6.9 KiB
CMake
(www.cmake.org)
The CMake build system is supported on the following platforms:
- FreeBSD
- Linux
- Microsoft Visual C
- MinGW and Msys
- macOS, iOS, and tvOS, with support for XCode
- Android
- Emscripten
- RiscOS
- Playstation 2
- Playstation Vita
- Nintendo 3DS
Building SDL
Assuming the source for SDL is located at ~/sdl
.
cmake -S ~/sdl -B ~/build
cmake --build ~/build
This will build SDL in the ~/build
directory.
Installation can be done using:
cmake --install ~/build --prefix /usr/local # '--install' requires CMake 3.15, or newer
This will install SDL to /usr/local.
Including SDL in your project
SDL can be included in your project in 2 major ways:
- using a system SDL library, provided by your (*nix) distribution or a package manager
- using a vendored SDL library: this is SDL copied or symlinked in a subfolder.
The following CMake script supports both, depending on the value of MYGAME_VENDORED
.
cmake_minimum_required(VERSION 3.0)
project(mygame)
# Create an option to switch between a system sdl library and a vendored sdl library
option(MYGAME_VENDORED "Use vendored libraries" OFF)
if(MYGAME_VENDORED)
add_subdirectory(vendored/sdl EXCLUDE_FROM_ALL)
else()
# 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)
endif()
# Create your game executable target as usual
add_executable(mygame WIN32 mygame.c)
# Link to the actual SDL3 library. SDL3::SDL3 is the shared SDL library, SDL3::SDL3-static is the static SDL libarary.
target_link_libraries(mygame PRIVATE SDL3::SDL3)
A system SDL library
For CMake to find SDL, it must be installed in a default location CMake is looking for.
The following components are available, to be used as an argument of find_package
.
Component name | Description |
---|---|
SDL3-shared | The SDL3 shared library, available through the SDL3::SDL3-shared target |
SDL3-static | The SDL3 static library, available through the SDL3::SDL3-static target |
SDL3_test | The SDL3_test static library, available through the SDL3::SDL3_test target |
SDL3 | The SDL3 library, available through the SDL3::SDL3 target. This is an alias of SDL3::SDL3-shared or SDL3::SDL3-static . This component is always available. |
Headers | The SDL3 headers, available through the SDL3::Headers target. This component is always available. |
Using a vendored SDL
This only requires a copy of SDL in a subdirectory.
CMake configuration options
Build optimized library
By default, CMake provides 4 build types: Debug
, Release
, RelWithDebInfo
and MinSizeRel
.
The main difference(s) between these are the optimization options and the generation of debug info.
To configure SDL as an optimized Release
library, configure SDL with:
cmake ~/SDL -DCMAKE_BUILD_TYPE=Release
To build it, run:
cmake --build . --config Release
Pass custom compile options to the compiler
- Use
CMAKE_<LANG>_FLAGS
to pass extra flags to the compiler. - Use
CMAKE_EXE_LINKER_FLAGS
to pass extra option to the linker for executables. - Use
CMAKE_SHARED_LINKER_FLAGS
to pass extra options to the linker for shared libraries.
Examples
-
build a SDL library optimized for (more) modern x64 microprocessor architectures.
With gcc or clang:
cmake ~/sdl -DCMAKE_C_FLAGS="-march=x86-64-v3" -DCMAKE_CXX_FLAGS="-march=x86-64-v3"
With Visual C:
cmake .. -DCMAKE_C_FLAGS="/ARCH:AVX2" -DCMAKE_CXX_FLAGS="/ARCH:AVX2"
iOS/tvOS
CMake 3.14+ natively includes support for iOS and tvOS. SDL binaries may be built using Xcode or Make, possibly among other build-systems.
When using a recent version of CMake (3.14+), it should be possible to:
- build SDL for iOS, both static and dynamic
- build SDL test apps (as iOS/tvOS .app bundles)
- generate a working SDL_build_config.h for iOS (using SDL_build_config.h.cmake as a basis)
To use, set the following CMake variables when running CMake's configuration stage:
CMAKE_SYSTEM_NAME=<OS>
(eitheriOS
ortvOS
)CMAKE_OSX_SYSROOT=<SDK>
(examples:iphoneos
,iphonesimulator
,iphoneos12.4
,/full/path/to/iPhoneOS.sdk
,appletvos
,appletvsimulator
,appletvos12.4
,/full/path/to/AppleTVOS.sdk
, etc.)CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures>
(example: "arm64;armv7s;x86_64")
Examples
-
for iOS-Simulator, using the latest, installed SDK:
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
-
for iOS-Device, using the latest, installed SDK, 64-bit only
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64
-
for iOS-Device, using the latest, installed SDK, mixed 32/64 bit
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s"
-
for iOS-Device, using a specific SDK revision (iOS 12.4, in this example):
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64
-
for iOS-Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles):
cmake ~/sdl -DSDL_TESTS=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
-
for tvOS-Simulator, using the latest, installed SDK:
cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
-
for tvOS-Device, using the latest, installed SDK:
cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvos -DCMAKE_OSX_ARCHITECTURES=arm64`