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- # CMake
-
- (www.cmake.org)
-
- SDL's build system was traditionally based on autotools. Over time, this
- approach has suffered from several issues across the different supported
- platforms.
- To solve these problems, a new build system based on CMake was introduced.
- It is developed in parallel to the legacy autotools build system, so users
- can experiment with it without complication.
-
- The CMake build system is supported on the following platforms:
-
- * FreeBSD
- * Linux
- * Microsoft Visual C
- * MinGW and Msys
- * macOS, iOS, and tvOS, with support for XCode
- * Android
- * Emscripten
- * RiscOS
- * Playstation Vita
-
- ## Building SDL
-
- Assuming the source for SDL is located at `~/sdl`
- ```sh
- cd ~
- mkdir build
- cd build
- cmake ~/sdl
- cmake --build .
- ```
-
- This will build the static and dynamic versions of SDL in the `~/build` directory.
- Installation can be done using:
-
- ```sh
- cmake --install . # '--install' requires CMake 3.15, or newer
- ```
-
- ## 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)
- add_subdirectory(vendored/sdl EXCLUDE_FROM_ALL)
- else()
- # 1. Look for a SDL2 package, 2. look for the SDL2 component and 3. fail if none can be found
- find_package(SDL2 REQUIRED CONFIG REQUIRED COMPONENTS SDL2)
-
- # 1. Look for a SDL2 package, 2. Look for the SDL2maincomponent and 3. DO NOT fail when SDL2main is not available
- find_package(SDL2 REQUIRED CONFIG COMPONENTS SDL2main)
- endif()
-
- # Create your game executable target as usual
- add_executable(mygame WIN32 mygame.c)
-
- # SDL2::SDL2main may or may not be available. It is e.g. required by Windows GUI applications
- if(TARGET SDL2::SDL2main)
- # It has an implicit dependency on SDL2 functions, so it MUST be added before SDL2::SDL2 (or SDL2::SDL2-static)
- target_link_libraries(mygame PRIVATE SDL2::SDL2main)
- endif()
-
- # Link to the actual SDL2 library. SDL2::SDL2 is the shared SDL library, SDL2::SDL2-static is the static SDL libarary.
- target_link_libraries(mygame PRIVATE SDL2::SDL2)
- ```
-
- ### 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 |
- |----------------|--------------------------------------------------------------------------------------------|
- | SDL2 | The SDL2 shared library, available through the `SDL2::SDL2` target [^SDL_TARGET_EXCEPTION] |
- | SDL2-static | The SDL2 static library, available through the `SDL2::SDL2-static` target |
- | SDL2main | The SDL2main static library, available through the `SDL2::SDL2main` target |
- | SDL2test | The SDL2test static library, available through the `SDL2::SDL2test` target |
-
- ### Using a vendored SDL
-
- This only requires a copy of SDL in a subdirectory.
-
- ## CMake configuration options for platforms
-
- ### iOS/tvOS
-
- CMake 3.14+ natively includes support for iOS and tvOS. SDL binaries may be built
- using Xcode or Make, possibly among other build-systems.
-
- When using a recent version of CMake (3.14+), it should be possible to:
-
- - build SDL for iOS, both static and dynamic
- - build SDL test apps (as iOS/tvOS .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=<OS>` (either `iOS` or `tvOS`)
- - `CMAKE_OSX_SYSROOT=<SDK>` (examples: `iphoneos`, `iphonesimulator`, `iphoneos12.4`, `/full/path/to/iPhoneOS.sdk`,
- `appletvos`, `appletvsimulator`, `appletvos12.4`, `/full/path/to/AppleTVOS.sdk`, etc.)
- - `CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures>` (example: "arm64;armv7s;x86_64")
-
-
- #### Examples
-
- - 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`
- ```
-
-
- [^SDL_TARGET_EXCEPTION]: `SDL2::SDL2` can be an ALIAS to a static `SDL2::SDL2-static` target for multiple reasons.
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