286 lines
13 KiB
CMake
286 lines
13 KiB
CMake
#.rst:
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# Find SDL2
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# ---------
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#
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# Finds the SDL2 library. This module defines:
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#
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# SDL2_FOUND - True if SDL2 library is found
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# SDL2::SDL2 - SDL2 imported target
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#
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# Additionally these variables are defined for internal usage:
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#
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# SDL2_LIBRARY_DEBUG - SDL2 debug library, if found
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# SDL2_LIBRARY_RELEASE - SDL2 release library, if found
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# SDL2_DLL_DEBUG - SDL2 debug DLL on Windows, if found
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# SDL2_DLL_RELEASE - SDL2 release DLL on Windows, if found
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# SDL2_INCLUDE_DIR - Root include dir
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#
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#
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# This file is part of Magnum.
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#
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# Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
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# 2020, 2021, 2022, 2023 Vladimír Vondruš <mosra@centrum.cz>
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# Copyright © 2018 Jonathan Hale <squareys@googlemail.com>
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#
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# Permission is hereby granted, free of charge, to any person obtaining a
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# copy of this software and associated documentation files (the "Software"),
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# to deal in the Software without restriction, including without limitation
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# the rights to use, copy, modify, merge, publish, distribute, sublicense,
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# and/or sell copies of the Software, and to permit persons to whom the
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# Software is furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included
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# in all copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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# THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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# FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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# DEALINGS IN THE SOFTWARE.
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#
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# If we have a CMake subproject, use the targets directly. I'd prefer the
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# static variant, however SDL2 defines its own SDL2::SDL2 alias for only the
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# dynamic variant since https://github.com/libsdl-org/SDL/pull/4074 and so I'm
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# forced to use that, if available.
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if(TARGET SDL2)
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# In case we don't have https://github.com/libsdl-org/SDL/pull/4074 yet,
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# do the alias ourselves.
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if(NOT TARGET SDL2::SDL2)
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# Aliases of (global) targets are only supported in CMake 3.11, so we
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# work around it by this. This is easier than fetching all possible
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# properties (which are impossible to track of) and then attempting to
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# rebuild them into a new target.
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add_library(SDL2::SDL2 INTERFACE IMPORTED)
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set_target_properties(SDL2::SDL2 PROPERTIES INTERFACE_LINK_LIBRARIES SDL2)
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endif()
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# Just to make FPHSA print some meaningful location, nothing else. Not
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# using the INTERFACE_INCLUDE_DIRECTORIES as that contains
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# $<BUILD_INTERFACE and looks ugly in the output. Funnily enough, the
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# BUILD_INTERFACE thing works here without having to override it with
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# custom-found paths like I do in FindAssimp and elsewhere. Needs further
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# investigation.
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get_target_property(_SDL2_SOURCE_DIR SDL2 SOURCE_DIR)
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include(FindPackageHandleStandardArgs)
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find_package_handle_standard_args("SDL2" DEFAULT_MSG _SDL2_SOURCE_DIR)
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if(CORRADE_TARGET_WINDOWS)
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# .dll is in LOCATION, .lib is in IMPLIB. Yay, useful!
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get_target_property(SDL2_DLL_DEBUG SDL2 IMPORTED_LOCATION_DEBUG)
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get_target_property(SDL2_DLL_RELEASE SDL2 IMPORTED_LOCATION_RELEASE)
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endif()
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return()
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# The static build is a separate target for some reason. I wonder HOW that
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# makes more sense than just having a build-time option for static/shared and
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# use the same name for both. Are all depending projects supposed to branch on
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# it like this?!
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elseif(TARGET SDL2-static)
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# The target should not be defined by SDL itself. If it is, that's from us.
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if(NOT TARGET SDL2::SDL2)
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# Aliases of (global) targets are only supported in CMake 3.11, so we
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# work around it by this. This is easier than fetching all possible
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# properties (which are impossible to track of) and then attempting to
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# rebuild them into a new target.
