src/joystick/*.c wasn't unconditionally added to source list even though
joystick is an SDL subsystem. Also removed the `SDL_JOYSTICK AND NOT APPLE`
condition from src/joystick/dummy/*.c source addition: the OSX unresolved
symbols issue, if it really is there, should be fixed separately.
Fixes https://github.com/libsdl-org/SDL/issues/5361, i.e. build failures
when SDL_JOYSTICK and SDL_HAPTIC are disabled.
- atomic subsystem is disabled by default (changed in configure)
- SDL_WAYLAND_LIBDECOR is disabled by default if SDL_WAYLAND is not set (changed in CMakeLists.txt)
- add DUMMY-define in case the subsystem is enabled but not available (filesystem/misc/locale)
- add missing PSP/VITA-filesystem defines
- sync the order of filesystems in SDL_config.h.cmake/in
- add option to disable locale subsystem in configure
when using alternate unwind implementations like LLVM libunwind
this library is not provided yet the libunwind features are fully
implemented in main libunwind, making this hard dependency assumes
a particular libunwind implementation, this patch makes it optional
which makes the builds to work with llvm libunwind
Signed-off-by: Khem Raj <raj.khem@gmail.com>
This makes it so that the generated targets are not interdependent,
which allows Linux distributions to split libraries into the
appropriate subpackages as needed.
Martin Gerhardy wrote:
If there is a variable named test, then cmake does variable-value comparison:
if (test STREQUAL "")
is equivalent to:
if ("${test}" STREQUAL "")
If there is no variable named test, then cmake does string literal comparison:
if (test STREQUAL "")
is equivalent to:
if ("test" STREQUAL "")
That means basically - the current stuff works - but is not how it should be done.
Fixes https://github.com/libsdl-org/SDL/issues/2100
- SDL_CLOCK_GETTIME now defaults to ON to match autotools build
- Add detection of float.h and Xdbe
- Fix detection of pthread_setname_np() (requires _GNU_SOURCE)
- Move SDL_USE_IME definition into SDL_config.h.cmake
This means it now works with any CMake released since 2014 instead of 2018.
This was mostly just readding some special cases, and requiring 3.11.0 only
for Windows Stores apps, which isn't unreasonable. The biggest concern is
a Linux distribution not having a recent CMake; most other places will be
manually downloading and installing their own CMake.
Fixes#4930.
This API and implementation comes from the Unreal Engine branch of SDL, which
originally called this "SDL_ConfineCursor".
Some minor cleanup and changes for consistency with the rest of SDL_video, but
there are two major changes:
1. The coordinate system has been changed so that `rect` is _window_ relative
and not _screen_ relative, making it easier to implement without having
global access to the display.
2. The UE version unset all rects when passing `NULL` as a parameter for
`window`, this has been removed as it was an unused feature anyhow.
Currently this is only implemented for X, but can be supported on Wayland and
Windows at minimum too.
SDL_config.h *can* define SDL_JOYSTICK_WGI. On builds with the Windows
10 SDK available, this allow implementing trigger rumbling on Xbox One
controllers. The files included in the Visual Studio Solution in
VisualC\SDL.sln *do* have this define set.
fix#4859
This cmake is 3 years old, but it removes confusion about the CFLAGS
environment variable (as of CMake 3.10.0, reference PR #4681) and also
consolidates resolves the need to have a separate requirement for Windows
Store apps (which requires CMake 3.11.0).
CMake has standard means of setting compiler flags, such as the
-DCMAKE_C_FLAGS command line for general-purpose flags, and
-DCMAKE_BUILD_TYPE for letting it choose reasonable release/debug/etc
defaults. Trying to emulate the configure script is incorrect and confusing
here.
Fixes#1819.
Vista and later provide the SleepConditionVariableCS() function for this.
Since SDL_syscond_srw.c doesn't require SRW locks anymore, rename it to
SDL_syscond_cv.c which better reflects the implementation of condition
variables rather than the implementation of mutexes.
Fixes#4051.
Although GCC and Clang automatically generate color diagnostics on
terminal output, they do not do so when the compiler output is piped
through another process, like in the case for ninja-build and ccache.
Similarly, it would also be nice to be able to see the color diagnostics
on the CI build log in the web interface provided by the CI providers.
- cmake, configure (CheckDLOPEN): --enable-sdl-dlopen is now history..
detach the dl api discovery from SDL_LOADSO_DLOPEN functionality.
define HAVE_DLOPEN. also define DYNAPI_NEEDS_DLOPEN (CheckDLOPEN is
called only for relevant platforms.)
- update SDL_config.in and SDL_config.cmake accordingly.
- SDL_dynapi.h: set SDL_DYNAMIC_API to 0 if DYNAPI_NEEDS_DLOPEN is
defined, but HAVE_DLOPEN is not.
- pthread/SDL_systhread.c: conditionalize dl api use to HAVE_DLOPEN
- SDL_x11opengl.c, SDL_DirectFB_opengl.c, SDL_naclopengles.c: rely
on HAVE_DLOPEN, not SDL_LOADSO_DLOPEN.
- SDL_config_android.h, SDL_config_iphoneos.h, SDL_config_macosx.h,
SDL_config_pandora.h, and SDL_config_wiz.h: define HAVE_DLOPEN.
Closes: https://github.com/libsdl-org/SDL/pull/4351
According to https://cmake.org/cmake/help/v3.0/module/GNUInstallDirs.html
`${CMAKE_INSTALL_LIBDIR} ` is only variable which should be used as base
directory. Without that patch on 64 bit archs libraries, cmake modules and
pkgconfig file are installed for example in /usr/lib6464 base directory.
This patch fixes#4621.
Signed-off-by: Tomasz Kłoczko <koczek@github.com>
These came from HaikuPorts, specifically this patchset:
462947dd4f/media-libs/libsdl2/patches/libsdl2-2.0.14.patchset
This is just the part that is _not_ Haiku-specific. I wanted this in a
separate commit though, since I'm not really a CMake expert; if this causes
problems and we need to bisect to it, we won't be confused about it being a
Haiku issue when we get here.
Fixes#4092.
(and probably others.)
These came from HaikuPorts, specifically this patchset:
462947dd4f/media-libs/libsdl2/patches/libsdl2-2.0.14.patchset
This is just the Haiku-specific bits; the more general parts about install
dirs will be split into a different commit here.
Reference issue #4092.
When building SDL2 from git with CMake, you got libSDL2-2.0.so.1
instead of .0 (as it's the case when building with autotools).
This was caused by using LT_REVISION instead of LT_MAJOR for SOVERSION.
fixes#4310
This provides a linking interface that matches the one available when `find_package()` is used, by aliasing all of SDL's public targets into the SDL2:: namespace. Thus, dependees link to the same-named targets regardless of how SDL was acquired.
This approach permits the use of wrappers around CMake's FetchContent API such as https://github.com/cpm-cmake/CPM.cmake
Aaron Barany
The CMake build for SDL doesn't set SDLMAIN_SOURCES on iOS to the sources in src/main/ios. As a result, SDL fails to initialize since it falls back to the dummy main. Adding the line file(GLOB SDLMAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/uikit/*.c) fixes the issue.