|
45e3521d
|
2020-12-09T07:32:10
|
|
Backed out changes for 5366 - cmake build doesn't detect Metal on macOS
These changes introduce regressions for other build environments, so I'm backing them out until we sort out the correct fix.
|
|
479db430
|
2020-12-09T06:56:34
|
|
Fixed bug 5250 - updaterev.sh failed using CMake Tools on VSCode Remote
Sebastian Vargas Vargas
Running CMake configure from a Windows Subsystem for Linux using Visual Studio Code Remote doesn't generate the header file with the current source revision, it throws "/home/sebva/SDL/build-scripts/updaterev.sh: 13: cannot create /mnt/c/Users/sebva/.vscode/extensions/ms-vscode-remote.remote-wsl-0.44.4/include/SDL_revision.h.new: Directory nonexistent".
|
|
42c5b4ac
|
2020-12-09T06:17:55
|
|
Fixed bug 5366 - cmake build doesn't detect Metal on macOS
Tom Seddon
2nd time lucky, perhaps. patch 2 applies to current HEAD at time of writing - 4eb049c9bb1ca94efe3c40b57beda3169984d0cb from https://github.com/SDL-mirror/SDL.
This basically goes back to what was there originally, but now manually adding "-x objective-c" to the clang command line rather than "-ObjC". clang is then invoked without the "-x c" that was causing the problem, the snippet builds, and Metal is detected. (I had a quick trawl through the cmake code, but I couldn't see where this is handled.)
I was moved to try this after finding SDL's own CHECK_OBJC_SOURCE_COMPILES macro, and noting what it does: https://github.com/SDL-mirror/SDL/blob/4eb049c9bb1ca94efe3c40b57beda3169984d0cb/cmake/macros.cmake#L67
An alternative fix of course would be to use CHECK_OBJC_SOURCE_COMPILES instead of cmake's check_objc_source_compiles - but that had the same problem of getting confused by "return 0;". (Maybe that's because it's a macro? I'll defer to a cmake expert on this one.)
I decided in the end to err on the side of leaving things looking basically the same as they were before my first patch.
|
|
475405e0
|
2020-12-09T12:03:24
|
|
CMakeLists.txt: sync DYLIB_CURRENT_VERSION to Xcode project
|
|
250a0557
|
2020-12-09T12:01:10
|
|
fix bug #5384 -- define DLL_EXPORT in DLL builds and adjust begin_code.h
|
|
a2098a47
|
2020-12-08T18:56:06
|
|
Updated SDL to 2.0.14 in preparation for release candidate
|
|
2a9591a9
|
2020-12-08T09:16:34
|
|
Accepted patch https://github.com/microsoft/vcpkg/blob/master/ports/sdl2/fix-space-in-path.patch
|
|
7f1c6e82
|
2020-12-08T09:13:08
|
|
Accepted patch https://github.com/microsoft/vcpkg/blob/master/ports/sdl2/enable-winrt-cmake.patch
|
|
7665f887
|
2020-12-08T09:07:21
|
|
Accepted patch https://github.com/microsoft/vcpkg/blob/master/ports/sdl2/disable-wcslcpy-and-wcslcat-for-windows.patch
|
|
695499ae
|
2020-12-08T09:04:28
|
|
Accepted patch https://github.com/microsoft/vcpkg/blob/master/ports/sdl2/disable-hidapi-for-uwp.patch
|
|
4b35a18d
|
2020-12-01T13:50:42
|
|
Fixed bug 5366 - cmake build doesn't detect Metal on macOS
Tom Seddon
This is as of commit 50d804ea729accf9e3a9ce83238d0a2976a17545 from https://github.com/SDL-mirror/SDL, which is HEAD as I write (apologies, not confident with Mercurial)
# Config
macOS: 10.14.6 (18G6042)
cmake --version: cmake version 3.16.20200101-g23e782c
clang --version: Apple clang version 11.0.0 (clang-1100.0.33.17)
Xcode version: Version 11.3.1 (11C504)
# Repro steps
Run the following commands in the shell.
cd /tmp/
git clone https://github.com/SDL-mirror/SDL
mkdir build.SDL
cd build.SDL
cmake -G ../SDL/
Examine cmake output.