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add_library(SDL2::SDL2 INTERFACE IMPORTED)
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set_target_properties(SDL2::SDL2 PROPERTIES INTERFACE_LINK_LIBRARIES SDL2-static)
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endif()
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# Just to make FPHSA print some meaningful location, nothing else
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get_target_property(_SDL2_SOURCE_DIR SDL2-static SOURCE_DIR)
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include(FindPackageHandleStandardArgs)
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find_package_handle_standard_args("SDL2" DEFAULT_MSG _SDL2_SOURCE_DIR)
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return()
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endif()
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# In Emscripten SDL is linked automatically, thus no need to find the library.
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# Also the includes are in SDL subdirectory, not SDL2.
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if(CORRADE_TARGET_EMSCRIPTEN)
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set(_SDL2_PATH_SUFFIXES SDL)
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else()
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set(_SDL2_PATH_SUFFIXES SDL2)
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if(WIN32)
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# Precompiled libraries for MSVC are in x86/x64 subdirectories
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if(MSVC)
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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set(_SDL2_LIBRARY_PATH_SUFFIX lib/x64)
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elseif(CMAKE_SIZEOF_VOID_P EQUAL 4)
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set(_SDL2_LIBRARY_PATH_SUFFIX lib/x86)
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endif()
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# Both includes and libraries for MinGW are in some directory deep
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# inside. There's also a CMake config file but it has HARDCODED path
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# to /opt/local/i686-w64-mingw32, which doesn't make ANY SENSE,
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# especially on Windows.
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elseif(MINGW)
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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set(_SDL2_LIBRARY_PATH_SUFFIX x86_64-w64-mingw32/lib)
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set(_SDL2_RUNTIME_PATH_SUFFIX x86_64-w64-mingw32/bin)
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list(APPEND _SDL2_PATH_SUFFIXES x86_64-w64-mingw32/include/SDL2)
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elseif(CMAKE_SIZEOF_VOID_P EQUAL 4)
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set(_SDL2_LIBRARY_PATH_SUFFIX i686-w64-mingw32/lib)
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set(_SDL2_RUNTIME_PATH_SUFFIX i686-w64-mingw32/lib)
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list(APPEND _SDL2_PATH_SUFFIXES i686-w64-mingw32/include/SDL2)
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endif()
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else()
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message(FATAL_ERROR "Unsupported compiler")
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endif()
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endif()
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find_library(SDL2_LIBRARY_RELEASE
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# Compiling SDL2 from scratch on macOS creates dead libSDL2.so symlink
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# which CMake somehow prefers before the SDL2-2.0.dylib file. Making
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# the dylib first so it is preferred. Not sure how this maps to debug
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# config though :/
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NAMES SDL2-2.0 SDL2 SDL2-static
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PATH_SUFFIXES ${_SDL2_LIBRARY_PATH_SUFFIX})
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find_library(SDL2_LIBRARY_DEBUG
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NAMES SDL2d SDL2-staticd
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PATH_SUFFIXES ${_SDL2_LIBRARY_PATH_SUFFIX})
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# FPHSA needs one of the _DEBUG/_RELEASE variables to check that the
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# library was found -- using SDL_LIBRARY, which will get populated by
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# select_library_configurations() below.
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set(SDL2_LIBRARY_NEEDED SDL2_LIBRARY)
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endif()
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include(SelectLibraryConfigurations)
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select_library_configurations(SDL2)
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# Include dir
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find_path(SDL2_INCLUDE_DIR
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# We must search file which is present only in SDL2 and not in SDL1.
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# Apparently when both SDL.h and SDL_scancode.h are specified, CMake is
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# happy enough that it found SDL.h and doesn't bother about the other.
