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449 lines
18 KiB
Markdown
449 lines
18 KiB
Markdown
# CMake
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[www.cmake.org](https://www.cmake.org/)
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The CMake build system is supported on the following platforms:
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* FreeBSD
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* Linux
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* Microsoft Visual C
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* MinGW and Msys
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* macOS, iOS, tvOS, and visionOS with support for XCode
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* Android
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* Emscripten
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* NetBSD
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* Haiku
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* Nintendo 3DS
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* PlayStation 2
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* PlayStation Portable
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* PlayStation Vita
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* QNX 7.x/8.x
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* RiscOS
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## Building SDL
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Assuming the source tree of SDL is located at `~/sdl`,
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this will configure and build SDL in the `~/build` directory:
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```sh
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cmake -S ~/sdl -B ~/build
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cmake --build ~/build
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```
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Installation can be done using:
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```sh
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cmake --install ~/build --prefix /usr/local # '--install' requires CMake 3.15, or newer
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```
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This will install SDL to /usr/local.
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### Building SDL tests
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You can build the SDL test programs by adding `-DSDL_TESTS=ON` to the first cmake command above:
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```sh
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cmake -S ~/sdl -B ~/build -DSDL_TEST_LIBRARY=ON -DSDL_TESTS=ON
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```
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and then building normally. In this example, the test programs will be built and can be run from `~/build/tests/`.
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### Building SDL examples
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You can build the SDL example programs by adding `-DSDL_EXAMPLES=ON` to the first cmake command above:
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```sh
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cmake -S ~/sdl -B ~/build -DSDL_EXAMPLES=ON
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```
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and then building normally. In this example, the example programs will be built and can be run from `~/build/examples/`.
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## Including SDL in your project
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SDL can be included in your project in 2 major ways:
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- using a system SDL library, provided by your (*nix) distribution or a package manager
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- using a vendored SDL library: this is SDL copied or symlinked in a subfolder.
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The following CMake script supports both, depending on the value of `MYGAME_VENDORED`.
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```cmake
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cmake_minimum_required(VERSION 3.5)
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project(mygame)
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# Create an option to switch between a system sdl library and a vendored SDL library
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option(MYGAME_VENDORED "Use vendored libraries" OFF)
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if(MYGAME_VENDORED)
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# This assumes you have added SDL as a submodule in vendored/SDL
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add_subdirectory(vendored/SDL EXCLUDE_FROM_ALL)
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else()
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# 1. Look for a SDL3 package,
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# 2. look for the SDL3-shared component, and
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# 3. fail if the shared component cannot be found.
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find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3-shared)
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endif()
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# Create your game executable target as usual
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add_executable(mygame WIN32 mygame.c)
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# Link to the actual SDL3 library.
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target_link_libraries(mygame PRIVATE SDL3::SDL3)
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```
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### A system SDL library
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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).
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The following components are available, to be used as an argument of `find_package`.
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| Component name | Description |
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|----------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------|
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| SDL3-shared | The SDL3 shared library, available through the `SDL3::SDL3-shared` target |
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| SDL3-static | The SDL3 static library, available through the `SDL3::SDL3-static` target |
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| SDL3_test | The SDL3_test static library, available through the `SDL3::SDL3_test` target |
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| 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. |
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| Headers | The SDL3 headers, available through the `SDL3::Headers` target. This component is always available. |
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SDL's CMake support guarantees a `SDL3::SDL3` target.
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Neither `SDL3::SDL3-shared` nor `SDL3::SDL3-static` are guaranteed to exist.
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### Using a vendored SDL
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This only requires a copy of SDL in a subdirectory + `add_subdirectory`.
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Alternatively, use [FetchContent](https://cmake.org/cmake/help/latest/module/FetchContent.html).
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Depending on the configuration, the same targets as a system SDL package are available.
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## CMake configuration options
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### Build optimized library
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By default, CMake provides 4 build types: `Debug`, `Release`, `RelWithDebInfo` and `MinSizeRel`.
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The main difference(s) between these are the optimization options and the generation of debug info.
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To configure SDL as an optimized `Release` library, configure SDL with:
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```sh
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cmake ~/SDL -DCMAKE_BUILD_TYPE=Release
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```
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To build it, run:
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```sh
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cmake --build . --config Release
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```
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### Shared or static
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By default, only a dynamic (=shared) SDL library is built and installed.
