SDL/test/CMakeLists.txt

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CMake
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cmake_minimum_required(VERSION 3.0)
project(SDL2_test)
include(CheckCCompilerFlag)
include(CMakePushCheckState)
if(NOT TARGET SDL2::SDL2-static)
find_package(SDL2 2.0.23 REQUIRED COMPONENTS SDL2-static SDL2test)
endif()
enable_testing()
if(SDL_INSTALL_TESTS)
include(GNUInstallDirs)
endif()
if(PSP)
link_libraries(
SDL2::SDL2main
SDL2::SDL2test
SDL2::SDL2-static
GL
pspvram
pspvfpu
pspdisplay
pspgu
pspge
pspaudio
pspctrl
psphprm
psppower
)
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elseif(PS2)
link_libraries(
SDL2main
SDL2_test
SDL2-static
patches
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gskit
dmakit
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ps2_drivers
)
else()
link_libraries(SDL2::SDL2test SDL2::SDL2-static)
endif()
if(WINDOWS)
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# mingw32 must come before SDL2main to link successfully
if(MINGW OR CYGWIN)
link_libraries(mingw32)
endif()
# CET support was added in VS 16.7
if(MSVC_VERSION GREATER 1926 AND NOT CMAKE_GENERATOR_PLATFORM MATCHES ARM)
link_libraries(-CETCOMPAT)
endif()
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# FIXME: Parent directory CMakeLists.txt only sets these for mingw/cygwin,
# but we need them for VS as well.
link_libraries(SDL2main)
add_definitions(-Dmain=SDL_main)
endif()
# CMake incorrectly detects opengl32.lib being present on MSVC ARM64
if(NOT MSVC OR NOT CMAKE_GENERATOR_PLATFORM STREQUAL "ARM64")
# Prefer GLVND, if present
set(OpenGL_GL_PREFERENCE GLVND)
find_package(OpenGL)
endif()
if (OPENGL_FOUND)
add_definitions(-DHAVE_OPENGL)
endif()
add_executable(checkkeys checkkeys.c)
Modifies WaitEvent and WaitEventTimeout to actually wait instead of polling When possible use native os functions to make a blocking call waiting for an incoming event. Previous behavior was to continuously poll the event queue with a small delay between each poll. The blocking call uses a new optional video driver event, WaitEventTimeout, if available. It is called only if an window already shown is available. If present the window is designated using the variable wakeup_window to receive a wakeup event if needed. The WaitEventTimeout function accept a timeout parameter. If positive the call will wait for an event or return if the timeout expired without any event. If the timeout is zero it will implement a polling behavior. If the timeout is negative the function will block indefinetely waiting for an event. To let the main thread sees events sent form a different thread a "wake-up" signal is sent to the main thread if the main thread is in a blocking state. The wake-up event is sent to the designated wakeup_window if present. The wake-up event is sent only if the PushEvent call is coming from a different thread. Before sending the wake-up event the ID of the thread making the blocking call is saved using the variable blocking_thread_id and it is compared to the current thread's id to decide if the wake-up event should be sent. Two new optional video device methods are introduced: WaitEventTimeout SendWakeupEvent in addition the mutex wakeup_lock which is defined and initialized but only for the drivers supporting the methods above. If the methods are not present the system behaves as previously performing a periodic polling of the events queue. The blocking call is disabled if a joystick or sensor is detected and falls back to previous behavior.
