As well as reducing duplication, this lets the tests load their resources
from the SDL_GetBasePath() on platforms that support it, which is useful
if the tests are compiled along with the rest of SDL and installed below
/usr as manual tests, similar to GNOME's installed-tests convention.
Thanks to Ozkan Sezer for the OS/2 build glue.
Co-authored-by: Ozkan Sezer <sezeroz@gmail.com>
Signed-off-by: Simon McVittie <smcv@collabora.com>
In Autotools, these are run by `make -C ${builddir}/test check`.
In CMake, they're run by `make -C ${builddir} test` or
`ninja -C ${builddir} test` or `ctest --test-dir ${builddir}`.
Signed-off-by: Simon McVittie <smcv@collabora.com>
When possible use native os functions to make a blocking call waiting for
an incoming event. Previous behavior was to continuously poll the event
queue with a small delay between each poll.
The blocking call uses a new optional video driver event,
WaitEventTimeout, if available. It is called only if an window
already shown is available. If present the window is designated
using the variable wakeup_window to receive a wakeup event if
needed.
The WaitEventTimeout function accept a timeout parameter. If
positive the call will wait for an event or return if the timeout
expired without any event. If the timeout is zero it will
implement a polling behavior. If the timeout is negative the
function will block indefinetely waiting for an event.
To let the main thread sees events sent form a different thread
a "wake-up" signal is sent to the main thread if the main thread
is in a blocking state. The wake-up event is sent to the designated
wakeup_window if present.
The wake-up event is sent only if the PushEvent call is coming
from a different thread. Before sending the wake-up event
the ID of the thread making the blocking call is saved using the
variable blocking_thread_id and it is compared to the current
thread's id to decide if the wake-up event should be sent.
Two new optional video device methods are introduced:
WaitEventTimeout
SendWakeupEvent
in addition the mutex
wakeup_lock
which is defined and initialized but only for the drivers supporting the
methods above.
If the methods are not present the system behaves as previously
performing a periodic polling of the events queue.
The blocking call is disabled if a joystick or sensor is detected
and falls back to previous behavior.
DominikD
There are several tests that need resources in the output directory to work:
* `testiconv` depends on `utf8.txt`
* `testoverlay2` and `teststreaming` depend on `moose.dat`
This patch adds these two files to the `RESOURCE_FILES` variable.
One could also copy `shapes\*.bmp` over to the output directory for `testshape` to use but this patch doesn't do that for three reasons:
* executable takes path as an argument and doesn't need these files side by side
* these are ~45MB and copying them over would cause build directory to swell
* there are already files in the output directory that can be used with this test (`sample.bmp` and `button.bmp`)
The Offscreen video driver is intended to be used for headless rendering
as well as allows for multiple GPUs to be used for headless rendering
Currently only supports EGL (OpenGL / ES) or Framebuffers
Adds a hint to specifiy which EGL device to use: SDL_HINT_EGL_DEVICE
Adds testoffscreen.c which can be used to test the backend out
Disabled by default for now
This fills in the CFBundleVersion and CFBundleShortVersionString fields,
if and when SDL's test-apps are built via CMake. This is needed to install
the .app bundles on iOS 13+ (using 'xcrun simctl install booted path/to/testsuchandsuch.app')
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
Eric Wasylishen
Patch to support building the tests with cmake.
Disabled by default, use: "cmake .. -DSDL_TEST=YES" to enable the tests.
Tested on macOS 10.13 with the ninja, makefile, and Xcode generators, and Windows 10 with the Visual Studio 2017 generator.