Rename SDLmain to SDL_main and SDLtest to SDL_test for consistency with other SDL libraries

main
Sam Lantinga 2022-11-28 09:54:09 -08:00
parent b4ebb3b568
commit c2432f8d0d
52 changed files with 158 additions and 155 deletions

View File

@ -122,7 +122,7 @@ LOCAL_C_INCLUDES := $(LOCAL_PATH)/include
LOCAL_MODULE := SDL3_main LOCAL_MODULE := SDL3_main
LOCAL_MODULE_FILENAME := libSDL3main LOCAL_MODULE_FILENAME := libSDL3_main
include $(BUILD_STATIC_LIBRARY) include $(BUILD_STATIC_LIBRARY)

View File

@ -429,7 +429,7 @@ foreach(_SUB ${SDL_SUBSYSTEMS})
endforeach() endforeach()
# Allow some projects to be built conditionally. # Allow some projects to be built conditionally.
set_option(SDL3_DISABLE_SDL3MAIN "Disable building/installation of SDL3main" OFF) set_option(SDL3_DISABLE_SDL3MAIN "Disable building/installation of SDL3_main" OFF)
set_option(SDL3_DISABLE_INSTALL "Disable installation of SDL3" ${SDL3_SUBPROJECT}) set_option(SDL3_DISABLE_INSTALL "Disable installation of SDL3" ${SDL3_SUBPROJECT})
set_option(SDL3_DISABLE_UNINSTALL "Disable uninstallation of SDL3" OFF) set_option(SDL3_DISABLE_UNINSTALL "Disable uninstallation of SDL3" OFF)
@ -2042,7 +2042,7 @@ elseif(WINDOWS)
if(MINGW OR CYGWIN) if(MINGW OR CYGWIN)
if(NOT SDL3_DISABLE_SDL3MAIN) if(NOT SDL3_DISABLE_SDL3MAIN)
list(APPEND SDL_CFLAGS "-Dmain=SDL_main") list(APPEND SDL_CFLAGS "-Dmain=SDL_main")
list(INSERT SDL_LIBS 0 "-lSDL3main") list(INSERT SDL_LIBS 0 "-lSDL3_main")
endif(NOT SDL3_DISABLE_SDL3MAIN) endif(NOT SDL3_DISABLE_SDL3MAIN)
list(INSERT SDL_LIBS 0 "-lmingw32" "-mwindows") list(INSERT SDL_LIBS 0 "-lmingw32" "-mwindows")
endif() endif()
@ -2680,7 +2680,7 @@ elseif(PSP)
psppower psppower
) )
if(NOT SDL3_DISABLE_SDL3MAIN) if(NOT SDL3_DISABLE_SDL3MAIN)
list(INSERT SDL_LIBS 0 "-lSDL3main") list(INSERT SDL_LIBS 0 "-lSDL3_main")
endif(NOT SDL3_DISABLE_SDL3MAIN) endif(NOT SDL3_DISABLE_SDL3MAIN)
elseif(PS2) elseif(PS2)
@ -3191,11 +3191,11 @@ endif()
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${EXTRA_CFLAGS} ${EXTRA_CFLAGS_BUILD}") set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${EXTRA_CFLAGS} ${EXTRA_CFLAGS_BUILD}")
if(NOT WINDOWS_STORE AND NOT SDL3_DISABLE_SDL3MAIN) if(NOT WINDOWS_STORE AND NOT SDL3_DISABLE_SDL3MAIN)
# Build SDLmain # Build SDL_main
add_library(SDL3main STATIC ${SDLMAIN_SOURCES}) add_library(SDL3_main STATIC ${SDLMAIN_SOURCES})
# alias target for in-tree builds # alias target for in-tree builds
add_library(SDL3::SDL3main ALIAS SDL3main) add_library(SDL3::SDL3_main ALIAS SDL3_main)
target_include_directories(SDL3main target_include_directories(SDL3_main
PRIVATE PRIVATE
"$<BUILD_INTERFACE:${SDL3_BINARY_DIR}/include-config-$<LOWER_CASE:$<CONFIG>>>" "$<BUILD_INTERFACE:${SDL3_BINARY_DIR}/include-config-$<LOWER_CASE:$<CONFIG>>>"
PUBLIC PUBLIC
@ -3204,18 +3204,18 @@ if(NOT WINDOWS_STORE AND NOT SDL3_DISABLE_SDL3MAIN)
"$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}>" "$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}>"
) )
if (WIN32) if (WIN32)
target_link_libraries(SDL3main PRIVATE shell32) target_link_libraries(SDL3_main PRIVATE shell32)
endif() endif()
if(MINGW OR CYGWIN) if(MINGW OR CYGWIN)
cmake_minimum_required(VERSION 3.13) cmake_minimum_required(VERSION 3.13)
if(CMAKE_SIZEOF_VOID_P EQUAL 4) if(CMAKE_SIZEOF_VOID_P EQUAL 4)
target_link_options(SDL3main PUBLIC "$<$<STREQUAL:$<TARGET_PROPERTY:TYPE>,EXECUTABLE>:-Wl,--undefined=_WinMain@16>") target_link_options(SDL3_main PUBLIC "$<$<STREQUAL:$<TARGET_PROPERTY:TYPE>,EXECUTABLE>:-Wl,--undefined=_WinMain@16>")
else() else()
target_link_options(SDL3main PUBLIC "$<$<STREQUAL:$<TARGET_PROPERTY:TYPE>,EXECUTABLE>:-Wl,--undefined=WinMain>") target_link_options(SDL3_main PUBLIC "$<$<STREQUAL:$<TARGET_PROPERTY:TYPE>,EXECUTABLE>:-Wl,--undefined=WinMain>")
endif() endif()
endif() endif()
if (NOT ANDROID) if (NOT ANDROID)
set_target_properties(SDL3main PROPERTIES DEBUG_POSTFIX "${SDL_CMAKE_DEBUG_POSTFIX}") set_target_properties(SDL3_main PROPERTIES DEBUG_POSTFIX "${SDL_CMAKE_DEBUG_POSTFIX}")
endif() endif()
endif() endif()
@ -3341,9 +3341,9 @@ set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DSDL_BUILD_MICRO_VERSION=${SDL_MICRO_VERSIO
if(SDL_TEST) if(SDL_TEST)
file(GLOB TEST_SOURCES ${SDL3_SOURCE_DIR}/src/test/*.c) file(GLOB TEST_SOURCES ${SDL3_SOURCE_DIR}/src/test/*.c)
add_library(SDL3_test STATIC ${TEST_SOURCES}) add_library(SDL3_test STATIC ${TEST_SOURCES})
add_library(SDL3::SDL3test ALIAS SDL3_test) add_library(SDL3::SDL3_test ALIAS SDL3_test)
set_target_properties(SDL3_test PROPERTIES set_target_properties(SDL3_test PROPERTIES
EXPORT_NAME SDL3test) EXPORT_NAME SDL3_test)
target_include_directories(SDL3_test target_include_directories(SDL3_test
PRIVATE PRIVATE
"$<BUILD_INTERFACE:${SDL3_BINARY_DIR}/include-config-$<LOWER_CASE:$<CONFIG>>>" "$<BUILD_INTERFACE:${SDL3_BINARY_DIR}/include-config-$<LOWER_CASE:$<CONFIG>>>"
@ -3365,7 +3365,7 @@ if(NOT SDL3_DISABLE_INSTALL)
endif() endif()
if(NOT WINDOWS_STORE AND NOT SDL3_DISABLE_SDL3MAIN) if(NOT WINDOWS_STORE AND NOT SDL3_DISABLE_SDL3MAIN)
install(TARGETS SDL3main EXPORT SDL3mainTargets install(TARGETS SDL3_main EXPORT SDL3mainTargets
LIBRARY DESTINATION "${CMAKE_INSTALL_LIBDIR}" LIBRARY DESTINATION "${CMAKE_INSTALL_LIBDIR}"
ARCHIVE DESTINATION "${CMAKE_INSTALL_LIBDIR}" ARCHIVE DESTINATION "${CMAKE_INSTALL_LIBDIR}"
RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}") RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}")
@ -3425,7 +3425,7 @@ if(NOT SDL3_DISABLE_INSTALL)
) )
if(ANDROID AND NOT CMAKE_VERSION VERSION_LESS 3.7) if(ANDROID AND NOT CMAKE_VERSION VERSION_LESS 3.7)
install(EXPORT_ANDROID_MK SDL3mainTargets install(EXPORT_ANDROID_MK SDL3mainTargets
DESTINATION "${CMAKE_INSTALL_DATAROOTDIR}/ndk-modules/SDL3main") DESTINATION "${CMAKE_INSTALL_DATAROOTDIR}/ndk-modules/SDL3_main")
endif() endif()
endif() endif()
@ -3449,7 +3449,7 @@ if(NOT SDL3_DISABLE_INSTALL)
) )
if(ANDROID AND NOT CMAKE_VERSION VERSION_LESS 3.7) if(ANDROID AND NOT CMAKE_VERSION VERSION_LESS 3.7)
install(EXPORT_ANDROID_MK SDL3testTargets install(EXPORT_ANDROID_MK SDL3testTargets
DESTINATION "${CMAKE_INSTALL_DATAROOTDIR}/ndk-modules/SDL3test") DESTINATION "${CMAKE_INSTALL_DATAROOTDIR}/ndk-modules/SDL3_test")
endif() endif()
endif() endif()

