#.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, 2023 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 SDL2-static PATH_SUFFIXES ${_SDL2_LIBRARY_PATH_SUFFIX}) find_library(SDL2_LIBRARY_DEBUG NAMES SDL2d SDL2-staticd 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)