mirror of https://github.com/encounter/SDL.git
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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abd1dd6617
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@ -1453,6 +1453,7 @@ elseif(APPLE)
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set(SDL_FRAMEWORK_COCOA 1)
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set(SDL_FRAMEWORK_CARBON 1)
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endif()
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set(SDL_FRAMEWORK_FOUNDATION 1)
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# Requires the darwin file implementation
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if(SDL_FILE)
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@ -1476,6 +1477,7 @@ elseif(APPLE)
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set(HAVE_SDL_AUDIO TRUE)
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set(SDL_FRAMEWORK_COREAUDIO 1)
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set(SDL_FRAMEWORK_AUDIOTOOLBOX 1)
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set(SDL_FRAMEWORK_AVFOUNDATION 1)
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endif()
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if(SDL_JOYSTICK)
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@ -1483,43 +1485,49 @@ elseif(APPLE)
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if(HAVE_HIDAPI)
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if(IOS)
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set(SOURCE_FILES ${SOURCE_FILES} ${SDL2_SOURCE_DIR}/src/hidapi/ios/hid.m)
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set(SDL_FRAMEWORK_COREBLUETOOTH 1)
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endif()
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endif()
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set(SDL_JOYSTICK_IOKIT 1)
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if (IOS)
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file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/iphoneos/*.m ${SDL2_SOURCE_DIR}/src/joystick/steam/*.c)
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set(SDL_JOYSTICK_MFI 1)
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set(SDL_FRAMEWORK_COREMOTION 1)
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set(SDL_FRAMEWORK_GAMECONTROLLER 1)
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set(HAVE_SDL_SENSORS 1)
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else()
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file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/darwin/*.c)
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endif()
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set(SOURCE_FILES ${SOURCE_FILES} ${JOYSTICK_SOURCES})
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set(HAVE_SDL_JOYSTICK TRUE)
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set(SDL_JOYSTICK_IOKIT 1)
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set(SDL_FRAMEWORK_IOKIT 1)
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set(SDL_FRAMEWORK_FF 1)
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endif()
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set(SOURCE_FILES ${SOURCE_FILES} ${JOYSTICK_SOURCES})
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set(HAVE_SDL_JOYSTICK TRUE)
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endif()
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if(SDL_HAPTIC)
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set(SDL_HAPTIC_IOKIT 1)
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if (IOS)
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file(GLOB HAPTIC_SOURCES ${SDL2_SOURCE_DIR}/src/haptic/dummy/*.c)
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set(SDL_HAPTIC_DUMMY 1)
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else()
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file(GLOB HAPTIC_SOURCES ${SDL2_SOURCE_DIR}/src/haptic/darwin/*.c)
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set(SDL_HAPTIC_IOKIT 1)
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set(SDL_FRAMEWORK_IOKIT 1)
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set(SDL_FRAMEWORK_FF 1)
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endif()
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set(SOURCE_FILES ${SOURCE_FILES} ${HAPTIC_SOURCES})
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set(HAVE_SDL_HAPTIC TRUE)
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set(SDL_FRAMEWORK_IOKIT 1)
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set(SDL_FRAMEWORK_FF 1)
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if(NOT SDL_JOYSTICK)
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message(FATAL_ERROR "SDL_HAPTIC requires SDL_JOYSTICK to be enabled")
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endif()
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endif()
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if(SDL_POWER)
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set(SDL_POWER_MACOSX 1)
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if (IOS)
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file(GLOB POWER_SOURCES ${SDL2_SOURCE_DIR}/src/power/uikit/*.m)
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set(SDL_POWER_UIKIT 1)
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else()
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file(GLOB POWER_SOURCES ${SDL2_SOURCE_DIR}/src/power/macosx/*.c)
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set(SDL_POWER_MACOSX 1)
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endif()
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set(SOURCE_FILES ${SOURCE_FILES} ${POWER_SOURCES})
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set(HAVE_SDL_POWER TRUE)
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@ -1542,10 +1550,24 @@ elseif(APPLE)
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set(HAVE_SDL_FILESYSTEM TRUE)
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endif()
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if(SDL_SENSOR)
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if(IOS)
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set(SDL_SENSOR_COREMOTION 1)
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set(HAVE_SDL_SENSORS TRUE)
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file(GLOB SENSOR_SOURCES ${SDL2_SOURCE_DIR}/src/sensor/coremotion/*.m)
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set(SOURCE_FILES ${SOURCE_FILES} ${SENSOR_SOURCES})
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endif()
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endif()
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# iOS hack needed - http://code.google.com/p/ios-cmake/ ?