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The options `-DSDL_SHARED=` and `-DSDL_STATIC=` accept boolean values to change this.
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Exceptions exist:
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- some platforms don't support dynamic libraries, so only `-DSDL_STATIC=ON` makes sense.
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- a static Apple framework is not supported
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### Pass custom compile options to the compiler
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- Use [`CMAKE_<LANG>_FLAGS`](https://cmake.org/cmake/help/latest/variable/CMAKE_LANG_FLAGS.html) to pass extra
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flags to the compiler.
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- 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.
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- 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.
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#### Examples
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- build a SDL library optimized for (more) modern x64 microprocessor architectures.
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With gcc or clang:
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```sh
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cmake ~/sdl -DCMAKE_C_FLAGS="-march=x86-64-v3" -DCMAKE_CXX_FLAGS="-march=x86-64-v3"
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```
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With Visual C:
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```sh
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cmake .. -DCMAKE_C_FLAGS="/ARCH:AVX2" -DCMAKE_CXX_FLAGS="/ARCH:AVX2"
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```
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### Apple
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CMake documentation for cross building for Apple:
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[link](https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html#cross-compiling-for-ios-tvos-visionos-or-watchos)
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#### iOS/tvOS/visionOS
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CMake 3.14+ natively includes support for iOS, tvOS and watchOS. visionOS requires CMake 3.28+.
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SDL binaries may be built using Xcode or Make, possibly among other build-systems.
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When using a compatible version of CMake, it should be possible to:
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- build SDL dylibs, both static and dynamic dylibs
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- build SDL frameworks, only shared
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- build SDL test apps
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#### Frameworks
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Configure with `-DSDL_FRAMEWORK=ON` to build a SDL framework instead of a dylib shared library.
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Only shared frameworks are supported, no static ones.
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#### Platforms
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Use `-DCMAKE_PLATFORM_NAME=<value>` to configure the platform. CMake can target only one platform at a time.
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| Apple platform | `CMAKE_SYSTEM_NAME` value |
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|-----------------|---------------------------|
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| macOS (MacOS X) | `Darwin` |
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| iOS | `iOS` |
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| tvOS | `tvOS` |
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| visionOS | `visionOS` |
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| watchOS | `watchOS` |
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#### Universal binaries
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A universal binaries, can be built by configuring CMake with
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`-DCMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures>`.
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For example `-DCMAKE_OSX_ARCHITECTURES="arm64;x86_64"` will build binaries that run on both Intel cpus and Apple silicon.
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SDL supports following Apple architectures:
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| Platform | `CMAKE_OSX_ARCHITECTURES` value |
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|----------------------------|---------------------------------|
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| 64-bit ARM (Apple Silicon) | `arm64` |
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| x86_64 | `x86_64` |
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| 32-bit ARM | `armv7s` |
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CMake documentation: [link](https://cmake.org/cmake/help/latest/variable/CMAKE_OSX_ARCHITECTURES.html)
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#### Simulators and/or non-default maxOS platform SDK
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Use `-DCMAKE_OSX_SYSROOT=<value>` to configure a different platform SDK.
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The value can be either the name of the SDK, or a full path to the sdk (e.g. `/full/path/to/iPhoneOS.sdk`).
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| SDK | `CMAKE_OSX_SYSROOT` value |
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|----------------------|---------------------------|
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| iphone | `iphoneos` |
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| iphonesimulator | `iphonesimulator` |
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| appleTV | `appletvos` |
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| appleTV simulator | `appletvsimulator` |
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| visionOS | `xr` |
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| visionOS simulator | `xrsimulator` |
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| watchOS | `watchos` |
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| watchOS simulator | `watchsimulator` |
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Append with a version number to target a specific SDK revision: e.g. `iphoneos12.4`, `appletvos12.4`.