View File

@ -23,11 +23,11 @@ if(EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL3staticTargets.cmake")
endif() endif()
if(EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL3mainTargets.cmake") if(EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL3mainTargets.cmake")
include("${CMAKE_CURRENT_LIST_DIR}/SDL3mainTargets.cmake") include("${CMAKE_CURRENT_LIST_DIR}/SDL3mainTargets.cmake")
set(SDL3_SDL3main_FOUND TRUE) set(SDL3_SDL3_main_FOUND TRUE)
endif() endif()
if(EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL3testTargets.cmake") if(EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL3testTargets.cmake")
include("${CMAKE_CURRENT_LIST_DIR}/SDL3testTargets.cmake") include("${CMAKE_CURRENT_LIST_DIR}/SDL3testTargets.cmake")
set(SDL3_SDL3test_FOUND TRUE) set(SDL3_SDL3_test_FOUND TRUE)
endif() endif()
check_required_components(SDL3) check_required_components(SDL3)
@ -56,10 +56,10 @@ set(SDL3_STATIC_LIBRARIES SDL3::SDL3-static)
set(SDL3_STATIC_PRIVATE_LIBS) set(SDL3_STATIC_PRIVATE_LIBS)
set(SDL3MAIN_LIBRARY) set(SDL3MAIN_LIBRARY)
if(TARGET SDL3::SDL3main) if(TARGET SDL3::SDL3_main)
set(SDL3MAIN_LIBRARY SDL3::SDL3main) set(SDL3MAIN_LIBRARY SDL3::SDL3_main)
list(INSERT SDL3_LIBRARIES 0 SDL3::SDL3main) list(INSERT SDL3_LIBRARIES 0 SDL3::SDL3_main)
list(INSERT SDL3_STATIC_LIBRARIES 0 SDL3::SDL3main) list(INSERT SDL3_STATIC_LIBRARIES 0 SDL3::SDL3_main)
endif() endif()
set(SDL3TEST_LIBRARY SDL3::SDL3test) set(SDL3TEST_LIBRARY SDL3::SDL3_test)

