MassBuilderSaveTool/modules/FindSDL2.cmake

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#.rst:
# Find SDL2
# ---------
#
# Finds the SDL2 library. This module defines:
#
# SDL2_FOUND - True if SDL2 library is found
# SDL2::SDL2 - SDL2 imported target
#
# Additionally these variables are defined for internal usage:
#
# SDL2_LIBRARY_DEBUG - SDL2 debug library, if found
# SDL2_LIBRARY_RELEASE - SDL2 release library, if found
# SDL2_DLL_DEBUG - SDL2 debug DLL on Windows, if found
# SDL2_DLL_RELEASE - SDL2 release DLL on Windows, if found
# SDL2_INCLUDE_DIR - Root include dir
#
#
# This file is part of Magnum.
#
# Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
# 2020, 2021, 2022 Vladimír Vondruš <mosra@centrum.cz>
# Copyright © 2018 Jonathan Hale <squareys@googlemail.com>
#
# Permission is hereby granted, free of charge, to any person obtaining a
# copy of this software and associated documentation files (the "Software"),
# to deal in the Software without restriction, including without limitation
# the rights to use, copy, modify, merge, publish, distribute, sublicense,
# and/or sell copies of the Software, and to permit persons to whom the
# Software is furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included
# in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
# THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
# FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
# DEALINGS IN THE SOFTWARE.
#
# If we have a CMake subproject, use the targets directly. I'd prefer the
# static variant, however SDL2 defines its own SDL2::SDL2 alias for only the
# dynamic variant since https://github.com/libsdl-org/SDL/pull/4074 and so I'm
# forced to use that, if available.
if(TARGET SDL2)
# In case we don't have https://github.com/libsdl-org/SDL/pull/4074 yet,
# do the alias ourselves.
if(NOT TARGET SDL2::SDL2)
# Aliases of (global) targets are only supported in CMake 3.11, so we
# work around it by this. This is easier than fetching all possible
# properties (which are impossible to track of) and then attempting to
# rebuild them into a new target.
add_library(SDL2::SDL2 INTERFACE IMPORTED)
set_target_properties(SDL2::SDL2 PROPERTIES INTERFACE_LINK_LIBRARIES SDL2)
endif()
# Just to make FPHSA print some meaningful location, nothing else. Not
# using the INTERFACE_INCLUDE_DIRECTORIES as that contains
# $<BUILD_INTERFACE and looks ugly in the output. Funnily enough, the
# BUILD_INTERFACE thing works here without having to override it with
# custom-found paths like I do in FindAssimp and elsewhere. Needs further
# investigation.
get_target_property(_SDL2_SOURCE_DIR SDL2 SOURCE_DIR)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args("SDL2" DEFAULT_MSG _SDL2_SOURCE_DIR)
if(CORRADE_TARGET_WINDOWS)
# .dll is in LOCATION, .lib is in IMPLIB. Yay, useful!
get_target_property(SDL2_DLL_DEBUG SDL2 IMPORTED_LOCATION_DEBUG)
get_target_property(SDL2_DLL_RELEASE SDL2 IMPORTED_LOCATION_RELEASE)
endif()
return()
# The static build is a separate target for some reason. I wonder HOW that
# makes more sense than just having a build-time option for static/shared and
# use the same name for both. Are all depending projects supposed to branch on
# it like this?!
elseif(TARGET SDL2-static)
# The target should not be defined by SDL itself. If it is, that's from us.
if(NOT TARGET SDL2::SDL2)
# Aliases of (global) targets are only supported in CMake 3.11, so we
# work around it by this. This is easier than fetching all possible
# properties (which are impossible to track of) and then attempting to
# rebuild them into a new target.
add_library(SDL2::SDL2 INTERFACE IMPORTED)
set_target_properties(SDL2::SDL2 PROPERTIES INTERFACE_LINK_LIBRARIES SDL2-static)
endif()
# Just to make FPHSA print some meaningful location, nothing else
get_target_property(_SDL2_SOURCE_DIR SDL2-static SOURCE_DIR)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args("SDL2" DEFAULT_MSG _SDL2_SOURCE_DIR)
return()
endif()