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CMake documentation: [link](https://cmake.org/cmake/help/latest/variable/CMAKE_OSX_SYSROOT.html)
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#### Examples
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- for macOS, building a dylib and/or static library for x86_64 and arm64:
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```bash
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cmake ~/sdl -DCMAKE_SYSTEM_NAME=Darwin -DCMAKE_OSX_ARCHITECTURES="x86_64;arm64"
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- for macOS, building an universal framework for x86_64 and arm64:
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```bash
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cmake ~/sdl -DSDL_FRAMEWORK=ON -DCMAKE_SYSTEM_NAME=Darwin -DCMAKE_OSX_ARCHITECTURES="x86_64;arm64"
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- for iOS-Simulator, using the latest, installed SDK:
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```bash
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cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
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```
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- for iOS-Device, using the latest, installed SDK, 64-bit only
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```bash
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cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64
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```
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- for iOS-Device, using the latest, installed SDK, mixed 32/64 bit
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```cmake
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cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s"
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```
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- for iOS-Device, using a specific SDK revision (iOS 12.4, in this example):
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```cmake
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cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64
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```
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- for iOS-Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles):
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```cmake
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cmake ~/sdl -DSDL_TESTS=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
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```
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- for tvOS-Simulator, using the latest, installed SDK:
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```cmake
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cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
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```
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- for tvOS-Device, using the latest, installed SDK:
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```cmake
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cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvos -DCMAKE_OSX_ARCHITECTURES=arm64`
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```
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- for QNX/aarch64, using the latest, installed SDK:
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```cmake
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cmake ~/sdl -DCMAKE_TOOLCHAIN_FILE=~/sdl/build-scripts/cmake-toolchain-qnx-aarch64le.cmake -DSDL_X11=0
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```
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## SDL-specific CMake options
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SDL can be customized through (platform-specific) CMake options.
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The following table shows generic options that are available for most platforms.
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At the end of SDL CMake configuration, a table shows all CMake options along with its detected value.
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| CMake option | Valid values | Description |
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|-------------------------------|--------------|-----------------------------------------------------------------------------------------------------|
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| `-DSDL_SHARED=` | `ON`/`OFF` | Build SDL shared library (not all platforms support this) (`libSDL3.so`/`libSDL3.dylib`/`SDL3.dll`) |
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| `-DSDL_STATIC=` | `ON`/`OFF` | Build SDL static library (`libSDL3.a`/`SDL3-static.lib`) |
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| `-DSDL_TEST_LIBRARY=` | `ON`/`OFF` | Build SDL test library (`libSDL3_test.a`/`SDL3_test.lib`) |
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| `-DSDL_TESTS=` | `ON`/`OFF` | Build SDL test programs (**requires `-DSDL_TEST_LIBRARY=ON`**) |
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| `-DSDL_DISABLE_INSTALL=` | `ON`/`OFF` | Don't create a SDL install target |
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| `-DSDL_DISABLE_INSTALL_DOCS=` | `ON`/`OFF` | Don't install the SDL documentation |
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| `-DSDL_INSTALL_TESTS=` | `ON`/`OFF` | Install the SDL test programs |
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### Incompatibilities
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#### `SDL_LIBC=OFF` and sanitizers
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Building with `-DSDL_LIBC=OFF` will make it impossible to use the sanitizer, such as the address sanitizer.
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Configure your project with `-DSDL_LIBC=ON` to make use of sanitizers.
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## CMake FAQ
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### How do I copy a SDL3 dynamic library to another location?
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Use [CMake generator expressions](https://cmake.org/cmake/help/latest/manual/cmake-generator-expressions.7.html#target-dependent-expressions).
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Generator expressions support multiple configurations, and are evaluated during build system generation time.
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On Windows, the following example copies `SDL3.dll` to the directory where `mygame.exe` is built.
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```cmake
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if(WIN32)
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add_custom_command(
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TARGET mygame POST_BUILD
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COMMAND "${CMAKE_COMMAND}" -E copy $<TARGET_FILE:SDL3::SDL3-shared> $<TARGET_FILE_DIR:mygame>
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VERBATIM
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)
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endif()
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```
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On Unix systems, `$<TARGET_FILE:...>` will refer to the dynamic library (or framework),
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and you might need to use `$<TARGET_SONAME_FILE:tgt>` instead.
