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sdl/examples/CMakeLists.txt

377 lines
18 KiB
CMake

#
# CMake script for building the SDL examples
#
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}/../cmake")
include(CheckIncludeFile)
include(CheckStructHasMember)
include(CMakePushCheckState)
include(sdlcompilers)
if(SDL_EXAMPLES_LINK_SHARED)
set(sdl_name_component SDL3-shared)
else()
set(sdl_name_component SDL3-static)
endif()
set(HAVE_EXAMPLES_LINK_SHARED "${SDL_EXAMPLES_LINK_SHARED}" PARENT_SCOPE)
# CMake incorrectly detects opengl32.lib being present on MSVC ARM64
if(NOT (MSVC AND SDL_CPU_ARM64))
# Prefer GLVND, if present
set(OpenGL_GL_PREFERENCE GLVND)
find_package(OpenGL)
endif()
set(SDL_EXAMPLE_EXECUTABLES)
if(CMAKE_RUNTIME_OUTPUT_DIRECTORY)
set(example_bin_dir "${CMAKE_RUNTIME_OUTPUT_DIRECTORY}")
if(NOT IS_ABSOLUTE "${CMAKE_RUNTIME_OUTPUT_DIRECTORY}")
set(example_bin_dir "${CMAKE_CURRENT_BINARY_DIR}/${CMAKE_RUNTIME_OUTPUT_DIRECTORY}")
endif()
else()
set(example_bin_dir "${CMAKE_CURRENT_BINARY_DIR}")
endif()
if(NOT CMAKE_VERSION VERSION_LESS 3.20)
get_property(is_multi_config GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG)
set(example_bin_dir "${example_bin_dir}$<$<BOOL:${is_multi_config}>:/$<CONFIG>>")
endif()
file(GLOB RESOURCE_FILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/*.bmp ${CMAKE_CURRENT_SOURCE_DIR}/../test/*.wav ${CMAKE_CURRENT_SOURCE_DIR}/../test/*.hex)
set(RESOURCE_FILE_NAMES)
set(RESOURCE_FILES_BINDIR)
foreach(resource_file IN LISTS RESOURCE_FILES)
get_filename_component(res_file_name ${resource_file} NAME)
list(APPEND RESOURCE_FILE_NAMES "${res_file_name}")
set(resource_file_bindir "${example_bin_dir}/${res_file_name}")
add_custom_command(OUTPUT "${resource_file_bindir}"
COMMAND "${CMAKE_COMMAND}" -E copy "${resource_file}" "${resource_file_bindir}"
DEPENDS "${resource_file}"
)
list(APPEND RESOURCE_FILES_BINDIR "${resource_file_bindir}")
endforeach()
add_custom_target(copy-sdl-example-resources
DEPENDS "${RESOURCE_FILES_BINDIR}"
)
macro(add_sdl_example_executable TARGET)
cmake_parse_arguments(AST "BUILD_DEPENDENT" "" "SOURCES;DATAFILES" ${ARGN})
if(AST_UNPARSED_ARGUMENTS)
message(FATAL_ERROR "Unknown argument(s): ${AST_UNPARSED_ARGUMENTS}")
endif()
if(NOT AST_SOURCES)
message(FATAL_ERROR "add_sdl_example_executable needs at least one source")
endif()
set(EXTRA_SOURCES "")
if(AST_DATAFILES)
list(APPEND EXTRA_SOURCES ${DATAFILES})
endif()
if(ANDROID)
add_library(${TARGET} SHARED ${AST_SOURCES} ${EXTRA_SOURCES})
else()
add_executable(${TARGET} ${AST_SOURCES} ${EXTRA_SOURCES})
endif()
SDL_AddCommonCompilerFlags(${TARGET})
target_include_directories(${TARGET} PRIVATE "${SDL3_SOURCE_DIR}/src/video/khronos")
target_link_libraries(${TARGET} PRIVATE SDL3::${sdl_name_component})
list(APPEND SDL_EXAMPLE_EXECUTABLES ${TARGET})
if(AST_DATAFILES)
if(PSP OR PS2)
add_custom_command(TARGET ${TARGET} POST_BUILD
COMMAND ${CMAKE_COMMAND} ARGS -E make_directory $<TARGET_FILE_DIR:${TARGET}>/sdl-${TARGET}
COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${AST_DATAFILES} $<TARGET_FILE_DIR:${TARGET}>/sdl-${TARGET}
WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}"
)
else()
add_dependencies(${TARGET} copy-sdl-example-resources)
endif()
if(APPLE)
