Added support for building SDL as a dynamic library on iOS

This commit is contained in:
Sam Lantinga 2019-03-19 07:53:33 -07:00
parent edebdeb47f
commit de82759c84
8 changed files with 775 additions and 7 deletions

717
Xcode-iOS/SDL/SDL.xcodeproj/project.pbxproj Normal file → Executable file
View File

@ -94,6 +94,252 @@
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52ED1DF9222889500061FCE0 /* SDL_quit.c in Sources */,
52ED1DFA222889500061FCE0 /* SDL_windowevents.c in Sources */,
52ED1DFB222889500061FCE0 /* SDL_uikitmetalview.m in Sources */,
52ED1DFC222889500061FCE0 /* SDL_rwops.c in Sources */,
52ED1DFD222889500061FCE0 /* hid.m in Sources */,
52ED1DFE222889500061FCE0 /* SDL_vulkan_utils.c in Sources */,
52ED1DFF222889500061FCE0 /* SDL_error.c in Sources */,
52ED1E00222889500061FCE0 /* SDL.c in Sources */,
52ED1E01222889500061FCE0 /* SDL_syscond.c in Sources */,
52ED1E02222889500061FCE0 /* SDL_render_metal.m in Sources */,
52ED1E03222889500061FCE0 /* SDL_sysmutex.c in Sources */,
52ED1E04222889500061FCE0 /* SDL_syssem.c in Sources */,
52ED1E05222889500061FCE0 /* SDL_systhread.c in Sources */,
52ED1E06222889500061FCE0 /* SDL_thread.c in Sources */,
52ED1E07222889500061FCE0 /* SDL_getenv.c in Sources */,
52ED1E08222889500061FCE0 /* SDL_iconv.c in Sources */,
52ED1E09222889500061FCE0 /* SDL_malloc.c in Sources */,
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52ED1E0B222889500061FCE0 /* SDL_qsort.c in Sources */,
52ED1E0C222889500061FCE0 /* SDL_hidapi_ps4.c in Sources */,
52ED1E0D222889500061FCE0 /* SDL_stdlib.c in Sources */,
52ED1E0E222889500061FCE0 /* SDL_blit.c in Sources */,
52ED1E0F222889500061FCE0 /* SDL_blit_0.c in Sources */,
52ED1E10222889500061FCE0 /* SDL_yuv.c in Sources */,
52ED1E11222889500061FCE0 /* SDL_blit_1.c in Sources */,
52ED1E12222889500061FCE0 /* SDL_dataqueue.c in Sources */,
52ED1E13222889500061FCE0 /* SDL_blit_A.c in Sources */,
52ED1E14222889500061FCE0 /* SDL_blit_auto.c in Sources */,
52ED1E15222889500061FCE0 /* SDL_blit_copy.c in Sources */,
52ED1E16222889500061FCE0 /* SDL_blit_N.c in Sources */,
52ED1E17222889500061FCE0 /* SDL_blit_slow.c in Sources */,
52ED1E18222889500061FCE0 /* SDL_bmp.c in Sources */,
52ED1E19222889500061FCE0 /* SDL_pixels.c in Sources */,
52ED1E1A222889500061FCE0 /* SDL_rect.c in Sources */,
52ED1E1B222889500061FCE0 /* SDL_RLEaccel.c in Sources */,
52ED1E1C222889500061FCE0 /* SDL_stretch.c in Sources */,
52ED1E1D222889500061FCE0 /* SDL_egl.c in Sources */,
52ED1E1E222889500061FCE0 /* SDL_surface.c in Sources */,
52ED1E1F222889500061FCE0 /* SDL_video.c in Sources */,
52ED1E20222889500061FCE0 /* SDL_nullevents.c in Sources */,
52ED1E21222889500061FCE0 /* SDL_nullvideo.c in Sources */,
52ED1E22222889500061FCE0 /* SDL_joystick.c in Sources */,
52ED1E23222889500061FCE0 /* SDL_sysjoystick.m in Sources */,
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52ED1E25222889500061FCE0 /* yuv_rgb.c in Sources */,
52ED1E26222889500061FCE0 /* SDL_uikitopengles.m in Sources */,
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52ED1E2A222889500061FCE0 /* SDL_uikitwindow.m in Sources */,
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52ED1E2C222889500061FCE0 /* SDL_uikitappdelegate.m in Sources */,
52ED1E2D222889500061FCE0 /* SDL_sysloadso.c in Sources */,
52ED1E2E222889500061FCE0 /* SDL_hidapijoystick.c in Sources */,
52ED1E2F222889500061FCE0 /* SDL_syshaptic.c in Sources */,
52ED1E30222889500061FCE0 /* SDL_haptic.c in Sources */,
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52ED1E33222889500061FCE0 /* SDL_assert.c in Sources */,
52ED1E34222889500061FCE0 /* SDL_hidapi_xboxone.c in Sources */,
52ED1E35222889500061FCE0 /* SDL_power.c in Sources */,
52ED1E36222889500061FCE0 /* SDL_syspower.m in Sources */,
52ED1E37222889500061FCE0 /* SDL_rwopsbundlesupport.m in Sources */,
52ED1E38222889500061FCE0 /* SDL_clipboard.c in Sources */,
52ED1E39222889500061FCE0 /* SDL_clipboardevents.c in Sources */,
52ED1E3A222889500061FCE0 /* SDL_gesture.c in Sources */,
52ED1E3B222889500061FCE0 /* SDL_touch.c in Sources */,
52ED1E3C222889500061FCE0 /* SDL_atomic.c in Sources */,
52ED1E3D222889500061FCE0 /* SDL_spinlock.c in Sources */,
