!!!!
|
|
# !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
|
|
|
# 1. Try system SDL3 package first
|
|
find_package(SDL3 QUIET)
|
|
if(SDL3_FOUND)
|
|
message(STATUS "Using SDL3 via find_package")
|
|
endif()
|
|
|
|
# 2. Try using a vendored SDL library
|
|
if(NOT SDL3_FOUND AND EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL/CMakeLists.txt")
|
|
add_subdirectory(SDL EXCLUDE_FROM_ALL)
|
|
message(STATUS "Using SDL3 via add_subdirectory")
|
|
set(SDL3_FOUND TRUE)
|
|
endif()
|
|
|
|
# 3. Download SDL, and use that.
|
|
if(NOT SDL3_FOUND)
|
|
include(FetchContent)
|
|
set(SDL_SHARED TRUE CACHE BOOL "Build a SDL shared library (if available)")
|
|
set(SDL_STATIC TRUE CACHE BOOL "Build a SDL static library (if available)")
|
|
FetchContent_Declare(
|
|
SDL
|
|
GIT_REPOSITORY https://github.com/libsdl-org/SDL.git
|
|
GIT_TAG main # Replace this with a particular git tag or git hash
|
|
GIT_SHALLOW TRUE
|
|
GIT_PROGRESS TRUE
|
|
)
|
|
message(STATUS "Using SDL3 via FetchContent")
|
|
FetchContent_MakeAvailable(SDL)
|
|
set_property(DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/_deps/sdl-src" PROPERTY EXCLUDE_FROM_ALL TRUE)
|
|
endif()
|
|
|
|
file(WRITE main.c [===========================================[
|
|
/**
|
|
* Modify this source such that it reproduces your problem.
|
|
*/
|
|
|
|
/* START of source modifications */
|
|
|
|
#include <SDL3/SDL.h>
|
|
/*
|
|
* SDL3/SDL_main.h is explicitly not included such that a terminal window would appear on Windows.
|
|
*/
|
|
|
|
int main(int argc, char *argv[]) {
|
|
(void)argc;
|
|
(void)argv;
|
|
|
|
if (!SDL_Init(SDL_INIT_VIDEO)) {
|
|
SDL_Log("SDL_Init failed (%s)", SDL_GetError());
|
|
return 1;
|
|
}
|
|
|
|
SDL_Window *window = NULL;
|
|
SDL_Renderer *renderer = NULL;
|
|
|
|
if (!SDL_CreateWindowAndRenderer("SDL issue", 640, 480, 0, &window, &renderer)) {
|
|
SDL_Log("SDL_CreateWindowAndRenderer failed (%s)", SDL_GetError());
|
|
SDL_Quit();
|
|
return 1;
|
|
}
|
|
|
|
while (1) {
|
|
int finished = 0;
|
|
SDL_Event event;
|
|
while (SDL_PollEvent(&event)) {
|
|
if (event.type == SDL_EVENT_QUIT) {
|
|
finished = 1;
|
|
break;
|
|
}
|
|
}
|
|
if (finished) {
|
|
break;
|
|
}
|
|
|
|
SDL_SetRenderDrawColor(renderer, 80, 80, 80, SDL_ALPHA_OPAQUE);
|
|
SDL_RenderClear(renderer);
|
|
SDL_RenderPresent(renderer);
|
|
}
|
|
|
|
SDL_DestroyRenderer(renderer);
|
|
SDL_DestroyWindow(window);
|
|
|
|
SDL_Quit();
|
|
return 0;
|
|
}
|
|
|
|
/* END of source modifications */
|
|
|
|
]===========================================])
|
|
|
|
add_executable(sdl_issue main.c)
|
|
|
|
target_link_libraries(sdl_issue PRIVATE SDL3::SDL3)
|
|
# target_link_libraries(sdl_issue PRIVATE SDL3::SDL3-shared)
|
|
# target_link_libraries(sdl_issue PRIVATE SDL3::SDL3-static)
|
|
```
|