285 lines
12 KiB
CMake
285 lines
12 KiB
CMake
#.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 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 ${_SDL2_RUNTIME_PATH_SUFFIX} ${_SDL2_LIBRARY_PATH_SUFFIX})
|
|
find_file(SDL2_DLL_DEBUG
|
|
NAMES SDL2d.dll # not sure?
|
|
PATH_SUFFIXES ${_SDL2_RUNTIME_PATH_SUFFIX} ${_SDL2_LIBRARY_PATH_SUFFIX})
|
|
endif()
|
|
|
|
# (Static) macOS / iOS dependencies
|
|
if(CORRADE_TARGET_APPLE AND SDL2_LIBRARY MATCHES "${CMAKE_STATIC_LIBRARY_SUFFIX}$")
|
|
if(CORRADE_TARGET_IOS)
|
|
set(_SDL2_FRAMEWORKS
|
|
AudioToolbox
|
|
AVFoundation
|
|
CoreGraphics
|
|
CoreMotion
|
|
Foundation
|
|
GameController
|
|
Metal # needed since 2.0.8
|
|
QuartzCore
|
|
UIKit)
|
|
else()
|
|
# Those are needed when building SDL statically using its CMake project
|
|
set(_SDL2_FRAMEWORKS
|
|
iconv # should be in the system
|
|
AudioToolbox
|
|
AVFoundation
|
|
Carbon
|
|
Cocoa
|
|
CoreAudio
|
|
CoreVideo
|
|
ForceFeedback
|
|
Foundation
|
|
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 ${CMAKE_DL_LIBS})
|
|
endif()
|
|
|
|
# Link frameworks on macOS / iOS if we have a static SDL
|
|
if(CORRADE_TARGET_APPLE AND SDL2_LIBRARY MATCHES ".*libSDL2.a$")
|
|
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)
|