# Expected result
Metal is detected.
# Actual result
It appears that Metal is not detected! Note this line in the summary:
-- RENDER_METAL (Wanted: 0): OFF
# Fix
Change check_c_source_compiles to check_objc_source_compiles. The cmake script tries to add -ObjC to the clang command line, but, for whatever reason, this doesn't seem to work.
Change the test source to have an empty main. The "return 0;" line seems to confuse cmake somehow, causing it to crap out with an error about HAVE_FRAMEWORK_METAL being an unknown argument. (Maybe I'm just dense, but it's not obvious to me what the problem is here.)
With these two changes:
-- RENDER_METAL (Wanted: ON): ON
Patch attached.
|
|
e5783e11
|
2020-11-25T14:51:56
|
|
cmake: add missing checks for wcscasecmp, _wcsicmp, wcsncasecmp, _wcsnicmp
|
|
711d4090
|
2020-11-24T14:10:30
|
|
CMakeLists.txt: add src/joystick/iphoneos/*.m to Darwin joystick sources
.. so that there won't be missing symbols.
TODO: add checks for SDL_JOYSTICK_MFI ???
|
|
4c96faee
|
2020-11-23T20:37:10
|
|
remove non-existing tslib support from autofoo and cmake
|
|
8db3171b
|
2020-11-11T19:14:34
|
|
udev: Factor out SDL_EVDEV_GuessDeviceClass
This works on capability bitfields that can either come from udev or
from ioctls, so it is equally applicable to both udev and non-udev
input device detection.
Signed-off-by: Simon McVittie <smcv@collabora.com>
|
|
2daa670c
|
2020-10-13T15:20:03
|
|
cmake: look for iconv in libc, too (bug #5316.)
|
|
67568518
|
2020-10-13T14:45:10
|
|
cmake: run updaterev.sh if(NOT CMAKE_HOST_WIN32)
... not if(NOT WINDOWS OR CYGWIN)
This way, it generates SDL_revision.h in cross-build environments too.
|
|
665cfa49
|
2020-10-13T14:32:15
|
|
cmake: check for alloca() in stdlib.h and malloc.h, too (bug #5316)
|
|
48c03d9a
|
2020-10-12T02:40:00
|
|
cmake: reduce STDC_HEADER_NAMES list to only relevant headers,
i.e. stddef.h, stdarg.h, stdlib.h, string.h, stdio.h, wchar.h, float.h.
Fixes issue described at:
https://bugzilla.libsdl.org/show_bug.cgi?id=4885#c2
|
|
196cda69
|
2020-10-12T01:02:28
|
|
build: fix / update sensors (windows) configuration
- SDL_config.h.in: add missing defines SDL_SENSOR_COREMOTION
and SDL_SENSOR_WINDOWS (configure did set SDL_SENSOR_WINDOWS
but it never went in SDL_config.h or Makefile.)
- SDL_config.h.cmake: remove duplicated SDL_SENSOR_XXX cmake
defines.
- autofoo, cmake: check for sensorsapi.h header before enabling
windows sensors.
|
|
59022829
|
2020-10-11T17:32:32
|
|
riscos: Implement SDL_OpenURL()
|
|
77c9d73b
|
2020-10-05T11:30:33
|
|
Removed SDL_AndroidOpenURL, added SDL_OpenURL.
Still needs to be wired into Xcode and Visual Studio projects.
|
|
b1626295
|
2020-07-08T17:28:34
|
|
cmake: Fix building with -DSDL_HAPTIC=Off
|
|
e294639a
|
2020-06-27T02:00:58
|
|
cmake: Fix Metal detection on macOS/iOS.
Apparently the "-x objective-c" made it down to the linker, who then treats
the .o file as Objective-C source code. Apparently the -ObjC argument does
the same thing but gets ignored by the linker.
Fixes Bugzilla #4988.
|
|
363fd52b
|
2020-06-26T23:30:59
|
|
configure/cmake: Disable ARM SIMD and NEON by default.