# Make sure resource files get installed into macOS/iOS .app bundles.
set_target_properties(${TARGET} PROPERTIES RESOURCE "${AST_DATAFILES}")
endif()
if(EMSCRIPTEN)
foreach(res IN LISTS AST_DATAFILES)
get_filename_component(res_name "${res}" NAME)
target_link_options(${TARGET} PRIVATE "SHELL:--embed-file ${res}@${res_name}")
endforeach()
endif()
set_property(TARGET ${TARGET} APPEND PROPERTY ADDITIONAL_CLEAN_FILES "$<TARGET_FILE_DIR:${TARGET}>/$<JOIN:${AST_DATAFILES},$<SEMICOLON>$<TARGET_FILE_DIR:${TARGET}>/>")
endif()
if(WINDOWS)
# CET support was added in VS 16.7
if(MSVC_VERSION GREATER 1926 AND CMAKE_GENERATOR_PLATFORM MATCHES "Win32|x64")
set_property(TARGET ${TARGET} APPEND_STRING PROPERTY LINK_FLAGS " -CETCOMPAT")
endif()
elseif(PSP)
target_link_libraries(${TARGET} PRIVATE GL)
elseif(EMSCRIPTEN)
set_property(TARGET ${TARGET} PROPERTY SUFFIX ".html")
endif()
if(OPENGL_FOUND)
target_compile_definitions(${TARGET} PRIVATE HAVE_OPENGL)
endif()
# FIXME: only add "${SDL3_BINARY_DIR}/include-config-$<LOWER_CASE:$<CONFIG>>" + include paths of external dependencies
target_include_directories(${TARGET} PRIVATE "$<TARGET_PROPERTY:SDL3::${sdl_name_component},INCLUDE_DIRECTORIES>")
endmacro()
add_sdl_example_executable(renderer-clear SOURCES renderer/01-clear/clear.c)
add_sdl_example_executable(renderer-primitives SOURCES renderer/02-primitives/primitives.c)
add_sdl_example_executable(renderer-lines SOURCES renderer/03-lines/lines.c)
add_sdl_example_executable(renderer-points SOURCES renderer/04-points/points.c)
add_sdl_example_executable(renderer-rectangles SOURCES renderer/05-rectangles/rectangles.c)
add_sdl_example_executable(renderer-textures SOURCES renderer/06-textures/textures.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
add_sdl_example_executable(renderer-streaming-textures SOURCES renderer/07-streaming-textures/streaming-textures.c)
add_sdl_example_executable(renderer-rotating-textures SOURCES renderer/08-rotating-textures/rotating-textures.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
add_sdl_example_executable(renderer-scaling-textures SOURCES renderer/09-scaling-textures/scaling-textures.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
add_sdl_example_executable(renderer-geometry SOURCES renderer/10-geometry/geometry.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
add_sdl_example_executable(renderer-color-mods SOURCES renderer/11-color-mods/color-mods.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
add_sdl_example_executable(renderer-viewport SOURCES renderer/14-viewport/viewport.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
add_sdl_example_executable(renderer-cliprect SOURCES renderer/15-cliprect/cliprect.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
add_sdl_example_executable(renderer-read-pixels SOURCES renderer/17-read-pixels/read-pixels.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
add_sdl_example_executable(renderer-debug-text SOURCES renderer/18-debug-text/debug-text.c)
add_sdl_example_executable(audio-simple-playback SOURCES audio/01-simple-playback/simple-playback.c)
add_sdl_example_executable(audio-simple-playback-callback SOURCES audio/02-simple-playback-callback/simple-playback-callback.c)
add_sdl_example_executable(audio-load-wav SOURCES audio/03-load-wav/load-wav.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.wav)
add_sdl_example_executable(camera-read-and-draw SOURCES camera/01-read-and-draw/read-and-draw.c)
add_sdl_example_executable(pen-drawing-lines SOURCES pen/01-drawing-lines/drawing-lines.c)
add_sdl_example_executable(game-snake SOURCES game/01-snake/snake.c)
add_sdl_example_executable(game-woodeneye-008 SOURCES game/02-woodeneye-008/woodeneye-008.c)
add_sdl_example_executable(game-infinite-monkeys SOURCES game/03-infinite-monkeys/infinite-monkeys.c)