# In Emscripten SDL is linked automatically, thus no need to find the library.
# Also the includes are in SDL subdirectory, not SDL2.
if(CORRADE_TARGET_EMSCRIPTEN)
set(_SDL2_PATH_SUFFIXES SDL)
else()
set(_SDL2_PATH_SUFFIXES SDL2)
if(WIN32)
# Precompiled libraries for MSVC are in x86/x64 subdirectories
if(MSVC)
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(_SDL2_LIBRARY_PATH_SUFFIX lib/x64)
elseif(CMAKE_SIZEOF_VOID_P EQUAL 4)
set(_SDL2_LIBRARY_PATH_SUFFIX lib/x86)
endif()
# Both includes and libraries for MinGW are in some directory deep
# inside. There's also a CMake config file but it has HARDCODED path
# to /opt/local/i686-w64-mingw32, which doesn't make ANY SENSE,
# especially on Windows.
elseif(MINGW)
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(_SDL2_LIBRARY_PATH_SUFFIX x86_64-w64-mingw32/lib)
set(_SDL2_RUNTIME_PATH_SUFFIX x86_64-w64-mingw32/bin)
list(APPEND _SDL2_PATH_SUFFIXES x86_64-w64-mingw32/include/SDL2)
elseif(CMAKE_SIZEOF_VOID_P EQUAL 4)
set(_SDL2_LIBRARY_PATH_SUFFIX i686-w64-mingw32/lib)
set(_SDL2_RUNTIME_PATH_SUFFIX i686-w64-mingw32/lib)
list(APPEND _SDL2_PATH_SUFFIXES i686-w64-mingw32/include/SDL2)
endif()
else()
message(FATAL_ERROR "Unsupported compiler")
endif()
endif()
find_library(SDL2_LIBRARY_RELEASE
# Compiling SDL2 from scratch on macOS creates dead libSDL2.so symlink
# which CMake somehow prefers before the SDL2-2.0.dylib file. Making
# the dylib first so it is preferred. Not sure how this maps to debug
# config though :/
NAMES SDL2-2.0 SDL2
PATH_SUFFIXES ${_SDL2_LIBRARY_PATH_SUFFIX})
find_library(SDL2_LIBRARY_DEBUG
NAMES SDL2d
PATH_SUFFIXES ${_SDL2_LIBRARY_PATH_SUFFIX})
# FPHSA needs one of the _DEBUG/_RELEASE variables to check that the
# library was found -- using SDL_LIBRARY, which will get populated by
# select_library_configurations() below.
set(SDL2_LIBRARY_NEEDED SDL2_LIBRARY)
endif()
include(SelectLibraryConfigurations)
select_library_configurations(SDL2)
# Include dir
find_path(SDL2_INCLUDE_DIR
# We must search file which is present only in SDL2 and not in SDL1.
# Apparently when both SDL.h and SDL_scancode.h are specified, CMake is
# happy enough that it found SDL.h and doesn't bother about the other.
#
# On macOS, where the includes are not in SDL2/SDL.h form (which would
# solve this issue), but rather SDL2.framework/Headers/SDL.h, CMake might
# find SDL.framework/Headers/SDL.h if SDL1 is installed, which is wrong.
NAMES SDL_scancode.h
PATH_SUFFIXES ${_SDL2_PATH_SUFFIXES})
# DLL on Windows
if(CORRADE_TARGET_WINDOWS)
find_file(SDL2_DLL_RELEASE
NAMES SDL2.dll
PATH_SUFFIXES bin ${_SDL2_RUNTIME_PATH_SUFFIX} ${_SDL2_LIBRARY_PATH_SUFFIX})
find_file(SDL2_DLL_DEBUG
NAMES SDL2d.dll # not sure?
PATH_SUFFIXES bin ${_SDL2_RUNTIME_PATH_SUFFIX} ${_SDL2_LIBRARY_PATH_SUFFIX})
endif()
# (Static) macOS / iOS dependencies. On macOS these were mainly needed when
# building SDL statically using its CMake project, on iOS always.
if(CORRADE_TARGET_APPLE AND (SDL2_LIBRARY_DEBUG MATCHES "${CMAKE_STATIC_LIBRARY_SUFFIX}$" OR SDL2_LIBRARY_RELEASE MATCHES "${CMAKE_STATIC_LIBRARY_SUFFIX}$"))
set(_SDL2_FRAMEWORKS
iconv # should be in the system, needed by iOS as well now
AudioToolbox
AVFoundation
CoreHaptics # needed since 2.0.18(?) on iOS and macOS
Foundation
Metal # needed since 2.0.8 on iOS, since 2.0.14 on macOS
GameController) # needed since 2.0.18(?) on macOS as well
if(CORRADE_TARGET_IOS)
list(APPEND _SDL2_FRAMEWORKS
CoreBluetooth # needed since 2.0.10
CoreGraphics
CoreMotion
Foundation
QuartzCore
UIKit)
else()
list(APPEND _SDL2_FRAMEWORKS