It's buggy at the moment.
|
|
21482c15
|
2020-06-26T20:11:32
|
|
cmake: Bump minimum required CMake to 3.0.0 and mark link libraries PRIVATE.
Fixes Bugzilla #2992.
|
|
d955d63b
|
2020-06-26T17:42:30
|
|
cmake: Build Linux-specific files like the configure script does.
Otherwise we unconditionally compile things we shouldn't.
Fixes Bugzilla #5175.
|
|
718e1fb8
|
2020-06-26T22:45:15
|
|
cmake: Fix building with -DSDL_SENSOR=Off
|
|
dd753ce7
|
2020-06-26T15:04:57
|
|
cmake: Fix building with -DSDL_POWER=Off
Fixes Bugzilla #5193.
|
|
efe09359
|
2020-06-15T10:31:16
|
|
Fix compile without DIRECTX
|
|
a8400dc3
|
2020-05-29T16:31:05
|
|
Fixed bug 5105 - sndio support not working in dynamic mode (dlopen)
Giovanni Bajo
The CMake build system supports several audio frameworks for Linux: one of them is sndio.
All frameworks can be built with "runtime linking" (that is, using dlopen to load the library at runtime). In sdlchecks.cmake, there's code to do the same with sndio:
=================================================================
# Requires:
# - n/a
# Optional:
# - SNDIO_SHARED opt
# - HAVE_DLOPEN opt
macro(CheckSNDIO)
if(SNDIO)
# TODO: set include paths properly, so the sndio headers are found
check_include_file(sndio.h HAVE_SNDIO_H)
find_library(D_SNDIO_LIB sndio)
if(HAVE_SNDIO_H AND D_SNDIO_LIB)
set(HAVE_SNDIO TRUE)
file(GLOB SNDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/sndio/*.c)
set(SOURCE_FILES ${SOURCE_FILES} ${SNDIO_SOURCES})
set(SDL_AUDIO_DRIVER_SNDIO 1)
if(SNDIO_SHARED)
if(NOT HAVE_DLOPEN)
message_warn("You must have SDL_LoadObject() support for dynamic sndio loading")
else()
FindLibraryAndSONAME("sndio")
set(SDL_AUDIO_DRIVER_SNDIO_DYNAMIC "\"${SNDIO_LIB_SONAME}\"")
set(HAVE_SNDIO_SHARED TRUE)
endif()
else()
list(APPEND EXTRA_LIBS ${D_SNDIO_LIB})
endif()
set(HAVE_SDL_AUDIO TRUE)
endif()
endif()
endmacro()
=================================================================
The feature is gated by an option called SNDIO_SHARED. It is also fully implemented in SDL_sndioaudio.c
Unfortunately, it seems there is a missing line in CMakeLists.txt, so SNDIO_SHARED is not defined:
======================================================================
set_option(ALSA "Support the ALSA audio API" ${UNIX_SYS})
dep_option(ALSA_SHARED "Dynamically load ALSA audio support" ON "ALSA" OFF)
set_option(JACK "Support the JACK audio API" ${UNIX_SYS})
dep_option(JACK_SHARED "Dynamically load JACK audio support" ON "JACK" OFF)
set_option(ESD "Support the Enlightened Sound Daemon" ${UNIX_SYS})
dep_option(ESD_SHARED "Dynamically load ESD audio support" ON "ESD" OFF)
set_option(PULSEAUDIO "Use PulseAudio" ${UNIX_SYS})
dep_option(PULSEAUDIO_SHARED "Dynamically load PulseAudio support" ON "PULSEAUDIO" OFF)
set_option(ARTS "Support the Analog Real Time Synthesizer" ${UNIX_SYS})
dep_option(ARTS_SHARED "Dynamically load aRts audio support" ON "ARTS" OFF)
set_option(NAS "Support the NAS audio API" ${UNIX_SYS})
set_option(NAS_SHARED "Dynamically load NAS audio API" ${UNIX_SYS})
set_option(SNDIO "Support the sndio audio API" ${UNIX_SYS})
set_option(FUSIONSOUND "Use FusionSound audio driver" OFF)
dep_option(FUSIONSOUND_SHARED "Dynamically load fusionsound audio support" ON "FUSIONSOUND" OFF)
======================================================================
You can see that all frameworks define a "dep_option" NAME_SHARED, and SNDIO is the only one where the option is missing.