# When you add an example, remember to add the Visual Studio project as well:
# - Add a new example in examples/
# - Run python VisualC/examples/generate.py
# - Take note of the newly generated .vcxproj files
# - Modify the .vcxproj files if necessary (adding content such as BMP or WAV files)
# - Open VisualC/SDL.sln in Visual Studio or JetBrains Rider
# - Locate the appropriate folder in the Solution Explorer
# - Add the newly generated projects: Right click -> Add -> Existing project...
# - Test if they work
# - Save the SDL.sln solution
if(PSP)
# Build EBOOT files if building for PSP
foreach(APP ${SDL_EXAMPLE_EXECUTABLES})
create_pbp_file(
TARGET ${APP}
TITLE SDL-${APP}
ICON_PATH NULL
BACKGROUND_PATH NULL
PREVIEW_PATH NULL
OUTPUT_DIR $<TARGET_FILE_DIR:${APP}>/sdl-${APP}
)
endforeach()
endif()
if(N3DS)
set(ROMFS_DIR "${CMAKE_CURRENT_BINARY_DIR}/romfs")
file(MAKE_DIRECTORY "${ROMFS_DIR}")
file(COPY ${RESOURCE_FILES} DESTINATION "${ROMFS_DIR}")
foreach(APP ${SDL_EXAMPLE_EXECUTABLES})
get_target_property(TARGET_BINARY_DIR ${APP} BINARY_DIR)
set(SMDH_FILE "${TARGET_BINARY_DIR}/${APP}.smdh")
ctr_generate_smdh("${SMDH_FILE}"
NAME "SDL-${APP}"
DESCRIPTION "SDL3 Test suite"
AUTHOR "SDL3 Contributors"
ICON "${CMAKE_CURRENT_SOURCE_DIR}/../test/n3ds/logo48x48.png"
)
ctr_create_3dsx(
${APP}
ROMFS "${ROMFS_DIR}"
SMDH "${SMDH_FILE}"
)
endforeach()
endif()
if(RISCOS)
set(SDL_EXAMPLE_EXECUTABLES_AIF)
foreach(APP ${SDL_EXAMPLE_EXECUTABLES})
set_property(TARGET ${APP} APPEND_STRING PROPERTY LINK_FLAGS " -static")
add_custom_command(
OUTPUT ${APP},ff8
COMMAND elf2aif ${APP} ${APP},ff8
DEPENDS ${APP}
)
add_custom_target(${APP}-aif ALL DEPENDS ${APP},ff8)
list(APPEND SDL_EXAMPLE_EXECUTABLES_AIF ${CMAKE_CURRENT_BINARY_DIR}/${APP},ff8)
endforeach()
endif()
# Set Apple App ID / Bundle ID. This is needed to launch apps on some Apple
# platforms (iOS, for example).
if(APPLE)
foreach(CURRENT_TARGET ${SDL_EXAMPLE_EXECUTABLES})
set_target_properties("${CURRENT_TARGET}" PROPERTIES
MACOSX_BUNDLE_GUI_IDENTIFIER "org.libsdl.${CURRENT_TARGET}"
MACOSX_BUNDLE_BUNDLE_VERSION "${SDL3_VERSION}"
MACOSX_BUNDLE_SHORT_VERSION_STRING "${SDL3_VERSION}"
)
endforeach()
endif()
if(SDL_INSTALL_EXAMPLES)
if(RISCOS)
install(
FILES ${SDL_EXAMPLE_EXECUTABLES_AIF}
DESTINATION ${CMAKE_INSTALL_LIBEXECDIR}/installed-examples/SDL3
)
else()
install(
TARGETS ${SDL_EXAMPLE_EXECUTABLES}
DESTINATION ${CMAKE_INSTALL_LIBEXECDIR}/installed-examples/SDL3
)
endif()
if(MSVC)
foreach(example IN LISTS SDL_EXAMPLE_EXECUTABLES)
SDL_install_pdb(${example} "${CMAKE_INSTALL_LIBEXECDIR}/installed-examples/SDL3")
endforeach()
endif()
install(
FILES ${RESOURCE_FILES}
DESTINATION ${CMAKE_INSTALL_LIBEXECDIR}/installed-examples/SDL3
)
endif()
if(ANDROID AND TARGET SDL3::Jar)
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}/../cmake/android")
find_package(SdlAndroid MODULE)
if(SdlAndroid_FOUND)
set(apks "")
set(packages "")
include(SdlAndroidFunctions)
sdl_create_android_debug_keystore(SDL_example-debug-keystore)