52ED1E3E222889500061FCE0 /* SDL_render.c in Sources */,
52ED1E3F222889500061FCE0 /* SDL_yuv_sw.c in Sources */,
52ED1E40222889500061FCE0 /* SDL_blendfillrect.c in Sources */,
52ED1E41222889500061FCE0 /* SDL_blendline.c in Sources */,
52ED1E42222889500061FCE0 /* SDL_blendpoint.c in Sources */,
52ED1E43222889500061FCE0 /* SDL_drawline.c in Sources */,
52ED1E44222889500061FCE0 /* SDL_drawpoint.c in Sources */,
52ED1E45222889500061FCE0 /* SDL_nullframebuffer.c in Sources */,
52ED1E46222889500061FCE0 /* SDL_render_sw.c in Sources */,
52ED1E47222889500061FCE0 /* SDL_render_gles.c in Sources */,
52ED1E48222889500061FCE0 /* SDL_hints.c in Sources */,
52ED1E49222889500061FCE0 /* SDL_shape.c in Sources */,
52ED1E4A222889500061FCE0 /* SDL_render_gles2.c in Sources */,
52ED1E4B222889500061FCE0 /* SDL_dummysensor.c in Sources */,
52ED1E4C222889500061FCE0 /* SDL_shaders_gles2.c in Sources */,
52ED1E4D222889500061FCE0 /* SDL_log.c in Sources */,
52ED1E4E222889500061FCE0 /* SDL_coreaudio.m in Sources */,
52ED1E4F222889500061FCE0 /* SDL_sensor.c in Sources */,
52ED1E50222889500061FCE0 /* SDL_hidapi_switch.c in Sources */,
52ED1E51222889500061FCE0 /* SDL_uikitviewcontroller.m in Sources */,
52ED1E52222889500061FCE0 /* SDL_rotate.c in Sources */,
52ED1E53222889500061FCE0 /* SDL_uikitmodes.m in Sources */,
52ED1E54222889500061FCE0 /* SDL_dropevents.c in Sources */,
52ED1E55222889500061FCE0 /* SDL_uikitmessagebox.m in Sources */,
52ED1E56222889500061FCE0 /* SDL_gamecontroller.c in Sources */,
52ED1E57222889500061FCE0 /* SDL_systls.c in Sources */,
52ED1E58222889500061FCE0 /* SDL_sysfilesystem.m in Sources */,
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runOnlyForDeploymentPostprocessing = 0;
};
F3E3C5DC22406928007D243C /* Sources */ = {
isa = PBXSourcesBuildPhase;
buildActionMask = 2147483647;
files = (
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runOnlyForDeploymentPostprocessing = 0;
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FAB598101BB5C1B100BE72C5 /* Sources */ = {
isa = PBXSourcesBuildPhase;
buildActionMask = 2147483647;
@ -1783,6 +2404,50 @@
};
name = Release;
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EXECUTABLE_EXTENSION = dylib;
GCC_PREPROCESSOR_DEFINITIONS = "IOS_DYLIB=1";
GCC_WARN_MULTIPLE_DEFINITION_TYPES_FOR_SELECTOR = YES;
GCC_WARN_STRICT_SELECTOR_MATCH = YES;
GCC_WARN_UNDECLARED_SELECTOR = YES;
HEADER_SEARCH_PATHS = "$(VULKAN_SDK)/include";
LD_DYLIB_INSTALL_NAME = "@rpath/libSDL2.dylib";
MACH_O_TYPE = mh_dylib;
PRODUCT_MODULE_NAME = SDL2;
PRODUCT_NAME = SDL2;
SKIP_INSTALL = YES;
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buildSettings = {
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COPY_PHASE_STRIP = YES;
EXECUTABLE_EXTENSION = dylib;
GCC_PREPROCESSOR_DEFINITIONS = "IOS_DYLIB=1";
GCC_WARN_MULTIPLE_DEFINITION_TYPES_FOR_SELECTOR = YES;
GCC_WARN_STRICT_SELECTOR_MATCH = YES;
GCC_WARN_UNDECLARED_SELECTOR = YES;
HEADER_SEARCH_PATHS = "$(VULKAN_SDK)/include";
LD_DYLIB_INSTALL_NAME = "@rpath/libSDL2.dylib";
MACH_O_TYPE = mh_dylib;
PRODUCT_MODULE_NAME = SDL2;
PRODUCT_NAME = SDL2;
SKIP_INSTALL = YES;
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name = Release;
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isa = XCBuildConfiguration;
buildSettings = {
@ -1890,6 +2555,40 @@
};
name = Release;
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HEADER_SEARCH_PATHS = "$(VULKAN_SDK)/include";
PRODUCT_NAME = SDLmain;
SKIP_INSTALL = YES;
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GCC_WARN_STRICT_SELECTOR_MATCH = YES;
GCC_WARN_UNDECLARED_SELECTOR = YES;
HEADER_SEARCH_PATHS = "$(VULKAN_SDK)/include";
PRODUCT_NAME = SDLmain;
SKIP_INSTALL = YES;
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name = Release;
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isa = XCBuildConfiguration;
buildSettings = {
@ -2022,6 +2721,15 @@
defaultConfigurationIsVisible = 0;
defaultConfigurationName = Release;
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@ -2049,6 +2757,15 @@
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0
Xcode/SDL/SDL.xcodeproj/project.pbxproj Normal file → Executable file
View File