This means that runtime loading of sndio is never activated. If sndio is found at configuration time, it is always activated in "linked" mode, so that the final binary will have a load-time dependency with libsdnio. This is unfortunate.
To fix the problem, it is sufficient to add this line:
dep_option(SNDIO_SHARED "Dynamically load the sndio audio API" ${UNIX_SYS} ON "SNDIO" OFF)
I've verified that this fixes the bug, and sndio can now be dynamically loaded as expected.
|
|
5b65e0af
|
2020-05-15T21:12:23
|
|
Fixed bug 5100 - compilation CMake Android armeabi-v7a (Thanks Steve Robinson!)
fatal error: 'cpu-features.h' file not found on CMake Android armeabi-v7a
|
|
eadc8693
|
2020-05-11T14:31:04
|
|
Fixed bug 5103 - Port fcitx support to both fcitx 4 & 5
wengxt
Due to the new major fcitx version is coming close, the existing code need to be ported to use new Fcitx dbus interface.
The new dbus interface is supported by both fcitx 4 and 5, and has a good side effect, which is that it will work with flatpak for free. Also the patch remove the dependency on fcitx header. Instead, it just hardcodes a few enum value in the code so need to handle the different header for fcitx4 or 5.
|
|
fa23e3d0
|
2020-05-04T02:27:29
|
|
locale: Implemented SDL_GetPreferredLocales().
This was something I proposed a long time ago, Sylvain Becker did
additional work on it, then back to me.
Fixes Bugzilla #2131.
|
|
7ac82710
|
2020-04-24T02:06:53
|
|
cmake: various Haiku settings were accidentally under "if(SDL_VIDEO)"
|
|
952bac7c
|
2020-04-13T15:22:09
|
|
cmake: use check_symbol_exists, not check_function_exists (thanks, Manuel!)
This fixes the problem where we think iOS has fseeko64, etc, but doesn't.
Fixes Bugzilla #4885.
|
|
abcc6706
|
2020-04-12T13:24:36
|
|
build: Don't duplicate Libs in Libs.private in pkg-config file
pkg-config already prepends Libs to Libs.private when you specify
--static so there's no need to duplicate them. Most other projects
don't do this.
|
|
99f87a71
|
2020-04-11T23:38:34
|
|
build: Merge pkg-config Libs.private into Libs for static-only builds
A project being built entirely statically will call pkg-config with
--static, which utilises the Libs.private field. Conversely it will
not use --static when not being built entirely statically, even if
there is only a static build of SDL available. This will most likely
cause the build to fail due to underlinking unless we merge the Libs
fields.
This is what the Meson build system does when it generates pkg-config
files. This also also follows the behaviour of sdl2-config.
At the same time, the runtime linker flags are not applicable to
static-only builds so only add them for shared builds.
|
|
d292f6bd
|
2020-04-10T12:17:14
|
|
stdlib: Add SDL_trunc and SDL_truncf
|
|
3180ba81
|
2020-04-08T08:34:27
|
|
First pass at Windows sensor implementation
|
|
2be75c6a
|
2020-03-13T19:08:45
|
|
Fixed bug 5028 - Virtual Joysticks (new joystick backend)
David Ludwig
I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver. This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically. A primary use case for this is to help enable developers to add touch-screen joysticks to their apps.
The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one.
Use of virtual joysticks goes as such:
1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual. If successful, this returns the virtual-device's joystick-index.
2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual).
3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes. Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent).
Here is a listing of the new, public APIs, at present and subject to change:
------------------------------------------------------------
/**
* Attaches a new virtual joystick.
* Returns the joystick's device index, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats);
/**
* Detaches a virtual joystick
* Returns 0 on success, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
/**
* Indicates whether or not a virtual-joystick is at a given device index.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
/**
* Set values on an opened, virtual-joystick's controls.