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if(SDL_VIDEO)
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if (IOS)
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set(SDL_VIDEO_DRIVER_UIKIT 1)
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set(SDL_FRAMEWORK_COREGRAPHICS 1)
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set(SDL_FRAMEWORK_QUARTZCORE 1)
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set(SDL_FRAMEWORK_UIKIT 1)
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set(SDL_IPHONE_KEYBOARD 1)
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set(SDL_IPHONE_LAUNCHSCREEN 1)
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file(GLOB UIKITVIDEO_SOURCES ${SDL2_SOURCE_DIR}/src/video/uikit/*.m)
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set(SOURCE_FILES ${SOURCE_FILES} ${UIKITVIDEO_SOURCES})
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else()
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@ -1556,14 +1578,20 @@ elseif(APPLE)
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set(SDL_VIDEO_RENDER_OGL 1)
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set(HAVE_VIDEO_OPENGL TRUE)
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endif()
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endif()
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if(VIDEO_OPENGLES)
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if(IOS)
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set(SDL_FRAMEWORK_OPENGLES 1)
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set(SDL_VIDEO_OPENGL_ES 1)
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set(SDL_VIDEO_RENDER_OGL_ES 1)
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else()
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set(SDL_VIDEO_OPENGL_EGL 1)
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endif()
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set(SDL_VIDEO_OPENGL_ES2 1)
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set(SDL_VIDEO_RENDER_OGL_ES2 1)
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set(HAVE_VIDEO_OPENGLES TRUE)
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endif()
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endif()
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if(VIDEO_VULKAN OR VIDEO_METAL OR RENDER_METAL)
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set(ORIG_CMAKE_REQUIRED_FLAGS ${CMAKE_REQUIRED_FLAGS})
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find_library(AUDIOTOOLBOX AudioToolbox)
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list(APPEND EXTRA_LIBS ${AUDIOTOOLBOX})
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endif()
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if(SDL_FRAMEWORK_AVFOUNDATION)
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find_library(AVFOUNDATION AVFoundation)
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list(APPEND EXTRA_LIBS ${AVFOUNDATION})
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endif()
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if(SDL_FRAMEWORK_COREBLUETOOTH)
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find_library(COREBLUETOOTH CoreBluetooth)
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list(APPEND EXTRA_LIBS ${COREBLUETOOTH})
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endif()
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if(SDL_FRAMEWORK_COREGRAPHICS)
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find_library(COREGRAPHICS CoreGraphics)
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list(APPEND EXTRA_LIBS ${COREGRAPHICS})
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endif()
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if(SDL_FRAMEWORK_COREMOTION)
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find_library(COREMOTION CoreMotion)
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list(APPEND EXTRA_LIBS ${COREMOTION})
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endif()
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if(SDL_FRAMEWORK_FOUNDATION)
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find_library(FOUNDATION Foundation)
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list(APPEND EXTRA_LIBS ${FOUNDATION})
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endif()
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if(SDL_FRAMEWORK_GAMECONTROLLER)
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find_library(GAMECONTROLLER GameController)
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list(APPEND EXTRA_LIBS ${GAMECONTROLLER})
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endif()
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if(SDL_FRAMEWORK_METAL)
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if(IOS)
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find_library(METAL Metal)
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list(APPEND EXTRA_LDFLAGS "-Wl,-weak_framework,Metal")
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endif()
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endif()
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if(SDL_FRAMEWORK_OPENGLES)
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find_library(OPENGLES OpenGLES)
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list(APPEND EXTRA_LIBS ${OPENGLES})
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endif()
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if(SDL_FRAMEWORK_QUARTZCORE)
