test/CMakeLists.txt


Log

Author Commit Date CI Message
Francesco Abbate 0dd7024d 2021-03-12T21:58:20 Modifies WaitEvent and WaitEventTimeout to actually wait instead of polling 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.
Ozkan Sezer 9d46bd25 2021-03-11T17:00:10 revert commit 81cdb1bb0de (unifont license issue.)
Ozkan Sezer 81cdb1bb 2021-03-04T18:32:32 test: add unifont-9.0.02.hex as a resource (so it works out-of-the-box) from a patchset by Vladislav Dmitrievich Turbanov: https://github.com/libsdl-org/SDL/pull/4062
Ozkan Sezer a52d0db5 2021-03-04T18:28:10 test/CMakeLists.txt: add OpenGL module checks and adjust dependencies. from a patchset by Vladislav Dmitrievich Turbanov: https://github.com/libsdl-org/SDL/pull/4062
Ozkan Sezer e7abf968 2021-03-04T18:28:04 test/CMakeLists.txt: bump cmake minimum required to 3.0 for consistency from a patchset by Vladislav Dmitrievich Turbanov: https://github.com/libsdl-org/SDL/pull/4062
Sam Lantinga 89fe32dd 2020-04-05T08:46:59 Fixed bug 5072 - Test resources missing when building with SDL_TEST and CMake 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`)
Brandon Schaefer 68985371 2019-09-24T16:36:48 offscreen: Add new video driver backend Offscreen 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
David Ludwig 4e518f98 2019-09-23T17:48:14 CMake: add version strings to Apple Info.plist files 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')
David Ludwig b13c951c 2019-08-27T11:07:43 CMake: iOS support added 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
Sam Lantinga 6cf4d0e4 2018-02-24T08:59:58 Fixed bug 4092 - CMake support for building everything in the "test" directory 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.