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add_executable(checkkeysthreads checkkeysthreads.c)
add_executable(loopwave loopwave.c testutils.c)
add_executable(loopwavequeue loopwavequeue.c testutils.c)
add_executable(testsurround testsurround.c)
add_executable(testresample testresample.c)
add_executable(testaudioinfo testaudioinfo.c)
file(GLOB TESTAUTOMATION_SOURCE_FILES testautomation*.c)
add_executable(testautomation ${TESTAUTOMATION_SOURCE_FILES})
add_executable(testmultiaudio testmultiaudio.c testutils.c)
add_executable(testaudiohotplug testaudiohotplug.c testutils.c)
add_executable(testaudiocapture testaudiocapture.c)
add_executable(testatomic testatomic.c)
add_executable(testintersections testintersections.c)
add_executable(testrelative testrelative.c)
add_executable(testhittesting testhittesting.c)
add_executable(testdraw2 testdraw2.c)
add_executable(testdrawchessboard testdrawchessboard.c)
add_executable(testdropfile testdropfile.c)
add_executable(testerror testerror.c)
if(LINUX)
add_executable(testevdev testevdev.c)
endif()
add_executable(testfile testfile.c)
add_executable(testgamecontroller testgamecontroller.c testutils.c)
add_executable(testgeometry testgeometry.c testutils.c)
add_executable(testgesture testgesture.c)
add_executable(testgl2 testgl2.c)
add_executable(testgles testgles.c)
add_executable(testgles2 testgles2.c)
add_executable(testhaptic testhaptic.c)
add_executable(testhotplug testhotplug.c)
add_executable(testrumble testrumble.c)
add_executable(testthread testthread.c)
add_executable(testiconv testiconv.c testutils.c)
add_executable(testime testime.c testutils.c)
add_executable(testjoystick testjoystick.c)
add_executable(testkeys testkeys.c)
add_executable(testloadso testloadso.c)
add_executable(testlocale testlocale.c)
add_executable(testlock testlock.c)
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add_executable(testmouse testmouse.c)
if(APPLE)
add_executable(testnative testnative.c
testnativecocoa.m
testnativex11.c
testutils.c)
elseif(WINDOWS)
add_executable(testnative testnative.c testnativew32.c testutils.c)
elseif(HAVE_X11)
add_executable(testnative testnative.c testnativex11.c testutils.c)
target_link_libraries(testnative X11)
endif()
add_executable(testoverlay2 testoverlay2.c testyuv_cvt.c testutils.c)
add_executable(testplatform testplatform.c)
add_executable(testpower testpower.c)
add_executable(testfilesystem testfilesystem.c)
add_executable(testrendertarget testrendertarget.c testutils.c)
add_executable(testscale testscale.c testutils.c)
add_executable(testsem testsem.c)
add_executable(testsensor testsensor.c)
add_executable(testshader testshader.c)
add_executable(testshape testshape.c)
add_executable(testsprite2 testsprite2.c testutils.c)
add_executable(testspriteminimal testspriteminimal.c testutils.c)
add_executable(teststreaming teststreaming.c testutils.c)
add_executable(testtimer testtimer.c)
add_executable(testurl testurl.c)
add_executable(testver testver.c)
add_executable(testviewport testviewport.c testutils.c)
add_executable(testwm2 testwm2.c)
add_executable(testyuv testyuv.c testyuv_cvt.c)
add_executable(torturethread torturethread.c)
add_executable(testrendercopyex testrendercopyex.c testutils.c)
add_executable(testmessage testmessage.c)
add_executable(testdisplayinfo testdisplayinfo.c)
add_executable(testqsort testqsort.c)
add_executable(testbounds testbounds.c)
add_executable(testcustomcursor testcustomcursor.c)
add_executable(controllermap controllermap.c testutils.c)
add_executable(testvulkan testvulkan.c)
add_executable(testoffscreen testoffscreen.c)
SET(ALL_TESTS
checkkeys
checkkeysthreads
controllermap
loopwave
loopwavequeue
testatomic
testaudiocapture
testaudiohotplug
testaudioinfo
testautomation
testbounds
testcustomcursor
testdisplayinfo
testdraw2
testdrawchessboard
testdropfile
testerror
testfile
testfilesystem
testgamecontroller
testgeometry
testgesture
testgl2
testgles
testgles2
testhaptic
testhittesting
testhotplug
testiconv
testime
testintersections
testjoystick
testkeys
testloadso
testlocale
testlock
testmessage
testmouse
testmultiaudio
testoffscreen
testoverlay2
testplatform
testpower
testqsort
testrelative
testrendercopyex
testrendertarget
testresample