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#
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# On macOS, where the includes are not in SDL2/SDL.h form (which would
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# solve this issue), but rather SDL2.framework/Headers/SDL.h, CMake might
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# find SDL.framework/Headers/SDL.h if SDL1 is installed, which is wrong.
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NAMES SDL_scancode.h
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PATH_SUFFIXES ${_SDL2_PATH_SUFFIXES})
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# DLL on Windows
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if(CORRADE_TARGET_WINDOWS)
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find_file(SDL2_DLL_RELEASE
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NAMES SDL2.dll
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PATH_SUFFIXES bin ${_SDL2_RUNTIME_PATH_SUFFIX} ${_SDL2_LIBRARY_PATH_SUFFIX})
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find_file(SDL2_DLL_DEBUG
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NAMES SDL2d.dll # not sure?
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PATH_SUFFIXES bin ${_SDL2_RUNTIME_PATH_SUFFIX} ${_SDL2_LIBRARY_PATH_SUFFIX})
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endif()
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# (Static) macOS / iOS dependencies. On macOS these were mainly needed when
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# building SDL statically using its CMake project, on iOS always.
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if(CORRADE_TARGET_APPLE AND (SDL2_LIBRARY_DEBUG MATCHES "${CMAKE_STATIC_LIBRARY_SUFFIX}$" OR SDL2_LIBRARY_RELEASE MATCHES "${CMAKE_STATIC_LIBRARY_SUFFIX}$"))
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set(_SDL2_FRAMEWORKS
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iconv # should be in the system, needed by iOS as well now
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AudioToolbox
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AVFoundation
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CoreHaptics # needed since 2.0.18(?) on iOS and macOS
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Foundation
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Metal # needed since 2.0.8 on iOS, since 2.0.14 on macOS
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GameController) # needed since 2.0.18(?) on macOS as well
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if(CORRADE_TARGET_IOS)
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list(APPEND _SDL2_FRAMEWORKS
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CoreBluetooth # needed since 2.0.10
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CoreGraphics
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CoreMotion
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Foundation
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QuartzCore
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UIKit)
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else()
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list(APPEND _SDL2_FRAMEWORKS
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Carbon
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Cocoa
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CoreAudio
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CoreVideo
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ForceFeedback
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IOKit)
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endif()
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set(_SDL2_FRAMEWORK_LIBRARIES )
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foreach(framework ${_SDL2_FRAMEWORKS})
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find_library(_SDL2_${framework}_LIBRARY ${framework})
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mark_as_advanced(_SDL2_${framework}_LIBRARY)
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list(APPEND _SDL2_FRAMEWORK_LIBRARIES ${_SDL2_${framework}_LIBRARY})
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list(APPEND _SDL2_FRAMEWORK_LIBRARY_NAMES _SDL2_${framework}_LIBRARY)
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endforeach()
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endif()
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include(FindPackageHandleStandardArgs)
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find_package_handle_standard_args("SDL2" DEFAULT_MSG
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${SDL2_LIBRARY_NEEDED}
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${_SDL2_FRAMEWORK_LIBRARY_NAMES}
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SDL2_INCLUDE_DIR)
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if(NOT TARGET SDL2::SDL2)
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if(SDL2_LIBRARY_NEEDED)
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add_library(SDL2::SDL2 UNKNOWN IMPORTED)
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# Work around BUGGY framework support on macOS
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# https://cmake.org/Bug/view.php?id=14105
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if(CORRADE_TARGET_APPLE AND SDL2_LIBRARY_RELEASE MATCHES "\\.framework$")