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@ -6,11 +6,11 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{D69D5741
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3", "SDL\SDL.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3", "SDL\SDL.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3main", "SDLmain\SDLmain.vcxproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3_main", "SDL_main\SDL_main.vcxproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite2", "tests\testsprite2\testsprite2.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite2", "tests\testsprite2\testsprite2.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3test", "SDLtest\SDLtest.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3_test", "SDL_test\SDL_test.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgamecontroller", "tests\testgamecontroller\testgamecontroller.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08305}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgamecontroller", "tests\testgamecontroller\testgamecontroller.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08305}"
EndProject EndProject

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@ -30,9 +30,9 @@
<ClCompile Include="..\..\src\main\gdk\SDL_gdk_main.c" /> <ClCompile Include="..\..\src\main\gdk\SDL_gdk_main.c" />
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectName>SDL3main</ProjectName> <ProjectName>SDL3_main</ProjectName>
<ProjectGuid>{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}</ProjectGuid> <ProjectGuid>{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}</ProjectGuid>
<RootNamespace>SDLmain</RootNamespace> <RootNamespace>SDL_main</RootNamespace>
<VisualStudioVersion Condition="'$(VisualStudioVersion)' == ''">10.0</VisualStudioVersion> <VisualStudioVersion Condition="'$(VisualStudioVersion)' == ''">10.0</VisualStudioVersion>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />

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@ -27,9 +27,9 @@
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectName>SDL3test</ProjectName> <ProjectName>SDL3_test</ProjectName>
<ProjectGuid>{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}</ProjectGuid> <ProjectGuid>{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}</ProjectGuid>
<RootNamespace>SDLtest</RootNamespace> <RootNamespace>SDL_test</RootNamespace>
<VisualStudioVersion Condition="'$(VisualStudioVersion)' == ''">10.0</VisualStudioVersion> <VisualStudioVersion Condition="'$(VisualStudioVersion)' == ''">10.0</VisualStudioVersion>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />

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@ -273,7 +273,7 @@
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference> </ProjectReference>
<ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj"> <ProjectReference Include="..\..\SDL_main\SDL_main.vcxproj">
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project> <Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
<Private>false</Private> <Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>

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@ -297,13 +297,13 @@
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference> </ProjectReference>
<ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj"> <ProjectReference Include="..\..\SDL_main\SDL_main.vcxproj">
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project> <Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
<Private>false</Private> <Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference> </ProjectReference>
<ProjectReference Include="..\..\SDLtest\SDLtest.vcxproj"> <ProjectReference Include="..\..\SDL_test\SDL_test.vcxproj">
<Project>{da956fd3-e143-46f2-9fe5-c77bebc56b1a}</Project> <Project>{da956fd3-e143-46f2-9fe5-c77bebc56b1a}</Project>
<Private>false</Private> <Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>

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@ -297,13 +297,13 @@
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference> </ProjectReference>
<ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj"> <ProjectReference Include="..\..\SDL_main\SDL_main.vcxproj">
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project> <Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
<Private>false</Private> <Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference> </ProjectReference>
<ProjectReference Include="..\..\SDLtest\SDLtest.vcxproj"> <ProjectReference Include="..\..\SDL_test\SDL_test.vcxproj">
<Project>{da956fd3-e143-46f2-9fe5-c77bebc56b1a}</Project> <Project>{da956fd3-e143-46f2-9fe5-c77bebc56b1a}</Project>
<Private>false</Private> <Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>

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@ -4,7 +4,7 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{D69D5741
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3", "SDL\SDL.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3", "SDL\SDL.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3main", "SDLmain\SDLmain.vcxproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3_main", "SDL_main\SDL_main.vcxproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "checkkeys", "tests\checkkeys\checkkeys.vcxproj", "{26828762-C95D-4637-9CB1-7F0979523813}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "checkkeys", "tests\checkkeys\checkkeys.vcxproj", "{26828762-C95D-4637-9CB1-7F0979523813}"
EndProject EndProject
@ -40,7 +40,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testshape", "tests\testshap
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite2", "tests\testsprite2\testsprite2.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite2", "tests\testsprite2\testsprite2.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3test", "SDLtest\SDLtest.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3_test", "SDL_test\SDL_test.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgamecontroller", "tests\testgamecontroller\testgamecontroller.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08305}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgamecontroller", "tests\testgamecontroller\testgamecontroller.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08305}"
EndProject EndProject

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@ -19,9 +19,9 @@
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectName>SDL3main</ProjectName> <ProjectName>SDL3_main</ProjectName>
<ProjectGuid>{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}</ProjectGuid> <ProjectGuid>{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}</ProjectGuid>
<RootNamespace>SDLmain</RootNamespace> <RootNamespace>SDL_main</RootNamespace>
<VisualStudioVersion Condition="'$(VisualStudioVersion)' == ''">10.0</VisualStudioVersion> <VisualStudioVersion Condition="'$(VisualStudioVersion)' == ''">10.0</VisualStudioVersion>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />

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@ -19,9 +19,9 @@
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectName>SDL3test</ProjectName> <ProjectName>SDL3_test</ProjectName>
<ProjectGuid>{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}</ProjectGuid> <ProjectGuid>{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}</ProjectGuid>
<RootNamespace>SDLtest</RootNamespace> <RootNamespace>SDL_test</RootNamespace>
<VisualStudioVersion Condition="'$(VisualStudioVersion)' == ''">10.0</VisualStudioVersion> <VisualStudioVersion Condition="'$(VisualStudioVersion)' == ''">10.0</VisualStudioVersion>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />