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if(IOS)
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find_library(QUARTZCORE QuartzCore)
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list(APPEND EXTRA_LDFLAGS "-Wl,-weak_framework,QuartzCore")
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endif()
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endif()
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if(SDL_FRAMEWORK_UIKIT)
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find_library(UIKIT UIKit)
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list(APPEND EXTRA_LIBS ${UIKIT})
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endif()
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CheckPTHREAD()
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@ -1900,6 +1960,10 @@ if(SDL_SHARED)
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if (NOT ANDROID)
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set_target_properties(SDL2 PROPERTIES DEBUG_POSTFIX ${SDL_CMAKE_DEBUG_POSTFIX})
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endif()
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if(IOS)
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set_property(TARGET SDL2 APPEND_STRING PROPERTY COMPILE_FLAGS "-fobjc-arc")
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target_compile_definitions(SDL2 PRIVATE IOS_DYLIB=1)
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endif()
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endif()
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if(ANDROID)
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@ -1942,6 +2006,9 @@ if(SDL_STATIC)
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if (NOT ANDROID)
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set_target_properties(SDL2-static PROPERTIES DEBUG_POSTFIX ${SDL_CMAKE_DEBUG_POSTFIX})
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endif()
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if(IOS)
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set_property(TARGET SDL2-static APPEND_STRING PROPERTY COMPILE_FLAGS "-fobjc-arc")
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endif()
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endif()
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##### Tests #####
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@ -298,6 +298,7 @@
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/* Enable various sensor drivers */
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#cmakedefine SDL_SENSOR_ANDROID @SDL_SENSOR_ANDROID@
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#cmakedefine SDL_SENSOR_COREMOTION @SDL_SENSOR_COREMOTION@
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#cmakedefine SDL_SENSOR_DUMMY @SDL_SENSOR_DUMMY@
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/* Enable various shared object loading systems */
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#cmakedefine SDL_VIDEO_DRIVER_ANDROID @SDL_VIDEO_DRIVER_ANDROID@
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#cmakedefine SDL_VIDEO_DRIVER_HAIKU @SDL_VIDEO_DRIVER_HAIKU@
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#cmakedefine SDL_VIDEO_DRIVER_COCOA @SDL_VIDEO_DRIVER_COCOA@
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#cmakedefine SDL_VIDEO_DRIVER_UIKIT @SDL_VIDEO_DRIVER_UIKIT@
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#cmakedefine SDL_VIDEO_DRIVER_DIRECTFB @SDL_VIDEO_DRIVER_DIRECTFB@
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#cmakedefine SDL_VIDEO_DRIVER_DIRECTFB_DYNAMIC @SDL_VIDEO_DRIVER_DIRECTFB_DYNAMIC@
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#cmakedefine SDL_VIDEO_DRIVER_DUMMY @SDL_VIDEO_DRIVER_DUMMY@
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#cmakedefine SDL_POWER_LINUX @SDL_POWER_LINUX@
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#cmakedefine SDL_POWER_WINDOWS @SDL_POWER_WINDOWS@
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#cmakedefine SDL_POWER_MACOSX @SDL_POWER_MACOSX@
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#cmakedefine SDL_POWER_UIKIT @SDL_POWER_UIKIT@
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#cmakedefine SDL_POWER_HAIKU @SDL_POWER_HAIKU@
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#cmakedefine SDL_POWER_EMSCRIPTEN @SDL_POWER_EMSCRIPTEN@
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#cmakedefine SDL_POWER_HARDWIRED @SDL_POWER_HARDWIRED@
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#cmakedefine SDL_LIBSAMPLERATE_DYNAMIC @SDL_LIBSAMPLERATE_DYNAMIC@
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/* Platform specific definitions */
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#cmakedefine SDL_IPHONE_KEYBOARD @SDL_IPHONE_KEYBOARD@
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#cmakedefine SDL_IPHONE_LAUNCHSCREEN @SDL_IPHONE_LAUNCHSCREEN@
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#if !defined(__WIN32__)
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# if !defined(_STDINT_H_) && !defined(_STDINT_H) && !defined(HAVE_STDINT_H) && !defined(_HAVE_STDINT_H)
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typedef unsigned int size_t;
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file(COPY ${RESOURCE_FILES} DESTINATION ${CMAKE_CURRENT_BINARY_DIR})
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# TODO: Might be easier to make all targets depend on the resources...?