View File

@ -55,6 +55,10 @@
/* On iOS SDL provides a main function that creates an application delegate
and starts the iOS application run loop.
If you link with SDL dynamically on iOS, the main function can't be in a
shared library, so you need to link with libSDLmain.a, which includes a
stub main function that calls into the shared library to start execution.
See src/video/uikit/SDL_uikitappdelegate.m for more details.
*/
#define SDL_MAIN_NEEDED
@ -114,6 +118,7 @@
/**
* The prototype for the application's main() function
*/
typedef C_LINKAGE SDLMAIN_DECLSPEC int (*SDL_main_func)(int argc, char *argv[]);
extern C_LINKAGE SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]);
@ -136,8 +141,7 @@ extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
/**
* This can be called to set the application class at startup
*/
extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style,
void *hInst);
extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style, void *hInst);
extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
#endif /* __WIN32__ */
@ -153,10 +157,24 @@ extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
* \return 0 on success, -1 on failure. On failure, use SDL_GetError to retrieve more
* information on the failure.
*/
extern DECLSPEC int SDLCALL SDL_WinRTRunApp(int (*mainFunction)(int, char **), void * reserved);
extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved);
#endif /* __WINRT__ */
#if defined(__IPHONEOS__)
/**
* \brief Initializes and launches an SDL application.
*
* \param argc The argc parameter from the application's main() function
* \param argv The argv parameter from the application's main() function
* \param mainFunction The SDL app's C-style main().
* \return the return value from mainFunction
*/
extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction);
#endif /* __IPHONEOS__ */
#ifdef __cplusplus
}