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@ -48,9 +48,9 @@ set(SDL3_INCLUDE_DIRS "${SDL3_INCLUDE_DIR}")
set_and_check(SDL3_BINDIR "${SDL3_PREFIX}/lib/${_sdl_arch_subdir}") set_and_check(SDL3_BINDIR "${SDL3_PREFIX}/lib/${_sdl_arch_subdir}")
set_and_check(SDL3_LIBDIR "${SDL3_PREFIX}/lib/${_sdl_arch_subdir}") set_and_check(SDL3_LIBDIR "${SDL3_PREFIX}/lib/${_sdl_arch_subdir}")
set(SDL3_LIBRARIES SDL3::SDL3main SDL3::SDL3) set(SDL3_LIBRARIES SDL3::SDL3_main SDL3::SDL3)
set(SDL3MAIN_LIBRARY SDL3::SDL3main) set(SDL3MAIN_LIBRARY SDL3::SDL3_main)
set(SDL3TEST_LIBRARY SDL3::SDL3test) set(SDL3TEST_LIBRARY SDL3::SDL3_test)
# All targets are created, even when some might not be requested though COMPONENTS. # All targets are created, even when some might not be requested though COMPONENTS.
@ -77,32 +77,32 @@ endif()
unset(_sdl3_library) unset(_sdl3_library)
unset(_sdl3_dll_library) unset(_sdl3_dll_library)
set(_sdl3main_library "${SDL3_LIBDIR}/SDL3main.lib") set(_sdl3main_library "${SDL3_LIBDIR}/SDL3_main.lib")
if(EXISTS "${_sdl3main_library}") if(EXISTS "${_sdl3main_library}")
if(NOT TARGET SDL3::SDL3main) if(NOT TARGET SDL3::SDL3_main)
add_library(SDL3::SDL3main STATIC IMPORTED) add_library(SDL3::SDL3_main STATIC IMPORTED)
set_target_properties(SDL3::SDL3main set_target_properties(SDL3::SDL3_main
PROPERTIES PROPERTIES
IMPORTED_LOCATION "${_sdl3main_library}" IMPORTED_LOCATION "${_sdl3main_library}"
) )
endif() endif()
set(SDL3_SDL3main_FOUND TRUE) set(SDL3_SDL3_main_FOUND TRUE)
else() else()
set(SDL3_SDL3_FOUND FALSE) set(SDL3_SDL3_FOUND FALSE)
endif() endif()
unset(_sdl3main_library) unset(_sdl3main_library)
set(_sdl3test_library "${SDL3_LIBDIR}/SDL3test.lib") set(_sdl3test_library "${SDL3_LIBDIR}/SDL3_test.lib")
if(EXISTS "${_sdl3test_library}") if(EXISTS "${_sdl3test_library}")
if(NOT TARGET SDL3::SDL3test) if(NOT TARGET SDL3::SDL3_test)
add_library(SDL3::SDL3test STATIC IMPORTED) add_library(SDL3::SDL3_test STATIC IMPORTED)
set_target_properties(SDL3::SDL3test set_target_properties(SDL3::SDL3_test
PROPERTIES PROPERTIES
INTERFACE_INCLUDE_DIRECTORIES "${SDL3_INCLUDE_DIRS}" INTERFACE_INCLUDE_DIRECTORIES "${SDL3_INCLUDE_DIRS}"
IMPORTED_LOCATION "${_sdl3test_library}" IMPORTED_LOCATION "${_sdl3test_library}"
) )
endif() endif()
set(SDL3_SDL3test_FOUND TRUE) set(SDL3_SDL3_test_FOUND TRUE)
else() else()
set(SDL3_SDL3_FOUND FALSE) set(SDL3_SDL3_FOUND FALSE)
endif() endif()

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@ -194,13 +194,13 @@
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
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View File

@ -188,7 +188,7 @@
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View File

@ -194,7 +194,7 @@
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View File

@ -188,7 +188,7 @@
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View File

@ -188,13 +188,13 @@
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View File

@ -188,13 +188,13 @@
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View File

@ -188,7 +188,7 @@
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View File

@ -188,7 +188,7 @@
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View File

@ -188,13 +188,13 @@
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View File

@ -192,13 +192,13 @@
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View File

@ -188,13 +188,13 @@
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View File

@ -188,7 +188,7 @@
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View File

@ -188,7 +188,7 @@
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View File

@ -216,7 +216,7 @@
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View File

@ -188,7 +188,7 @@
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View File

@ -188,13 +188,13 @@
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View File

@ -188,7 +188,7 @@
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View File

@ -188,13 +188,13 @@
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View File

@ -188,7 +188,7 @@
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View File

@ -188,7 +188,7 @@
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View File

@ -188,13 +188,13 @@
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View File

@ -194,7 +194,7 @@
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View File

@ -182,11 +182,11 @@
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View File

@ -188,13 +188,13 @@
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View File

@ -188,13 +188,13 @@
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<Project>{da956fd3-e143-46f2-9fe5-c77bebc56b1a}</Project> <Project>{da956fd3-e143-46f2-9fe5-c77bebc56b1a}</Project>
<Private>false</Private> <Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>

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@ -61,9 +61,9 @@ if(NOT TARGET SDL3::SDL3)
endif() endif()
set(SDL3_SDL3_FOUND TRUE) set(SDL3_SDL3_FOUND TRUE)
if(NOT TARGET SDL3::SDL3main) if(NOT TARGET SDL3::SDL3_main)
add_library(SDL3::SDL3main INTERFACE IMPORTED) add_library(SDL3::SDL3_main INTERFACE IMPORTED)
endif() endif()
set(SDL3_SDL3main_FOUND TRUE) set(SDL3_SDL3_main_FOUND TRUE)
check_required_components(SDL3) check_required_components(SDL3)

