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