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add_dependencies(testscale SDL2_test_resoureces)
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add_dependencies(testrendercopyex SDL2_test_resoureces)
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add_dependencies(controllermap SDL2_test_resoureces)
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add_dependencies(testyuv SDL2_test_resoureces)
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add_dependencies(testgamecontroller SDL2_test_resoureces)
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add_dependencies(testshape SDL2_test_resoureces)
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add_dependencies(testshader SDL2_test_resoureces)
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add_dependencies(testnative SDL2_test_resoureces)
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add_dependencies(testspriteminimal SDL2_test_resoureces)
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add_dependencies(testautomation SDL2_test_resoureces)
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add_dependencies(testcustomcursor SDL2_test_resoureces)
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add_dependencies(testrendertarget SDL2_test_resoureces)
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add_dependencies(testsprite2 SDL2_test_resoureces)
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add_dependencies(loopwave SDL2_test_resoureces)
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add_dependencies(loopwavequeue SDL2_test_resoureces)
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add_dependencies(testresample SDL2_test_resoureces)
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add_dependencies(testaudiohotplug SDL2_test_resoureces)
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add_dependencies(testmultiaudio SDL2_test_resoureces)
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set(NEEDS_RESOURCES
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testscale
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testrendercopyex
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controllermap
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testyuv
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testgamecontroller
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testshape
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testshader
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testnative
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testspriteminimal
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testautomation
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testcustomcursor
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testrendertarget
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testsprite2
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loopwave
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loopwavequeue
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testresample
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testaudiohotplug
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testmultiaudio
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)
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foreach(APP IN LISTS NEEDS_RESOURCES)
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add_dependencies(${APP} SDL2_test_resoureces)
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if(APPLE)
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# Make sure resource files get installed into macOS/iOS .app bundles.
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target_sources(${APP} PRIVATE "${RESOURCE_FILES}")
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set_target_properties(${APP} PROPERTIES RESOURCE "${RESOURCE_FILES}")
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endif()
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endforeach()
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# Set Apple App ID / Bundle ID. This is needed to launch apps on some Apple
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# platforms (iOS, for example).
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if(APPLE)
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if(${CMAKE_VERSION} VERSION_LESS "3.7.0")
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# CMake's 'BUILDSYSTEM_TARGETS' property is only available in
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# CMake 3.7 and above.
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message(WARNING "Unable to set Bundle ID for Apple .app builds due to old CMake (pre 3.7).")
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else()
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get_property(TARGETS DIRECTORY ${CMAKE_CURRENT_LIST_DIR} PROPERTY BUILDSYSTEM_TARGETS)
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foreach(CURRENT_TARGET IN LISTS TARGETS)
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get_property(TARGET_TYPE TARGET ${CURRENT_TARGET} PROPERTY TYPE)
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if(TARGET_TYPE STREQUAL "EXECUTABLE")
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set_target_properties("${CURRENT_TARGET}" PROPERTIES
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MACOSX_BUNDLE_GUI_IDENTIFIER "org.libsdl.${CURRENT_TARGET}"
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)
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endif()
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endforeach()
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endif()
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endif()
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