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@ -11,7 +11,7 @@
# NDK_LIBS_OUT=<dest> - specify alternate destination for installable # NDK_LIBS_OUT=<dest> - specify alternate destination for installable
# modules. # modules.
# #
# Note that SDLmain is not an installable module (.so) so libSDLmain.a # Note that SDL_main is not an installable module (.so) so libSDL_main.a
# can be found in $obj/local/<abi> along with the unstripped libSDL.so. # can be found in $obj/local/<abi> along with the unstripped libSDL.so.
# #

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@ -30,11 +30,11 @@ add_feature_info("TEST_STATIC" TEST_STATIC "Test linking with static library")
if(TEST_SHARED) if(TEST_SHARED)
find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3) find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3)
if(EMSCRIPTEN OR (WIN32 AND NOT WINDOWS_STORE)) if(EMSCRIPTEN OR (WIN32 AND NOT WINDOWS_STORE))
find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3main) find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3_main)
endif() endif()
add_executable(gui-shared WIN32 main_gui.c) add_executable(gui-shared WIN32 main_gui.c)
if(TARGET SDL3::SDL3main) if(TARGET SDL3::SDL3_main)
target_link_libraries(gui-shared PRIVATE SDL3::SDL3main) target_link_libraries(gui-shared PRIVATE SDL3::SDL3_main)
endif() endif()
target_link_libraries(gui-shared PRIVATE SDL3::SDL3) target_link_libraries(gui-shared PRIVATE SDL3::SDL3)
if(WIN32) if(WIN32)
@ -62,8 +62,8 @@ if(TEST_SHARED)
endif() endif()
# SDL3_LIBRARIES does not support creating a cli SDL3 application # SDL3_LIBRARIES does not support creating a cli SDL3 application
# (it is possible that SDL3main is a stub, but we don't know for sure) # (it is possible that SDL3_main is a stub, but we don't know for sure)
if(NOT TARGET SDL3::SDL3main) if(NOT TARGET SDL3::SDL3_main)
add_executable(cli-shared-vars main_cli.c) add_executable(cli-shared-vars main_cli.c)
target_link_libraries(cli-shared-vars PRIVATE ${SDL3_LIBRARIES}) target_link_libraries(cli-shared-vars PRIVATE ${SDL3_LIBRARIES})
target_include_directories(cli-shared-vars PRIVATE ${SDL3_INCLUDE_DIRS}) target_include_directories(cli-shared-vars PRIVATE ${SDL3_INCLUDE_DIRS})
@ -80,11 +80,11 @@ endif()
if(TEST_STATIC) if(TEST_STATIC)
find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3-static) find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3-static)
if(EMSCRIPTEN OR (WIN32 AND NOT WINDOWS_STORE)) if(EMSCRIPTEN OR (WIN32 AND NOT WINDOWS_STORE))
find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3main) find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3_main)
endif() endif()
add_executable(gui-static WIN32 main_gui.c) add_executable(gui-static WIN32 main_gui.c)
if(TARGET SDL3::SDL3main) if(TARGET SDL3::SDL3_main)
target_link_libraries(gui-static PRIVATE SDL3::SDL3main) target_link_libraries(gui-static PRIVATE SDL3::SDL3_main)
endif() endif()
target_link_libraries(gui-static PRIVATE SDL3::SDL3-static) target_link_libraries(gui-static PRIVATE SDL3::SDL3-static)
@ -104,9 +104,9 @@ if(TEST_STATIC)
add_executable(cli-static main_cli.c) add_executable(cli-static main_cli.c)
target_link_libraries(cli-static PRIVATE SDL3::SDL3-static) target_link_libraries(cli-static PRIVATE SDL3::SDL3-static)
# SDL3_LIBRARIES does not support creating a cli SDL3 application (when SDL3::SDL3main is available) # SDL3_LIBRARIES does not support creating a cli SDL3 application (when SDL3::SDL3_main is available)
# (it is possible that SDL3main is a stub, but we don't know for sure) # (it is possible that SDL3_main is a stub, but we don't know for sure)
if(NOT TARGET SDL3::SDL3main) if(NOT TARGET SDL3::SDL3_main)
add_executable(cli-static-vars main_cli.c) add_executable(cli-static-vars main_cli.c)
target_link_libraries(cli-static-vars PRIVATE ${SDL3_STATIC_LIBRARIES}) target_link_libraries(cli-static-vars PRIVATE ${SDL3_STATIC_LIBRARIES})
target_include_directories(cli-static-vars PRIVATE ${SDL3_INCLUDE_DIRS}) target_include_directories(cli-static-vars PRIVATE ${SDL3_INCLUDE_DIRS})

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@ -7,5 +7,5 @@ LOCAL_SRC_FILES := ../main_gui.c
LOCAL_SHARED_LIBRARIES += SDL3 LOCAL_SHARED_LIBRARIES += SDL3
include $(BUILD_SHARED_LIBRARY) include $(BUILD_SHARED_LIBRARY)
$(call import-module,SDL3main) $(call import-module,SDL3_main)
$(call import-module,SDL3) $(call import-module,SDL3)

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@ -83,8 +83,8 @@ If you already have a project that uses CMake, the instructions change somewhat:
2. Edit "<project>/app/build.gradle" to comment out or remove sections containing ndk-build 2. Edit "<project>/app/build.gradle" to comment out or remove sections containing ndk-build
and uncomment the cmake sections. Add arguments to the CMake invocation as needed. and uncomment the cmake sections. Add arguments to the CMake invocation as needed.
3. Edit "<project>/app/jni/CMakeLists.txt" to include your project (it defaults to 3. Edit "<project>/app/jni/CMakeLists.txt" to include your project (it defaults to
adding the "src" subdirectory). Note that you'll have SDL3, SDL3main and SDL3-static adding the "src" subdirectory). Note that you'll have SDL3, SDL3_main and SDL3-static
as targets in your project, so you should have "target_link_libraries(yourgame SDL3 SDL3main)" as targets in your project, so you should have "target_link_libraries(yourgame SDL3 SDL3_main)"
in your CMakeLists.txt file. Also be aware that you should use add_library() instead of in your CMakeLists.txt file. Also be aware that you should use add_library() instead of
add_executable() for the target containing your "main" function. add_executable() for the target containing your "main" function.