* Returns 0 on success, -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);
------------------------------------------------------------
Miscellaneous notes on the initial patch, which are also subject to change:
1. no test code is present in SDL, yet. This should, perhaps, change. Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official. If tests are to be added, what kind of tests? Automated? Graphical?
2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX. When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions).
3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8.
4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER. This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above).
5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate.
6. the initial patch is based off of SDL 2.0.12
7. the virtual joystick subsystem is disabled by default. It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1
Questions, comments, suggestions, or bug reports very welcome!
|
|
983bbf9e
|
2020-03-10T18:35:31
|
|
Backed out changeset 51622f74dc85
|
|
93ed3c8b
|
2020-03-10T18:25:47
|
|
Updated SDL to version 2.0.13 for development builds
|
|
4fb06a2a
|
2020-03-10T18:25:47
|
|
Updated SDL to version 2.0.13 for development builds
|
|
74ed2156
|
2020-03-01T14:58:16
|
|
Updated version to 2.0.12 for release candidate build
|
|
1d624aa5
|
2020-02-16T00:08:36
|
|
Further improvements for bug 4128 - CMAKE: Generated target import file contains incorrect include path
Mohamed
It would be useful to be able to do either `#include "SDL2/SDL.h"` or `#include "SDL.h"`. This patch allows that and adds compatibility with other build systems. It also allows differentiating between SDL1 and SDL2.
|
|
8f1a916a
|
2020-02-13T20:50:47
|
|
Add basic support for compiling on RISC OS
|
|
598bcfc5
|
2020-01-06T07:06:58
|
|
Fixed bug 4928 - CMakeLists.txt: put cmake package helpers in proper libdir
Tiago O.
Use LIB_SUFFIX variable to determine the correct path.
|
|
183929bd
|
2019-12-03T02:42:53
|
|
cmake: ${SDL_CMAKE_DEBUG_POSTFIX} needs to be wrapped in quotes.
Otherwise, if it's an empty string, it causes problems.
Fixes Bugzilla #4117.
|
|
0d0ec5fe
|
2019-11-26T20:41:00
|
|
CMakeLists.txt: sync DYLIB_CURRENT_VERSION to Xcode project
|
|
8cdb4526
|
2019-11-21T10:33:56
|
|
CMakeLists.txt: add several missing function checks for unix case.
|
|
65096446
|
2019-11-20T16:42:50
|
|
Improved XInput VID/PID detection and added SDL_wcsstr() and SDL_wcsncmp()
|
|
eb8f14bb
|
2019-11-20T20:40:50
|
|
added SDL_strtokr() as a replacement for POSIX strtok_r (bug #4046.)
|
|
b7df2603
|
2019-10-24T23:17:19
|
|
cmake: added support for enabling the ARM SIMD/NEON code.
|
|
ffc7d091
|
2019-10-01T14:00:02
|
|
endpointvolume.h checks not needed since changeset 13078:8ab094a9df6b .
|
|
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
|
|
6398abe5
|
2019-09-23T18:24:03
|
|
CMake: bug-fix for tvOS support
tvOS Device support wasn't working, at least not with the current-latest tvOS release (13.0), with CMake failing during its configuration stage.
|
|
3fe2d836
|
2019-09-22T10:37:16
|
|
Updated SDL development builds to version 2.0.11
|
|
ec65a34b
|
2019-08-27T12:30:20
|
|
CMake: tvOS support/fixes
To use, set the following CMake variables when running CMake's configuration stage:
- CMAKE_SYSTEM_NAME=tvOS
- CMAKE_OSX_SYSROOT=<SDK> (examples: appletvos, appletvsimulator, appletvos12.4, /full/path/to/AppleTVOS.sdk, etc.)
- CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;x86_64")
|
|
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
|
|
0a9c74aa
|
2019-08-27T11:38:43
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Fixed bug 3918 - HIDAPI, CMake support for android project
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155087d1
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2019-08-11T15:23:37
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Fixed bug 3918 - CMake support for android project
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e9ec7d41
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2019-08-05T23:46:09
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Fixed bug 4354 - CMake builds do not correctly enable IME on Linux
Callum McGing
While the CMake build checks for ibus and does enable the ibus backend with set(HAVE_IBUS_IBUS_H TRUE), this does not define SDL_USE_IME, thus CMake built SDL2 (as in Arch Linux) cannot use IME at all.
The attached patch fixes this behaviour when building against ibus. IME support will still fail when only fcitx is available on the build system.
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aebaa316
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2019-08-05T12:35:32
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Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h.
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e149f4c4
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2019-07-31T11:34:00
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cmake: Fix locating libusb header at configure-time
Removing the CheckUSBHID call is necessary to avoid caching the failed header
check result before we find libusb via pkg-config.
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f7d82e56
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2019-07-31T12:20:55
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hidapi: Add SDL_hidapi.c, allows support for multiple hidapi backends.
This is currently supported on Linux and macOS. iOS and Android are not
supported at all, Windows support could be added with some changes to the libusb
backend. The Visual Studio and Xcode projects do not use this feature.
Based on Valve Software's hid.cpp, written in collaboration with Andrew Eikum.
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70f0b093
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2019-07-12T13:40:58
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cmake: Add setupapi library to Windows build dependencies (hidapi needs it).
Fixes Bugzilla #4719.
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66d4d8e2
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2019-07-08T16:46:52
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cmake: Added HIDAPI support.
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7f78d0f0
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2019-06-21T22:01:27
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Fixed bug 4684 - GLES1 variables missing under Android with CMake
Braden Obrzut
https://hg.libsdl.org/SDL/file/7dc39b047055/CMakeLists.txt#l911
I believe the following should also be specified there:
set(SDL_VIDEO_OPENGL_ES 1)
set(SDL_VIDEO_RENDER_OGL_ES 1)
As it is now GLES1 support is missing when building for Android despite it linking to the library.
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67c67f3a
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2019-06-17T10:13:28
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Updated version to 2.0.10
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1b73d578
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2019-06-08T18:32:29
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Temporary fix for bug 4254 - a _lot_ of strict aliasing warnings
Ozkan Sezer
A horde of strict aliasing violation warnings are emitted from joystick
layer, and also from a few other places. This happens with gcc-4.4.7 on
Linux CentOS 6.10. Some other sysjoystick would possibly have the same
warnings.
Attached my full log here. Example entry:
src/joystick/SDL_joystick.c: In function 'SDL_GetJoystickGUIDInfo':
src/joystick/SDL_joystick.c:1094: warning: dereferencing pointer '({anonymous})' does break strict-aliasing rules
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59483c64
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2019-06-08T14:36:03
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Fixed bug 4593 - Respect CMake's BUILD_SHARED_LIBS default behavior
tschwinger
Respect the BUILD_SHARED_LIBS variable when defined, and build either shared or static libs, which is CMake's default behavior (See https://cmake.org/cmake/help/latest/variable/BUILD_SHARED_LIBS.html).
If the variable is not defined, the current behavior remains unchanged and both variants are built where the platform supports it. This way, it remains possible to build both in one shot, which seems convenient for distro builds and useful to promote some consistency between them.
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68bb8d6c
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2019-06-08T14:34:38
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Fixed bug 4594 - Fix install location of CMake targets on Apple platforms
tschwinger
Followup to #3651
As already noted by Ryan, no framework is being built, so we better install to lib/cmake.
That code was originally part of a patch submitted by David Demelier, whose credit BTW got lost (I combined his patch for #3572 with fixes for #2576 and #3613 resulting in #3651 because things started to depend on another).
I tested that the configuration files are found correctly in the new location on MacOS X based on a hint to the root (see https://cmake.org/cmake/help/latest/command/find_package.html#search-procedure).
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50aab198
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2019-05-21T17:33:31
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Fixed bug 4639 - CMake build does not generate libhidapi.so for Android
Manuel Sabogal
I noticed that the current Android.mk builds a libhidapi.so library for Android but the CMake build hasn't been updated to do so. I'll attach a patch that fixes this issue.
