ci: Add iOS and tvOS CMake GitHub Actions checks (#9465)

- Also add watchos support to CMake (SDL does not support this platform yet)

Co-authored-by: Ravbug <ravbug@users.noreply.github.com>
Co-authored-by: Anonymous Maarten <anonymous.maarten@gmail.com>
Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>
main
Ravbug 2024-04-08 13:18:28 -04:00 committed by GitHub
parent 224f2e921e
commit 2d640d0b59
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GPG Key ID: B5690EEEBB952194
4 changed files with 49 additions and 35 deletions

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@ -30,8 +30,10 @@ jobs:
- { name: Intel Compiler (Ubuntu 20.04), os: ubuntu-20.04, shell: bash, artifact: 'SDL-ubuntu20.04-icc', intel: true, cmake: '-DSDL_CLANG_TIDY=OFF',
source_cmd: 'source /opt/intel/oneapi/setvars.sh; export CC=icc; export CXX=icpc; export CFLAGS=-diag-disable=10441; export CXXFLAGS=-diag-disable=10441; '}
- { name: Ubuntu 22.04, os: ubuntu-22.04, shell: sh, artifact: 'SDL-ubuntu22.04' }
- { name: MacOS (Framework), os: macos-latest, shell: sh, cmake: '-DCMAKE_OSX_ARCHITECTURES="x86_64;arm64" -DSDL_FRAMEWORK=ON -DSDL_CLANG_TIDY=OFF', skip_test_pkgconfig: true, artifact: 'SDL-macos-framework', no-static: true }
- { name: MacOS (GNU prefix), os: macos-latest, shell: sh, cmake: '-DCMAKE_OSX_ARCHITECTURES="x86_64" -DCLANG_TIDY_BINARY="$(brew --prefix llvm)/bin/clang-tidy"', artifact: 'SDL-macos-gnu' }
- { name: MacOS (Framework), os: macos-latest, shell: sh, cmake-platform: '-DCMAKE_OSX_ARCHITECTURES="x86_64;arm64"', cmake: '-DSDL_FRAMEWORK=ON -DSDL_CLANG_TIDY=OFF', skip_test_pkgconfig: true, artifact: 'SDL-macos-framework', no-static: true }
- { name: MacOS (GNU prefix), os: macos-latest, shell: sh, cmake-platform: '-DCMAKE_OSX_ARCHITECTURES="x86_64"', cmake: '-DCLANG_TIDY_BINARY="$(brew --prefix llvm)/bin/clang-tidy"', artifact: 'SDL-macos-gnu' }
- { name: iOS (GNU prefix), os: macos-latest, shell: sh, cmake-platform: '-DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_ARCHITECTURES="x86_64;arm64"', cross-build: true, skip_test_pkgconfig: true, artifact: 'SDL-ios-gnu' }
- { name: tvOS (GNU prefix), os: macos-latest, shell: sh, cmake-platform: '-DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_ARCHITECTURES="x86_64;arm64"', cross-build: true, skip_test_pkgconfig: true, artifact: 'SDL-tvos-gnu' }
steps:
- name: Set up MSYS2
@ -108,6 +110,7 @@ jobs:
-DSDL_CLANG_TIDY=ON \
-DCMAKE_INSTALL_PREFIX=cmake_prefix \
-DCMAKE_BUILD_TYPE=Release \
${{ matrix.platform.cmake-platform }} \
${{ matrix.platform.cmake }}
- name: Build (CMake)
id: build
@ -115,6 +118,7 @@ jobs:
${{ matrix.platform.source_cmd }}
cmake --build build/ --config Release --verbose --parallel
- name: Run build-time tests (CMake)
if: ${{ !matrix.platform.cross-build }}
run: |
${{ matrix.platform.source_cmd }}
set -eu
@ -138,6 +142,7 @@ jobs:
run: |
${{ matrix.platform.source_cmd }}
cmake -S cmake/test -B cmake_config_build -G Ninja \
${{ matrix.platform.cmake-platform }} \
-DTEST_SHARED=ON \
-DTEST_STATIC=${{ !matrix.platform.no-static }} \
-DCMAKE_BUILD_TYPE=Release \

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@ -133,7 +133,7 @@ endif()