testrumble
testscale
testsem
testsensor
testshader
testshape
testsprite2
testspriteminimal
teststreaming
testsurround
testthread
testtimer
testurl
testver
testviewport
testvulkan
testwm2
testyuv
torturethread
)
set(NONINTERACTIVE
testatomic
testerror
testfilesystem
testlocale
testplatform
testpower
testqsort
testthread
testtimer
testver
)
if(WINDOWS OR APPLE OR SDL_X11)
list(APPEND ALL_TESTS testnative)
endif()
if(LINUX)
list(APPEND ALL_TESTS testevdev)
list(APPEND NONINTERACTIVE testevdev)
endif()
if(SDL_DUMMYAUDIO)
set(NEEDS_AUDIO
testaudioinfo
testsurround
)
endif()
if(SDL_DUMMYVIDEO)
set(NEEDS_DISPLAY
testkeys
testbounds
testdisplayinfo
)
endif()
if(OPENGL_FOUND)
target_link_libraries(testshader OpenGL::GL)
target_link_libraries(testgl2 OpenGL::GL)
endif()
file(GLOB RESOURCE_FILES *.bmp *.wav *.hex moose.dat utf8.txt)
file(COPY ${RESOURCE_FILES} DESTINATION ${CMAKE_CURRENT_BINARY_DIR})
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if(PSP OR PS2)
set(NEEDS_RESOURCES
testscale
testrendercopyex
controllermap
testyuv
testgamecontroller
testshape
testshader
testspriteminimal
testautomation
testrendertarget
testsprite2
loopwave
loopwavequeue
testresample
testaudiohotplug
testmultiaudio
testiconv
testoverlay2
teststreaming
testviewport
)
else()
set(NEEDS_RESOURCES
testscale
testrendercopyex
controllermap
testyuv
testgamecontroller
testshape
testshader
testspriteminimal
testautomation
testcustomcursor
testrendertarget
testsprite2
loopwave
loopwavequeue
testresample
testaudiohotplug
testmultiaudio
testime
testiconv
testoverlay2
teststreaming
testviewport
)
if(WINDOWS OR APPLE OR HAVE_X11)
list(APPEND NEEDS_RESOURCES testnative)
endif()
endif()
if(PSP)
# Build EBOOT files if building for PSP
set(BUILD_EBOOT
${NEEDS_RESOURCES}
testatomic
testaudiocapture
testaudioinfo
testbounds
testdisplayinfo
testdraw2
testdrawchessboard
testerror
testfile
testfilesystem
testgeometry
testgl2
testhittesting
testiconv
testintersections
testjoystick
testlock
testmessage
testoverlay2
testplatform
testpower
testqsort
testsem
teststreaming
testsurround
testthread
testtimer
testver
testviewport
testwm2
torturethread
)
foreach(APP IN LISTS BUILD_EBOOT)
create_pbp_file(
TARGET ${APP}
TITLE SDL-${APP}
ICON_PATH NULL
BACKGROUND_PATH NULL
PREVIEW_PATH NULL
)
add_custom_command(
TARGET ${APP} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E make_directory
$<TARGET_FILE_DIR:${ARG_TARGET}>/sdl-${APP}
)
add_custom_command(
TARGET ${APP} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E rename
$<TARGET_FILE_DIR:${ARG_TARGET}>/EBOOT.PBP
$<TARGET_FILE_DIR:${ARG_TARGET}>/sdl-${APP}/EBOOT.PBP
)
if(${BUILD_PRX})
add_custom_command(
TARGET ${APP} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy
$<TARGET_FILE_DIR:${ARG_TARGET}>/${APP}
$<TARGET_FILE_DIR:${ARG_TARGET}>/sdl-${APP}/${APP}
)
add_custom_command(
TARGET ${APP} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E rename
$<TARGET_FILE_DIR:${ARG_TARGET}>/${APP}.prx
$<TARGET_FILE_DIR:${ARG_TARGET}>/sdl-${APP}/${APP}.prx
)
endif()
add_custom_command(
TARGET ${APP} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E remove
$<TARGET_FILE_DIR:${ARG_TARGET}>/PARAM.SFO
)
endforeach()
endif()
if(RISCOS)
set(ALL_TESTS_AIF "")
foreach(APP IN LISTS ALL_TESTS)
target_link_options(${APP} PRIVATE -static)
add_custom_command(
OUTPUT ${APP},ff8
COMMAND elf2aif ${APP} ${APP},ff8
DEPENDS ${APP}
)
add_custom_target(${APP}-aif ALL DEPENDS ${APP},ff8)
list(APPEND ALL_TESTS_AIF ${CMAKE_CURRENT_BINARY_DIR}/${APP},ff8)
endforeach()
endif()
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
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foreach(APP IN LISTS NEEDS_RESOURCES)
foreach(RESOURCE_FILE ${RESOURCE_FILES})
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if(PSP OR PS2)
add_custom_command(TARGET ${APP} POST_BUILD COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${RESOURCE_FILE} $<TARGET_FILE_DIR:${APP}>/sdl-${APP})
else()
add_custom_command(TARGET ${APP} POST_BUILD COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${RESOURCE_FILE} $<TARGET_FILE_DIR:${APP}>)
endif()
endforeach(RESOURCE_FILE)
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
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if(APPLE)