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@ -60,17 +60,17 @@ else()
# 1. Look for a SDL3 package, 2. look for the SDL3 component and 3. fail if none can be found # 1. Look for a SDL3 package, 2. look for the SDL3 component and 3. fail if none can be found
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3) find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
# 1. Look for a SDL3 package, 2. Look for the SDL3maincomponent and 3. DO NOT fail when SDL3main is not available # 1. Look for a SDL3 package, 2. Look for the SDL3_maincomponent and 3. DO NOT fail when SDL3_main is not available
find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3main) find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3_main)
endif() endif()
# Create your game executable target as usual # Create your game executable target as usual
add_executable(mygame WIN32 mygame.c) add_executable(mygame WIN32 mygame.c)
# SDL3::SDL3main may or may not be available. It is e.g. required by Windows GUI applications # SDL3::SDL3_main may or may not be available. It is e.g. required by Windows GUI applications
if(TARGET SDL3::SDL3main) if(TARGET SDL3::SDL3_main)
# It has an implicit dependency on SDL3 functions, so it MUST be added before SDL3::SDL3 (or SDL3::SDL3-static) # It has an implicit dependency on SDL3 functions, so it MUST be added before SDL3::SDL3 (or SDL3::SDL3-static)
target_link_libraries(mygame PRIVATE SDL3::SDL3main) target_link_libraries(mygame PRIVATE SDL3::SDL3_main)
endif() endif()
# Link to the actual SDL3 library. SDL3::SDL3 is the shared SDL library, SDL3::SDL3-static is the static SDL libarary. # Link to the actual SDL3 library. SDL3::SDL3 is the shared SDL library, SDL3::SDL3-static is the static SDL libarary.
@ -87,8 +87,9 @@ The following components are available, to be used as an argument of `find_packa
|----------------|--------------------------------------------------------------------------------------------| |----------------|--------------------------------------------------------------------------------------------|
| SDL3 | The SDL3 shared library, available through the `SDL3::SDL3` target [^SDL_TARGET_EXCEPTION] | | SDL3 | The SDL3 shared library, available through the `SDL3::SDL3` target [^SDL_TARGET_EXCEPTION] |
| SDL3-static | The SDL3 static library, available through the `SDL3::SDL3-static` target | | SDL3-static | The SDL3 static library, available through the `SDL3::SDL3-static` target |
| SDL3main | The SDL3main static library, available through the `SDL3::SDL3main` target | | SDL3_main | The SDL3_main static library, available through the `SDL3::SDL3_main` target |
| SDL3test | The SDL3test static library, available through the `SDL3::SDL3test` target | | SDL3_test | The SDL3_test static library, available through the `SDL3::SDL3_test` target |
### Using a vendored SDL ### Using a vendored SDL