# The hidraw support doesn't catch Xbox, PS4 and Nintendo controllers,
# so we'll just use libusb when it's available. libusb does not support iOS,
# so we default to yes on iOS.
if(IOS OR TVOS OR VISIONOS OR ANDROID)
if(IOS OR TVOS OR VISIONOS OR WATCHOS OR ANDROID)
set(SDL_HIDAPI_LIBUSB_AVAILABLE FALSE)
else()
set(SDL_HIDAPI_LIBUSB_AVAILABLE TRUE)
@ -152,7 +152,7 @@ endif()
# Default option knobs
set(SDL_LIBC_DEFAULT ON)
set(SDL_SYSTEM_ICONV_DEFAULT ON)
if(WINDOWS OR IOS OR TVOS OR VISIONOS)
if(WINDOWS OR IOS OR TVOS OR VISIONOS OR WATCHOS)
set(SDL_SYSTEM_ICONV_DEFAULT OFF)
endif()
@ -303,8 +303,8 @@ dep_option(SDL_DISKAUDIO "Support the disk writer audio driver" ON "SD
dep_option(SDL_DUMMYAUDIO "Support the dummy audio driver" ON "SDL_AUDIO" OFF)
dep_option(SDL_DUMMYVIDEO "Use dummy video driver" ON "SDL_VIDEO" OFF)
dep_option(SDL_IBUS "Enable IBus support" ON "${UNIX_SYS}" OFF)
dep_option(SDL_OPENGL "Include OpenGL support" ON "SDL_VIDEO;NOT VISIONOS" OFF)
dep_option(SDL_OPENGLES "Include OpenGL ES support" ON "SDL_VIDEO;NOT VISIONOS" OFF)
dep_option(SDL_OPENGL "Include OpenGL support" ON "SDL_VIDEO;NOT IOS;NOT VISIONOS;NOT TVOS;NOT WATCHOS" OFF)
dep_option(SDL_OPENGLES "Include OpenGL ES support" ON "SDL_VIDEO;NOT IOS;NOT VISIONOS;NOT TVOS;NOT WATCHOS" OFF)
set_option(SDL_PTHREADS "Use POSIX threads for multi-threading" ${SDL_PTHREADS_DEFAULT})
dep_option(SDL_PTHREADS_SEM "Use pthread semaphores" ON "SDL_PTHREADS" OFF)
dep_option(SDL_OSS "Support the OSS audio API" ${SDL_OSS_DEFAULT} "UNIX_SYS OR RISCOS;SDL_AUDIO" OFF)
@ -2134,7 +2134,7 @@ elseif(APPLE)
# !!! FIXME: we need Carbon for some very old API calls in
# !!! FIXME: src/video/cocoa/SDL_cocoakeyboard.c, but we should figure out
# !!! FIXME: how to dump those.
if(DARWIN OR MACOSX)
if(MACOS)
set(SDL_FRAMEWORK_COCOA 1)
set(SDL_FRAMEWORK_CARBON 1)
set(SDL_FRAMEWORK_UTTYPES 1)
@ -2143,7 +2143,7 @@ elseif(APPLE)
set(SDL_FRAMEWORK_COREVIDEO 1)