Carbon
Cocoa
CoreAudio
CoreVideo
ForceFeedback
IOKit)
endif()
set(_SDL2_FRAMEWORK_LIBRARIES )
foreach(framework ${_SDL2_FRAMEWORKS})
find_library(_SDL2_${framework}_LIBRARY ${framework})
mark_as_advanced(_SDL2_${framework}_LIBRARY)
list(APPEND _SDL2_FRAMEWORK_LIBRARIES ${_SDL2_${framework}_LIBRARY})
list(APPEND _SDL2_FRAMEWORK_LIBRARY_NAMES _SDL2_${framework}_LIBRARY)
endforeach()
endif()
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args("SDL2" DEFAULT_MSG
${SDL2_LIBRARY_NEEDED}
${_SDL2_FRAMEWORK_LIBRARY_NAMES}
SDL2_INCLUDE_DIR)
if(NOT TARGET SDL2::SDL2)
if(SDL2_LIBRARY_NEEDED)
add_library(SDL2::SDL2 UNKNOWN IMPORTED)
# Work around BUGGY framework support on macOS
# https://cmake.org/Bug/view.php?id=14105
if(CORRADE_TARGET_APPLE AND SDL2_LIBRARY_RELEASE MATCHES "\\.framework$")
set_property(TARGET SDL2::SDL2 APPEND PROPERTY IMPORTED_CONFIGURATIONS RELEASE)
set_property(TARGET SDL2::SDL2 PROPERTY IMPORTED_LOCATION_RELEASE ${SDL2_LIBRARY_RELEASE}/SDL2)
else()
if(SDL2_LIBRARY_RELEASE)
set_property(TARGET SDL2::SDL2 APPEND PROPERTY IMPORTED_CONFIGURATIONS RELEASE)
set_property(TARGET SDL2::SDL2 PROPERTY IMPORTED_LOCATION_RELEASE ${SDL2_LIBRARY_RELEASE})
endif()
if(SDL2_LIBRARY_DEBUG)
set_property(TARGET SDL2::SDL2 APPEND PROPERTY IMPORTED_CONFIGURATIONS DEBUG)
set_property(TARGET SDL2::SDL2 PROPERTY IMPORTED_LOCATION_DEBUG ${SDL2_LIBRARY_DEBUG})
endif()
endif()
# Link additional `dl` and `pthread` libraries required by a static
# build of SDL on Unixy platforms (except Apple, where it is most
# probably some frameworks instead)
if(CORRADE_TARGET_UNIX AND NOT CORRADE_TARGET_APPLE AND (SDL2_LIBRARY_DEBUG MATCHES "${CMAKE_STATIC_LIBRARY_SUFFIX}$" OR SDL2_LIBRARY_RELEASE MATCHES "${CMAKE_STATIC_LIBRARY_SUFFIX}$"))
find_package(Threads REQUIRED)
set_property(TARGET SDL2::SDL2 APPEND PROPERTY
INTERFACE_LINK_LIBRARIES Threads::Threads ${CMAKE_DL_LIBS})
endif()
# Link frameworks on macOS / iOS if we have a static SDL
if(CORRADE_TARGET_APPLE AND (SDL2_LIBRARY_DEBUG MATCHES "${CMAKE_STATIC_LIBRARY_SUFFIX}$" OR SDL2_LIBRARY_RELEASE MATCHES "${CMAKE_STATIC_LIBRARY_SUFFIX}$"))
set_property(TARGET SDL2::SDL2 APPEND PROPERTY
INTERFACE_LINK_LIBRARIES ${_SDL2_FRAMEWORK_LIBRARIES})
endif()
# Windows dependencies for a static library. Unfortunately there's no
# easy way to figure out if a *.lib is static or dynamic, so we're
# adding only if a DLL is not found.
if(CORRADE_TARGET_WINDOWS AND NOT CORRADE_TARGET_WINDOWS_RT AND NOT SDL2_DLL_RELEASE AND NOT SDL2_DLL_DEBUG)
set_property(TARGET SDL2::SDL2 APPEND PROPERTY INTERFACE_LINK_LIBRARIES
# https://github.com/SDL-mirror/SDL/blob/release-2.0.10/CMakeLists.txt#L1338
user32 gdi32 winmm imm32 ole32 oleaut32 version uuid advapi32 setupapi shell32
# https://github.com/SDL-mirror/SDL/blob/release-2.0.10/CMakeLists.txt#L1384
dinput8)
# https://github.com/SDL-mirror/SDL/blob/release-2.0.10/CMakeLists.txt#L1422
# additionally has dxerr for MSVC if DirectX SDK is not used, but
# according to https://walbourn.github.io/wheres-dxerr-lib/ this
# thing is long deprecated.
if(MINGW)
set_property(TARGET SDL2::SDL2 APPEND PROPERTY INTERFACE_LINK_LIBRARIES
# https://github.com/SDL-mirror/SDL/blob/release-2.0.10/CMakeLists.txt#L1386
dxerr8
# https://github.com/SDL-mirror/SDL/blob/release-2.0.10/CMakeLists.txt#L1388
mingw32)
endif()
endif()
else()
add_library(SDL2::SDL2 INTERFACE IMPORTED)
endif()
set_property(TARGET SDL2::SDL2 PROPERTY
INTERFACE_INCLUDE_DIRECTORIES ${SDL2_INCLUDE_DIR})
endif()
mark_as_advanced(SDL2_INCLUDE_DIR)