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@ -25,7 +25,7 @@ The Windows GDK port supports the full set of Win32 APIs, renderers, controllers
* Initializing/uninitializing the game runtime, and initializing Xbox Live services * Initializing/uninitializing the game runtime, and initializing Xbox Live services
* Creating a global task queue and setting it as the default for the process. When running any async operations, passing in `NULL` as the task queue will make the task get added to the global task queue. * Creating a global task queue and setting it as the default for the process. When running any async operations, passing in `NULL` as the task queue will make the task get added to the global task queue.
* An implementation on `WinMain` that performs the above GDK setup (you should link against SDL3main.lib, as in Windows x64). If you are unable to do this, you can instead manually call `SDL_GDKRunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters. * An implementation on `WinMain` that performs the above GDK setup (you should link against SDL3_main.lib, as in Windows x64). If you are unable to do this, you can instead manually call `SDL_GDKRunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters.
* Global task queue callbacks are dispatched during `SDL_PumpEvents` (which is also called internally if using `SDL_PollEvent`). * Global task queue callbacks are dispatched during `SDL_PumpEvents` (which is also called internally if using `SDL_PollEvent`).
* You can get the handle of the global task queue through `SDL_GDKGetTaskQueue`, if needed. When done with the queue, be sure to use `XTaskQueueCloseHandle` to decrement the reference count (otherwise it will cause a resource leak). * You can get the handle of the global task queue through `SDL_GDKGetTaskQueue`, if needed. When done with the queue, be sure to use `XTaskQueueCloseHandle` to decrement the reference count (otherwise it will cause a resource leak).
@ -37,7 +37,7 @@ The Windows GDK port supports the full set of Win32 APIs, renderers, controllers
The included `VisualC-GDK/SDL.sln` solution includes the following targets for the Gaming.Desktop.x64 configuration: The included `VisualC-GDK/SDL.sln` solution includes the following targets for the Gaming.Desktop.x64 configuration:
* SDL3 (DLL) - This is the typical SDL3.dll, but for Gaming.Desktop.x64. * SDL3 (DLL) - This is the typical SDL3.dll, but for Gaming.Desktop.x64.
* SDL3main (lib) - This contains a drop-in implementation of `WinMain` that is used as the entry point for GDK programs. * SDL3_main (lib) - This contains a drop-in implementation of `WinMain` that is used as the entry point for GDK programs.
* tests/testgamecontroller - Standard SDL test program demonstrating controller functionality. * tests/testgamecontroller - Standard SDL test program demonstrating controller functionality.
* tests/testgdk - GDK-specific test program that demonstrates using the global task queue to login a user into Xbox Live. * tests/testgdk - GDK-specific test program that demonstrates using the global task queue to login a user into Xbox Live.
*NOTE*: As of the June 2022 GDK, you cannot test user logins without a valid Title ID and MSAAppId. You will need to manually change the identifiers in the `MicrosoftGame.config` to your valid IDs from Partner Center if you wish to test this. *NOTE*: As of the June 2022 GDK, you cannot test user logins without a valid Title ID and MSAAppId. You will need to manually change the identifiers in the `MicrosoftGame.config` to your valid IDs from Partner Center if you wish to test this.
@ -54,21 +54,21 @@ These steps assume you already have a game using SDL that runs on Windows x64 al
In your game's existing Visual Studio Solution, go to Build > Configuration Manager. From the "Active solution platform" drop-down select "New...". From the drop-down list, select Gaming.Desktop.x64 and copy the settings from the x64 configuration. In your game's existing Visual Studio Solution, go to Build > Configuration Manager. From the "Active solution platform" drop-down select "New...". From the drop-down list, select Gaming.Desktop.x64 and copy the settings from the x64 configuration.
### 2. Build SDL3 and SDL3main for GDK ### ### 2. Build SDL3 and SDL3_main for GDK ###
Open `VisualC-GDK/SDL.sln` in Visual Studio, you need to build the SDL3 and SDL3main targets for the Gaming.Desktop.x64 platform (Release is recommended). You will need to copy/keep track of the `SDL3.dll`, `XCurl.dll` (which is output by Gaming.Desktop.x64), `SDL3.lib`, and `SDL3main.lib` output files for your game project. Open `VisualC-GDK/SDL.sln` in Visual Studio, you need to build the SDL3 and SDL3_main targets for the Gaming.Desktop.x64 platform (Release is recommended). You will need to copy/keep track of the `SDL3.dll`, `XCurl.dll` (which is output by Gaming.Desktop.x64), `SDL3.lib`, and `SDL3_main.lib` output files for your game project.
*Alternatively*, you could setup your solution file to instead reference the SDL3/SDL3main project file targets from the SDL source, and add those projects as a dependency. This would mean that SDL3 and SDL3main would both be built when your game is built. *Alternatively*, you could setup your solution file to instead reference the SDL3/SDL3_main project file targets from the SDL source, and add those projects as a dependency. This would mean that SDL3 and SDL3_main would both be built when your game is built.
### 3. Configuring Project Settings ### ### 3. Configuring Project Settings ###
While the Gaming.Desktop.x64 configuration sets most of the required settings, there are some additional items to configure for your game project under the Gaming.Desktop.x64 Configuration: While the Gaming.Desktop.x64 configuration sets most of the required settings, there are some additional items to configure for your game project under the Gaming.Desktop.x64 Configuration:
* Under C/C++ > General > Additional Include Directories, make sure the `SDL/include` path is referenced * Under C/C++ > General > Additional Include Directories, make sure the `SDL/include` path is referenced
* Under Linker > General > Additional Library Directories, make sure to reference the path where the newly-built SDL3.lib and SDL3main.lib are * Under Linker > General > Additional Library Directories, make sure to reference the path where the newly-built SDL3.lib and SDL3_main.lib are
* Under Linker > Input > Additional Dependencies, you need the following: * Under Linker > Input > Additional Dependencies, you need the following:
* `SDL3.lib` * `SDL3.lib`
* `SDL3main.lib` (unless not using) * `SDL3_main.lib` (unless not using)
* `xgameruntime.lib` * `xgameruntime.lib`
* `../Microsoft.Xbox.Services.141.GDK.C.Thunks.lib` * `../Microsoft.Xbox.Services.141.GDK.C.Thunks.lib`
* Note that in general, the GDK libraries depend on the MSVC C/C++ runtime, so there is no way to remove this dependency from a GDK program that links against GDK. * Note that in general, the GDK libraries depend on the MSVC C/C++ runtime, so there is no way to remove this dependency from a GDK program that links against GDK.