# iOS can use a CADisplayLink for main callbacks. macOS just uses the generic one atm.
if(IOS OR TVOS OR VISIONOS)
if(IOS OR TVOS OR VISIONOS OR WATCHOS)
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/main/ios/*.m")
set(HAVE_SDL_MAIN_CALLBACKS TRUE)
endif()
@ -2151,14 +2151,14 @@ elseif(APPLE)
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/file/cocoa/*.m")
if(SDL_CAMERA)
if(IOS OR TVOS OR MACOSX OR DARWIN)
if(MACOS OR IOS)
set(SDL_CAMERA_DRIVER_COREMEDIA 1)
set(HAVE_CAMERA TRUE)
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/camera/coremedia/*.m")
endif()
endif()
if(IOS OR TVOS OR VISIONOS)
if(IOS OR TVOS OR VISIONOS OR WATCHOS)
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/misc/ios/*.m")
else()
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/misc/macos/*.m")
@ -2180,10 +2180,10 @@ elseif(APPLE)
if(SDL_JOYSTICK)
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/joystick/apple/*.m")
if(IOS OR TVOS OR VISIONOS)
if(IOS OR TVOS OR VISIONOS OR WATCHOS)
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/joystick/steam/*.c")
set(SDL_JOYSTICK_MFI 1)
if(IOS OR VISIONOS)
if(IOS OR VISIONOS OR WATCHOS)
set(SDL_FRAMEWORK_COREMOTION 1)
endif()
set(SDL_FRAMEWORK_GAMECONTROLLER 1)
@ -2225,7 +2225,7 @@ elseif(APPLE)
endif()
if(SDL_HAPTIC)
if (IOS OR TVOS OR VISIONOS)
if (IOS OR TVOS OR VISIONOS OR WATCHOS)
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/haptic/dummy/*.c")
set(SDL_HAPTIC_DUMMY 1)
else()
@ -2238,7 +2238,7 @@ elseif(APPLE)
endif()
if(SDL_POWER)
if (IOS OR TVOS OR VISIONOS)
if (IOS OR TVOS OR VISIONOS OR WATCHOS)
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/power/uikit/*.m")
set(SDL_POWER_UIKIT 1)
else()
@ -2267,7 +2267,7 @@ elseif(APPLE)
# TODO: SDL_STORAGE_ICLOUD
set(SDL_STORAGE_GENERIC 1)
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/storage/generic/*.c")
if(DARWIN OR MACOSX)
if(MACOS)
set(SDL_STORAGE_STEAM 1)
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/storage/steam/*.c")
endif()
@ -2278,7 +2278,7 @@ elseif(APPLE)
set(HAVE_SDL_FSOPS TRUE)
if(SDL_SENSOR)
if(IOS OR VISIONOS)
if(IOS OR VISIONOS OR WATCHOS)
set(SDL_SENSOR_COREMOTION 1)
set(HAVE_SDL_SENSORS TRUE)
sdl_glob_sources("${SDL3_SOURCE_DIR}/src/sensor/coremotion/*.m")
@ -2287,7 +2287,7 @@ elseif(APPLE)
# iOS hack needed - http://code.google.com/p/ios-cmake/ ?
if(SDL_VIDEO)
if (IOS OR TVOS OR VISIONOS)
if(IOS OR TVOS OR VISIONOS OR WATCHOS)
set(SDL_VIDEO_DRIVER_UIKIT 1)
set(SDL_FRAMEWORK_COREGRAPHICS 1)
set(SDL_FRAMEWORK_QUARTZCORE 1)
@ -2307,7 +2307,7 @@ elseif(APPLE)
endif()
if(SDL_OPENGLES)
if(IOS OR TVOS OR VISIONOS)
if(IOS OR TVOS OR VISIONOS OR WATCHOS)
set(SDL_FRAMEWORK_OPENGLES 1)
set(SDL_VIDEO_OPENGL_ES 1)
else()
@ -2400,7 +2400,7 @@ elseif(APPLE)
endif()
endif()
if(SDL_FRAMEWORK_METAL)
if(IOS OR TVOS OR VISIONOS)
if(IOS OR TVOS OR VISIONOS OR WATCHOS)
sdl_link_dependency(metal LINK_OPTIONS "-Wl,-framework,Metal")
else()
sdl_link_dependency(metal LINK_OPTIONS "-Wl,-weak_framework,Metal")
@ -2410,7 +2410,7 @@ elseif(APPLE)
sdl_link_dependency(opengles LINK_OPTIONS "-Wl,-framework,OpenGLES")
endif()
if(SDL_FRAMEWORK_QUARTZCORE)
if(IOS OR TVOS OR VISIONOS)
if(IOS OR TVOS OR VISIONOS OR WATCHOS)
sdl_link_dependency(quartz_core LINK_OPTIONS "-Wl,-framework,QuartzCore")
else()
sdl_link_dependency(metal LINK_OPTIONS "-Wl,-weak_framework,QuartzCore")
@ -2885,7 +2885,7 @@ if (SDL_DIALOG)