# Make sure resource files get installed into macOS/iOS .app bundles.
target_sources(${APP} PRIVATE "${RESOURCE_FILES}")
set_target_properties(${APP} PROPERTIES RESOURCE "${RESOURCE_FILES}")
endif()
endforeach()
# Set Apple App ID / Bundle ID. This is needed to launch apps on some Apple
# platforms (iOS, for example).
if(APPLE)
if(${CMAKE_VERSION} VERSION_LESS "3.7.0")
# CMake's 'BUILDSYSTEM_TARGETS' property is only available in
# CMake 3.7 and above.
message(WARNING "Unable to set Bundle ID for Apple .app builds due to old CMake (pre 3.7).")
else()
get_property(TARGETS DIRECTORY ${CMAKE_CURRENT_LIST_DIR} PROPERTY BUILDSYSTEM_TARGETS)
foreach(CURRENT_TARGET IN LISTS TARGETS)
get_property(TARGET_TYPE TARGET ${CURRENT_TARGET} PROPERTY TYPE)
if(TARGET_TYPE STREQUAL "EXECUTABLE")
set_target_properties("${CURRENT_TARGET}" PROPERTIES
MACOSX_BUNDLE_GUI_IDENTIFIER "org.libsdl.${CURRENT_TARGET}"
MACOSX_BUNDLE_BUNDLE_VERSION "${SDL_VERSION}"
MACOSX_BUNDLE_SHORT_VERSION_STRING "${SDL_VERSION}"
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
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)
endif()
endforeach()
endif()
endif()
set(TESTS_ENVIRONMENT
SDL_AUDIODRIVER=dummy
SDL_VIDEODRIVER=dummy
)
foreach(TESTCASE ${NONINTERACTIVE} ${NEEDS_AUDIO} ${NEEDS_DISPLAY})
add_test(
NAME ${TESTCASE}
COMMAND ${TESTCASE}
WORKING_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}
)
set_tests_properties(
${TESTCASE}
PROPERTIES ENVIRONMENT "${TESTS_ENVIRONMENT}"
)
if(SDL_INSTALL_TESTS)
set(exe ${TESTCASE})
set(installedtestsdir "${CMAKE_INSTALL_FULL_LIBEXECDIR}/installed-tests/SDL2")
configure_file(template.test.in "${exe}.test" @ONLY)
install(
FILES "${CMAKE_CURRENT_BINARY_DIR}/${exe}.test"
DESTINATION ${CMAKE_INSTALL_DATADIR}/installed-tests/SDL2
)
endif()
endforeach()
if(SDL_INSTALL_TESTS)
if(RISCOS)
install(
FILES ${ALL_TESTS_AIF}
DESTINATION ${CMAKE_INSTALL_LIBEXECDIR}/installed-tests/SDL2
)
else()
install(
TARGETS ${ALL_TESTS}
DESTINATION ${CMAKE_INSTALL_LIBEXECDIR}/installed-tests/SDL2
)
endif()
install(
FILES ${RESOURCE_FILES}
DESTINATION ${CMAKE_INSTALL_LIBEXECDIR}/installed-tests/SDL2
)
endif()