View File

@ -29,7 +29,7 @@
int (*WINRT_SDLAppEntryPoint)(int, char **) = NULL;
extern "C" DECLSPEC int
SDL_WinRTRunApp(int (*mainFunction)(int, char **), void * xamlBackgroundPanel)
SDL_WinRTRunApp(SDL_main_func mainFunction, void * xamlBackgroundPanel)
{
if (xamlBackgroundPanel) {
return SDL_WinRTInitXAMLApp(mainFunction, xamlBackgroundPanel);
@ -63,4 +63,4 @@ SDL_WinRTGetDeviceFamily()
#endif
return SDL_WINRT_DEVICEFAMILY_UNKNOWN;
}
}

View File

@ -713,3 +713,4 @@
#define SDL_RenderCopyF SDL_RenderCopyF_REAL
#define SDL_RenderCopyExF SDL_RenderCopyExF_REAL
#define SDL_GetTouchDeviceType SDL_GetTouchDeviceType_REAL
#define SDL_UIKitRunApp SDL_UIKitRunApp_REAL

View File

@ -767,3 +767,6 @@ SDL_DYNAPI_PROC(int,SDL_RenderFillRectsF,(SDL_Renderer *a, const SDL_FRect *b, i
SDL_DYNAPI_PROC(int,SDL_RenderCopyF,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_RenderCopyExF,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d, const double e, const SDL_FPoint *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(SDL_TouchDeviceType,SDL_GetTouchDeviceType,(SDL_TouchID a),(a),return)
#ifdef __IPHONEOS__
SDL_DYNAPI_PROC(int,SDL_UIKitRunApp,(int a, char *b, SDL_main_func c),(a,b,c),return)
#endif

View File

@ -0,0 +1,19 @@
/*
SDL_uiki_main.c, placed in the public domain by Sam Lantinga 3/18/2019
*/
#include "../../SDL_internal.h"
/* Include the SDL main definition header */
#include "SDL_main.h"
#ifdef main
#undef main
#endif
int
main(int argc, char *argv[])
{
return SDL_UIKitRunApp(argc, argv, SDL_main);
}
/* vi: set ts=4 sw=4 expandtab: */

View File

@ -38,15 +38,25 @@
#undef main
#endif
static SDL_main_func forward_main;
static int forward_argc;
static char **forward_argv;
static int exit_status;
int main(int argc, char **argv)
#if defined(SDL_MAIN_NEEDED) && !defined(IOS_DYLIB)
/* SDL is being built as a static library, include main() */
int main(int argc, char *argv[])
{
return SDL_UIKitRunApp(argc, argv, SDL_main);
}
#endif /* SDL_MAIN_NEEDED && !IOS_DYLIB */
int SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction)
{
int i;
/* store arguments */
forward_main = mainFunction;
forward_argc = argc;
forward_argv = (char **)malloc((argc+1) * sizeof(char *));
for (i = 0; i < argc; i++) {
@ -344,7 +354,7 @@ SDL_LoadLaunchImageNamed(NSString *name, int screenh)
/* run the user's application, passing argc and argv */
SDL_iPhoneSetEventPump(SDL_TRUE);
exit_status = SDL_main(forward_argc, forward_argv);
exit_status = forward_main(forward_argc, forward_argv);
SDL_iPhoneSetEventPump(SDL_FALSE);
if (launchWindow) {