sdl_android_compile_resources(SDL_example-resources RESFOLDER ${CMAKE_CURRENT_SOURCE_DIR}/../test/android/res)
add_custom_target(sdl-example-apks)
foreach(EXAMPLE ${SDL_EXAMPLE_EXECUTABLES})
set(ANDROID_MANIFEST_APP_NAME "${EXAMPLE}")
set(ANDROID_MANIFEST_LABEL "${EXAMPLE}")
set(ANDROID_MANIFEST_LIB_NAME "$<TARGET_FILE_BASE_NAME:${EXAMPLE}>")
set(ANDROID_MANIFEST_PACKAGE "org.libsdl.sdl.example.${EXAMPLE}")
set(generated_manifest_path "${CMAKE_CURRENT_BINARY_DIR}/android/${EXAMPLE}-src/AndroidManifest.xml")
string(REPLACE "." "/" JAVA_PACKAGE_DIR "${ANDROID_MANIFEST_PACKAGE}")
set(GENERATED_SRC_FOLDER "${CMAKE_CURRENT_BINARY_DIR}/android/${EXAMPLE}-src")
set(GENERATED_RES_FOLDER "${GENERATED_SRC_FOLDER}/res")
set(JAVA_PACKAGE_DIR "${GENERATED_SRC_FOLDER}/${JAVA_PACKAGE_DIR}")
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/../test/android/cmake/SDLEntryTestActivity.java.cmake "${JAVA_PACKAGE_DIR}/SDLEntryTestActivity.java" @ONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/../test/android/cmake/SDLTestActivity.java.cmake "${JAVA_PACKAGE_DIR}/SDLTestActivity.java" @ONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/../test/android/cmake/res/values/strings.xml.cmake android/res/values/strings-${EXAMPLE}.xml @ONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/../test/android/cmake/res/xml/shortcuts.xml.cmake "${GENERATED_RES_FOLDER}/xml/shortcuts.xml" @ONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/../test/android/cmake/AndroidManifest.xml.cmake "${generated_manifest_path}" @ONLY)
file(GENERATE
OUTPUT "${CMAKE_CURRENT_BINARY_DIR}/android/${EXAMPLE}-$<CONFIG>/res/values/strings.xml"
INPUT "${CMAKE_CURRENT_BINARY_DIR}/android/res/values/strings-${EXAMPLE}.xml"
)
sdl_android_compile_resources(${EXAMPLE}-resources
RESOURCES
"${CMAKE_CURRENT_BINARY_DIR}/android/${EXAMPLE}-$<CONFIG>/res/values/strings.xml"
"${GENERATED_RES_FOLDER}/xml/shortcuts.xml"
)
sdl_android_link_resources(${EXAMPLE}-apk-linked
MANIFEST "${generated_manifest_path}"
PACKAGE ${ANDROID_MANIFEST_PACKAGE}
RES_TARGETS SDL_example-resources ${EXAMPLE}-resources
TARGET_SDK_VERSION 31
)
set(CMAKE_JAVA_COMPILE_FLAGS "-encoding;utf-8")
set(classes_path "${CMAKE_CURRENT_BINARY_DIR}/CMakeFiles/${EXAMPLE}-java.dir/classes")
# Some CMake versions have a slow `cmake -E make_directory` implementation
if(NOT IS_DIRECTORY "${classes_path}")
execute_process(COMMAND ${CMAKE_COMMAND} -E make_directory "${classes_path}")
endif()
set(OUT_JAR "${CMAKE_CURRENT_BINARY_DIR}/${EXAMPLE}.jar")
add_custom_command(
OUTPUT "${OUT_JAR}"
COMMAND ${CMAKE_COMMAND} -E rm -rf "${classes_path}"
COMMAND ${CMAKE_COMMAND} -E make_directory "${classes_path}"
COMMAND ${Java_JAVAC_EXECUTABLE}
-source 1.8 -target 1.8
-bootclasspath "$<TARGET_PROPERTY:SDL3::Jar,JAR_FILE>"
"${JAVA_PACKAGE_DIR}/SDLEntryTestActivity.java"
"${JAVA_PACKAGE_DIR}/SDLTestActivity.java"
$<TARGET_PROPERTY:${EXAMPLE}-apk-linked,JAVA_R>
-cp "$<TARGET_PROPERTY:SDL3::Jar,JAR_FILE>:${SDL_ANDROID_PLATFORM_ANDROID_JAR}"
-d "${classes_path}"
COMMAND ${Java_JAR_EXECUTABLE} cf "${OUT_JAR}" -C "${classes_path}" .