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@ -9,9 +9,9 @@ SDL headers should now be included as `#include <SDL3/SDL.h>`. Typically that's
CMake users should use this snippet to include SDL support in their project: CMake users should use this snippet to include SDL support in their project:
``` ```
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3) find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3main) find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3_main)
if(TARGET SDL3::SDL3main) if(TARGET SDL3::SDL3_main)
target_link_libraries(mygame PRIVATE SDL3::SDL3main) target_link_libraries(mygame PRIVATE SDL3::SDL3_main)
endif() endif()
target_link_libraries(mygame PRIVATE SDL3::SDL3) target_link_libraries(mygame PRIVATE SDL3::SDL3)
``` ```
@ -28,6 +28,8 @@ CFLAGS += $(shell pkg-config sdl3 --cflags)
LDFLAGS += $(shell pkg-config sdl3 --libs) LDFLAGS += $(shell pkg-config sdl3 --libs)
``` ```
The SDL3main and SDL3test libraries have been renamed SDL3_main and SDL3_test, respectively.
## SDL_platform.h ## SDL_platform.h

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@ -22,6 +22,6 @@ cmake --install build
## Notes ## Notes
- Currently only software rendering is supported. - Currently only software rendering is supported.
- SDL3main should be used to ensure ROMFS is enabled. - SDL3_main should be used to ensure ROMFS is enabled.
- By default, the extra L2 cache and higher clock speeds of the New 2/3DS lineup are enabled. If you wish to turn it off, use `osSetSpeedupEnable(false)` in your main function. - By default, the extra L2 cache and higher clock speeds of the New 2/3DS lineup are enabled. If you wish to turn it off, use `osSetSpeedupEnable(false)` in your main function.
- `SDL_GetBasePath` returns the romfs root instead of the executable's directory. - `SDL_GetBasePath` returns the romfs root instead of the executable's directory.

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@ -29,7 +29,7 @@ Later, we will refer to the following `.lib` and `.dll` files that have just bee
- `./VisualC/Win32/Debug/SDL3.dll` or `./VisualC/Win32/Release/SDL3.dll` - `./VisualC/Win32/Debug/SDL3.dll` or `./VisualC/Win32/Release/SDL3.dll`
- `./VisualC/Win32/Debug/SDL3.lib` or `./VisualC/Win32/Release/SDL3.lib` - `./VisualC/Win32/Debug/SDL3.lib` or `./VisualC/Win32/Release/SDL3.lib`
- `./VisualC/Win32/Debug/SDL3main.lib` or `./VisualC/Win32/Release/SDL3main.lib` - `./VisualC/Win32/Debug/SDL3_main.lib` or `./VisualC/Win32/Release/SDL3_main.lib`
_Note for the `x64` versions, just replace `Win32` in the path with `x64`_ _Note for the `x64` versions, just replace `Win32` in the path with `x64`_
@ -64,7 +64,7 @@ Copy the following file into your Project directory:
Add the following files to your project (It is not necessary to copy them to your project directory): Add the following files to your project (It is not necessary to copy them to your project directory):
- `SDL3.lib` - `SDL3.lib`
- `SDL3main.lib` - `SDL3_main.lib`
To add them to your project, right click on your project, and select To add them to your project, right click on your project, and select
`Add files to project`. `Add files to project`.

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@ -71,7 +71,7 @@ Here is a rough list of what works, and what doesn't:
well as many keys with documented hardware scancodes. Converting well as many keys with documented hardware scancodes. Converting
SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs
(MapVirtualKey()) in Microsoft's Windows Store / UWP APIs. (MapVirtualKey()) in Microsoft's Windows Store / UWP APIs.
* SDLmain. WinRT uses a different signature for each app's main() function. * SDL_main. WinRT uses a different signature for each app's main() function.
SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp
(in `SDL\src\main\winrt\`) directly in order for their C-style main() (in `SDL\src\main\winrt\`) directly in order for their C-style main()
functions to be called. functions to be called.

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@ -55,7 +55,7 @@
/* On GDK, SDL provides a main function that initializes the game runtime. /* On GDK, SDL provides a main function that initializes the game runtime.
Please note that #include'ing SDL_main.h is not enough to get a main() Please note that #include'ing SDL_main.h is not enough to get a main()
function working. You must either link against SDL3main or, if not possible, function working. You must either link against SDL3_main or, if not possible,
call the SDL_GDKRunApp function from your entry point. call the SDL_GDKRunApp function from your entry point.
*/ */
#define SDL_MAIN_NEEDED #define SDL_MAIN_NEEDED
@ -65,7 +65,7 @@
and starts the iOS application run loop. and starts the iOS application run loop.
If you link with SDL dynamically on iOS, the main function can't be in a 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 shared library, so you need to link with libSDL_main.a, which includes a
stub main function that calls into the shared library to start execution. stub main function that calls into the shared library to start execution.
See src/video/uikit/SDL_uikitappdelegate.m for more details. See src/video/uikit/SDL_uikitappdelegate.m for more details.

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@ -12,7 +12,7 @@
#undef main #undef main
#endif #endif
/* If application's main() is redefined as SDL_main, and libSDLmain is /* If application's main() is redefined as SDL_main, and libSDL_main is
linked, then this file will create the standard exit callback, linked, then this file will create the standard exit callback,
define the PSP_MODULE_INFO macro, and exit back to the browser when define the PSP_MODULE_INFO macro, and exit back to the browser when
the program is finished. the program is finished.

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@ -24,7 +24,7 @@ macro(add_sdl_test_executable TARGET)
endmacro() endmacro()
if(NOT TARGET SDL3::SDL3-static) if(NOT TARGET SDL3::SDL3-static)
find_package(SDL3 3.0.0 REQUIRED COMPONENTS SDL3-static SDL3test) find_package(SDL3 3.0.0 REQUIRED COMPONENTS SDL3-static SDL3_test)
endif() endif()
enable_testing() enable_testing()
@ -34,13 +34,13 @@ if(SDL_INSTALL_TESTS)
endif() endif()
if(N3DS) if(N3DS)
link_libraries(SDL3::SDL3main) link_libraries(SDL3::SDL3_main)
endif() endif()
if(PSP) if(PSP)
link_libraries( link_libraries(
SDL3::SDL3main SDL3::SDL3_main
SDL3::SDL3test SDL3::SDL3_test
SDL3::SDL3-static SDL3::SDL3-static
GL GL
pspvram pspvram
@ -55,7 +55,7 @@ if(PSP)
) )
elseif(PS2) elseif(PS2)
link_libraries( link_libraries(
SDL3main SDL3_main
SDL3_test SDL3_test
SDL3-static SDL3-static
patches patches
@ -64,11 +64,11 @@ link_libraries(
ps2_drivers ps2_drivers
) )
else() else()
link_libraries(SDL3::SDL3test SDL3::SDL3-static) link_libraries(SDL3::SDL3_test SDL3::SDL3-static)
endif() endif()
if(WINDOWS) if(WINDOWS)
# mingw32 must come before SDL3main to link successfully # mingw32 must come before SDL3_main to link successfully
if(MINGW OR CYGWIN) if(MINGW OR CYGWIN)
link_libraries(mingw32) link_libraries(mingw32)
endif() endif()
@ -80,7 +80,7 @@ if(WINDOWS)
# FIXME: Parent directory CMakeLists.txt only sets these for mingw/cygwin, # FIXME: Parent directory CMakeLists.txt only sets these for mingw/cygwin,
# but we need them for VS as well. # but we need them for VS as well.
link_libraries(SDL3main) link_libraries(SDL3_main)
add_definitions(-Dmain=SDL_main) add_definitions(-Dmain=SDL_main)
endif() endif()