elseif(WINDOWS AND NOT WINDOWS_STORE)
sdl_sources(${SDL3_SOURCE_DIR}/src/dialog/windows/SDL_windowsdialog.c)
set(HAVE_SDL_DIALOG TRUE)
elseif(APPLE)
elseif(MACOS)
sdl_sources(${SDL3_SOURCE_DIR}/src/dialog/cocoa/SDL_cocoadialog.m)
sdl_link_dependency(uniformtypeidentifiers LINK_OPTIONS "-Wl,-weak_framework,UniformTypeIdentifiers")
set(HAVE_SDL_DIALOG TRUE)

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@ -6,17 +6,18 @@ macro(SDL_DetectCMakePlatform)
elseif(PSP)
set(SDL_CMAKE_PLATFORM psp)
elseif(APPLE)
if(CMAKE_SYSTEM_NAME MATCHES ".*Darwin.*")
set(SDL_CMAKE_PLATFORM Darwin)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*MacOS.*")
set(SDL_CMAKE_PLATFORM MacosX)
if(CMAKE_SYSTEM_NAME MATCHES ".*(Darwin|MacOS).*")
set(SDL_CMAKE_PLATFORM macOS)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*tvOS.*")
set(SDL_CMAKE_PLATFORM tvOS)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*iOS.*")
set(SDL_CMAKE_PLATFORM watchOS)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*watchOS.*")
set(SDL_CMAKE_PLATFORM iOS)
elseif (CMAKE_SYSTEM_NAME MATCHES "visionOS")
set(SDL_CMAKE_PLATFORM visionOS)
set(VISIONOS ON) # CMAKE does not set this automatically yet
else()
message(WARNING "Unknown Apple platform: \"${CMAKE_SYSTEM_NAME}\"")
endif()
elseif(CMAKE_SYSTEM_NAME MATCHES "Haiku.*")
set(SDL_CMAKE_PLATFORM Haiku)

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@ -279,21 +279,13 @@ set(build_options_dependent_tests )
add_sdl_test_executable(testevdev BUILD_DEPENDENT NONINTERACTIVE SOURCES testevdev.c)
if(APPLE)
if(MACOS)
add_sdl_test_executable(testnative BUILD_DEPENDENT NEEDS_RESOURCES TESTUTILS
SOURCES
testnative.c
testnativecocoa.m
testnativex11.c
)
cmake_push_check_state()
check_c_compiler_flag(-Wno-error=deprecated-declarations HAVE_WNO_ERROR_DEPRECATED_DECLARATIONS)
cmake_pop_check_state()
target_link_libraries(testnative PRIVATE "-Wl,-framework,Cocoa")
if(HAVE_WNO_ERROR_DEPRECATED_DECLARATIONS)
set_property(SOURCE "testnativecocoa.m" APPEND_STRING PROPERTY COMPILE_FLAGS " -Wno-error=deprecated-declarations")
endif()
elseif(WINDOWS)
add_sdl_test_executable(testnative BUILD_DEPENDENT NEEDS_RESOURCES TESTUTILS SOURCES testnative.c testnativew32.c)
elseif(HAVE_X11 OR HAVE_WAYLAND)
@ -363,6 +355,9 @@ add_sdl_test_executable(testgl SOURCES testgl.c)
add_sdl_test_executable(testgles SOURCES testgles.c)
if(ANDROID)
target_link_libraries(testgles PRIVATE GLESv1_CM)
elseif(IOS OR TVOS)
find_library(GLES_LIB OpenGLES REQUIRED)
target_link_libraries(testgles PRIVATE "${GLES_LIB}")
endif()
check_include_file("GLES2/gl2platform.h" HAVE_GLES2_GL2PLATFORM_H)
if(HAVE_GLES2_GL2PLATFORM_H OR (TARGET SDL3-static OR SDL3-shared))
@ -482,6 +477,19 @@ if(EMSCRIPTEN)
COMMAND Python3::Interpreter "${CMAKE_CURRENT_SOURCE_DIR}/emscripten/server.py" -d "${CMAKE_CURRENT_BINARY_DIR}")
endif()
endif()
if(MACOS)
target_link_options(testnative PRIVATE "-Wl,-framework,Cocoa")
endif()
if(APPLE)
cmake_push_check_state()
check_c_compiler_flag(-Wno-error=deprecated-declarations HAVE_WNO_ERROR_DEPRECATED_DECLARATIONS)
cmake_pop_check_state()
if(HAVE_WNO_ERROR_DEPRECATED_DECLARATIONS)
set_property(SOURCE "testnativecocoa.m" APPEND PROPERTY COMPILE_OPTIONS "-Wno-error=deprecated-declarations")
set_property(TARGET testgles APPEND PROPERTY COMPILE_OPTIONS "-Wno-error=deprecated-declarations")
endif()
endif()
if(PSP)
# Build EBOOT files if building for PSP