DEPENDS $<TARGET_PROPERTY:${EXAMPLE}-apk-linked,OUTPUTS> "$<TARGET_PROPERTY:SDL3::Jar,JAR_FILE>" "${JAVA_PACKAGE_DIR}/SDLTestActivity.java" "${JAVA_PACKAGE_DIR}/SDLEntryTestActivity.java"
)
add_custom_target(${EXAMPLE}-jar DEPENDS "${OUT_JAR}")
set_property(TARGET ${EXAMPLE}-jar PROPERTY OUTPUT "${OUT_JAR}")
set(dexworkdir "${CMAKE_CURRENT_BINARY_DIR}/CMakeFiles/${EXAMPLE}-dex.dir")
# Some CMake versions have a slow `cmake -E make_directory` implementation
if(NOT IS_DIRECTORY "${dexworkdir}")
execute_process(COMMAND "${CMAKE_COMMAND}" -E make_directory "${dexworkdir}")
endif()
set(classes_dex_base_name "classes.dex")
set(classes_dex "${dexworkdir}/${classes_dex_base_name}")
add_custom_command(
OUTPUT "${classes_dex}"
COMMAND SdlAndroid::d8
$<TARGET_PROPERTY:${EXAMPLE}-jar,OUTPUT>
$<TARGET_PROPERTY:SDL3::Jar,JAR_FILE>
--lib "${SDL_ANDROID_PLATFORM_ANDROID_JAR}"
--output "${dexworkdir}"
DEPENDS $<TARGET_PROPERTY:${EXAMPLE}-jar,OUTPUT> $<TARGET_PROPERTY:SDL3::Jar,JAR_FILE>
)
add_custom_target(${EXAMPLE}-dex DEPENDS "${classes_dex}")
set_property(TARGET ${EXAMPLE}-dex PROPERTY OUTPUT "${classes_dex}")
set_property(TARGET ${EXAMPLE}-dex PROPERTY OUTPUT_BASE_NAME "${classes_dex_base_name}")
sdl_add_to_apk_unaligned(${EXAMPLE}-unaligned-apk
APK_IN ${EXAMPLE}-apk-linked
OUTDIR "${CMAKE_CURRENT_BINARY_DIR}/intermediates"
ASSETS ${RESOURCE_FILES}
NATIVE_LIBS SDL3::SDL3-shared ${EXAMPLE}
DEX ${EXAMPLE}-dex
)
sdl_apk_align(${EXAMPLE}-aligned-apk ${EXAMPLE}-unaligned-apk
OUTDIR "${CMAKE_CURRENT_BINARY_DIR}/intermediates"
)
sdl_apk_sign(${EXAMPLE}-apk ${EXAMPLE}-aligned-apk
KEYSTORE SDL_example-debug-keystore
)
add_dependencies(sdl-example-apks ${EXAMPLE}-apk)
if(TARGET SdlAndroid::adb)
add_custom_target(install-${EXAMPLE}
COMMAND "${CMAKE_COMMAND}" -DACTION=install "-DAPKS=$<TARGET_PROPERTY:${EXAMPLE}-apk,OUTPUT>" -P "${SDL3_SOURCE_DIR}/cmake/android/SdlAndroidScript.cmake"
DEPENDS "${EXAMPLE}-apk"
)
add_custom_target(start-${EXAMPLE}
COMMAND "${ADB_BIN}" shell am start-activity -S "${ANDROID_MANIFEST_PACKAGE}/.SDLTestActivity"
)
add_custom_target(build-install-start-${EXAMPLE}
COMMAND "${CMAKE_COMMAND}" -DACTION=build-install-run "-DEXECUTABLES=${EXAMPLE}" "-DBUILD_FOLDER=${CMAKE_BINARY_DIR}" -P "${SDL3_SOURCE_DIR}/cmake/android/SdlAndroidScript.cmake"
)
endif()
list(APPEND packages "${ANDROID_MANIFEST_PACKAGE}")
list(APPEND install_targets install-${EXAMPLE})
endforeach()
if(TARGET SdlAndroid::adb)
add_custom_target(install-sdl-example-apks
DEPENDS ${install_targets}
VERBATIM
)
add_custom_target(uninstall-sdl-example-apks
COMMAND "${CMAKE_COMMAND}" "-DADB=$<TARGET_FILE:SdlAndroid::adb>" -DACTION=uninstall "-DPACKAGES=${packages}" -P "${SDL3_SOURCE_DIR}/cmake/android/SdlAndroidScript.cmake"
VERBATIM
)
endif()
endif()
endif()