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set_property(TARGET SDL2::SDL2 APPEND PROPERTY IMPORTED_CONFIGURATIONS RELEASE)
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set_property(TARGET SDL2::SDL2 PROPERTY IMPORTED_LOCATION_RELEASE ${SDL2_LIBRARY_RELEASE}/SDL2)
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else()
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if(SDL2_LIBRARY_RELEASE)
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set_property(TARGET SDL2::SDL2 APPEND PROPERTY IMPORTED_CONFIGURATIONS RELEASE)
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set_property(TARGET SDL2::SDL2 PROPERTY IMPORTED_LOCATION_RELEASE ${SDL2_LIBRARY_RELEASE})
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endif()
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if(SDL2_LIBRARY_DEBUG)
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set_property(TARGET SDL2::SDL2 APPEND PROPERTY IMPORTED_CONFIGURATIONS DEBUG)
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set_property(TARGET SDL2::SDL2 PROPERTY IMPORTED_LOCATION_DEBUG ${SDL2_LIBRARY_DEBUG})
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endif()
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endif()
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# Link additional `dl` and `pthread` libraries required by a static
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# build of SDL on Unixy platforms (except Apple, where it is most
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# probably some frameworks instead)
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if(CORRADE_TARGET_UNIX AND NOT CORRADE_TARGET_APPLE AND (SDL2_LIBRARY_DEBUG MATCHES "${CMAKE_STATIC_LIBRARY_SUFFIX}$" OR SDL2_LIBRARY_RELEASE MATCHES "${CMAKE_STATIC_LIBRARY_SUFFIX}$"))
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find_package(Threads REQUIRED)
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set_property(TARGET SDL2::SDL2 APPEND PROPERTY
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INTERFACE_LINK_LIBRARIES Threads::Threads ${CMAKE_DL_LIBS})
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endif()
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# Link frameworks on macOS / iOS if we have a static SDL
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if(CORRADE_TARGET_APPLE AND (SDL2_LIBRARY_DEBUG MATCHES "${CMAKE_STATIC_LIBRARY_SUFFIX}$" OR SDL2_LIBRARY_RELEASE MATCHES "${CMAKE_STATIC_LIBRARY_SUFFIX}$"))
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set_property(TARGET SDL2::SDL2 APPEND PROPERTY
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INTERFACE_LINK_LIBRARIES ${_SDL2_FRAMEWORK_LIBRARIES})
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endif()
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# Windows dependencies for a static library. Unfortunately there's no
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# easy way to figure out if a *.lib is static or dynamic, so we're
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# adding only if a DLL is not found.
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if(CORRADE_TARGET_WINDOWS AND NOT CORRADE_TARGET_WINDOWS_RT AND NOT SDL2_DLL_RELEASE AND NOT SDL2_DLL_DEBUG)
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set_property(TARGET SDL2::SDL2 APPEND PROPERTY INTERFACE_LINK_LIBRARIES
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# https://github.com/SDL-mirror/SDL/blob/release-2.0.10/CMakeLists.txt#L1338
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user32 gdi32 winmm imm32 ole32 oleaut32 version uuid advapi32 setupapi shell32
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# https://github.com/SDL-mirror/SDL/blob/release-2.0.10/CMakeLists.txt#L1384
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dinput8)
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# https://github.com/SDL-mirror/SDL/blob/release-2.0.10/CMakeLists.txt#L1422
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# additionally has dxerr for MSVC if DirectX SDK is not used, but
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# according to https://walbourn.github.io/wheres-dxerr-lib/ this
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# thing is long deprecated.
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if(MINGW)
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set_property(TARGET SDL2::SDL2 APPEND PROPERTY INTERFACE_LINK_LIBRARIES
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# https://github.com/SDL-mirror/SDL/blob/release-2.0.10/CMakeLists.txt#L1386
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dxerr8
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# https://github.com/SDL-mirror/SDL/blob/release-2.0.10/CMakeLists.txt#L1388
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mingw32)
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endif()
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endif()
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else()
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add_library(SDL2::SDL2 INTERFACE IMPORTED)
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endif()
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set_property(TARGET SDL2::SDL2 PROPERTY
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INTERFACE_INCLUDE_DIRECTORIES ${SDL2_INCLUDE_DIR})
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endif()
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mark_as_advanced(SDL2_INCLUDE_DIR)
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