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Most often, you can avoid copying libraries by configuring your project with absolute [`CMAKE_LIBRARY_OUTPUT_DIRECTORY`](https://cmake.org/cmake/help/latest/variable/CMAKE_LIBRARY_OUTPUT_DIRECTORY.html)
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and [`CMAKE_RUNTIME_OUTPUT_DIRECTORY`](https://cmake.org/cmake/help/latest/variable/CMAKE_RUNTIME_OUTPUT_DIRECTORY.html) paths.
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When using a multi-config generator (such as Visual Studio or Ninja Multi-Config), eventually add `/$<CONFIG>` to both paths.
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### Linking against a static SDL library fails due to relocation errors
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On unix platforms, all code that ends up in shared libraries needs to be built as relocatable (=position independent) code.
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However, by default CMake builds static libraries as non-relocatable.
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Configuring SDL with `-DCMAKE_POSITION_INDEPENDENT_CODE=ON` will result in a static `libSDL3.a` library
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which you can link against to create a shared library.
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## Help, it doesn't work!
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Below, a SDL3 CMake project can be found that builds 99.9% of time (assuming you have internet connectivity).
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When you have a problem with building or using SDL, please modify it until it reproduces your issue.
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```cmake
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cmake_minimum_required(VERSION 3.16)
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project(sdl_issue)
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# !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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# !!!!!! !!!!!!
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# !!!!!! This CMake script is not using "CMake best practices". !!!!!!
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# !!!!!! Don't use it in your project. !!!!!!
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# !!!!!! !!!!!!
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# !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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# 1. Try system SDL3 package first
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find_package(SDL3 QUIET)
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if(SDL3_FOUND)
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message(STATUS "Using SDL3 via find_package")
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endif()
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# 2. Try using a vendored SDL library
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if(NOT SDL3_FOUND AND EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL/CMakeLists.txt")
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add_subdirectory(SDL EXCLUDE_FROM_ALL)
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message(STATUS "Using SDL3 via add_subdirectory")
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set(SDL3_FOUND TRUE)
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endif()
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# 3. Download SDL, and use that.
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if(NOT SDL3_FOUND)
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include(FetchContent)
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set(SDL_SHARED TRUE CACHE BOOL "Build a SDL shared library (if available)")
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set(SDL_STATIC TRUE CACHE BOOL "Build a SDL static library (if available)")
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FetchContent_Declare(
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SDL
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GIT_REPOSITORY https://github.com/libsdl-org/SDL.git
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GIT_TAG main # Replace this with a particular git tag or git hash
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GIT_SHALLOW TRUE
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GIT_PROGRESS TRUE
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)
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message(STATUS "Using SDL3 via FetchContent")
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FetchContent_MakeAvailable(SDL)
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set_property(DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/_deps/sdl-src" PROPERTY EXCLUDE_FROM_ALL TRUE)
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endif()
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file(WRITE main.c [===========================================[
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/**
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* Modify this source such that it reproduces your problem.
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*/
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/* START of source modifications */
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#include <SDL3/SDL.h>
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/*
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* SDL3/SDL_main.h is explicitly not included such that a terminal window would appear on Windows.
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*/
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int main(int argc, char *argv[]) {
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(void)argc;
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(void)argv;
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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SDL_Log("SDL_Init failed (%s)", SDL_GetError());
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return 1;
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}
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SDL_Window *window = NULL;
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SDL_Renderer *renderer = NULL;
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if (!SDL_CreateWindowAndRenderer("SDL issue", 640, 480, 0, &window, &renderer)) {
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SDL_Log("SDL_CreateWindowAndRenderer failed (%s)", SDL_GetError());
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SDL_Quit();
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return 1;
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}
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while (1) {
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int finished = 0;
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_EVENT_QUIT) {
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finished = 1;
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break;
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}
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}
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if (finished) {
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break;
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}
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SDL_SetRenderDrawColor(renderer, 80, 80, 80, SDL_ALPHA_OPAQUE);
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SDL_RenderClear(renderer);
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SDL_RenderPresent(renderer);
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}
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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/* END of source modifications */
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]===========================================])
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add_executable(sdl_issue main.c)
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target_link_libraries(sdl_issue PRIVATE SDL3::SDL3)
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# target_link_libraries(sdl_issue PRIVATE SDL3::SDL3-shared)
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# target_link_libraries(sdl_issue PRIVATE SDL3::SDL3-static)
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```
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