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f79190f4
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2019-04-23T07:59:31
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Use _Exit() when available
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af4bbb30
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2019-03-25T23:01:32
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configure.in: Rename to configure.ac to fix an 'aclocal' warning
Also rename references in related files.
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8a5a05c1
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2019-03-15T15:51:05
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events: Let arbitrary signals to simulate iOS/Android backgrounding events.
This lets you build a custom embedded device that roughly offers the "this
process is going to the background NOW" semantics of SDL on a mobile device.
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510b01f5
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2018-12-03T20:14:35
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Fix WORKING_DIR parameter
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d4a21f54
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2018-12-02T02:43:32
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cmake: Comment out some debug logging that can upset build environments.
Something about the dashes, colons, numbers makes some builders believe this
is an error message.
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bc57ac27
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2018-11-02T21:34:17
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mir: Removed mir client support.
Fixes Bugzilla #4288.
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04761d7d
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2018-10-25T11:11:02
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CMakeLists.txt: set dylib version numbers properly. (bug #2915.)
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c17d6299
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2018-09-28T21:19:27
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Mark a subsystem as dummy, not disabled, if it was intended to be compiled in.
From Tom Black:
I'm having problems initializing the sensor module. I'm compiling with a standard ./configure && make && sudo make install, and the module says it's enabled, but SDL_Init(SDL_INIT_EVERYTHING) is failing with SDL_GetError() returning "SDL not built with sensor support".
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14d2ec80
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2018-09-28T21:03:39
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commit 8f4dedc039190f5e734c47dcc4fc021b5793b659
Author: Micha? Janiszewski <janisozaur+signed@gmail.com>
Date: Fri Sep 28 20:38:04 2018 +0200
CMake: fix building tests on Linux
In case where libunwind.h has been found, it will be used by compiler,
but linker wasn't updated to reflect use of this new library.
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b11c75e9
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2018-09-28T13:41:04
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configury, cmake: add check for endpointvolume.h :
add HAVE_ENDPOINTVOLUME_H, HAVE_MMDEVICEAPI_H and HAVE_AUDIOCLIENT_H
in SDL_config.h.in, SDL_config.h.cmake, SDL_config_windows.h, and in
SDL_config_winrt.h.
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cf7460e4
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2018-09-28T11:30:50
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configury, cmake: make wasapi option independent of directx.
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bc6c1997
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2018-09-26T10:08:14
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Updated version to 2.0.9
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8aaef4b9
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2018-09-24T08:41:59
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Fixed bug 3166 - It would be nice, if SDL would support including SDL project as a subdirectory into another CMake project
Wayde Reitsma
After attempting to use SDL2 in the way described in this bug, I found the main issue was the includes not being added to the compiler command.
I found the issue was that the target_include_directories commands for the SDL2, SDL2-static and SDL2main targets only sets the public includes for installations using the INSTALL_INTERFACE generator expression.
I have written a patch to CMakeLists.txt that fixes this issue by adding another item to the target_include_directories commands, utilizing the BUILD_INTERFACE generator expression to correctly add the include directory during builds.
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c19516b5
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2018-09-18T11:49:42
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cmake: correctly report Vulkan support at configure time (thanks, Tiago!).
Fixes Bugzilla #4262.
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9753b9cc
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2018-09-02T23:57:06
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CMakeLists.txt: fix typo SDL_SENSORS_DISABLED -> SDL_SENSOR_DISABLED
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df5d565f
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2018-08-23T14:32:30
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cmake: add sensor subsystem to the build.
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7c3040e0
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2018-08-21T12:11:34
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First pass on the new SDL sensor API
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58021b38
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2018-08-18T17:23:40
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Correct the name of the SDL shared library in CMake for Mac OS
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b4fe7412
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2018-08-04T11:52:46
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SDL_exp
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4d4bb2b0
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2018-08-02T16:21:43
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cmake: use WINDOWS instead of WIN32.
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88577916
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2018-07-01T17:01:04
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make WASAPI configurable in autofoo and cmake (default is on.)
closes bug #3798.
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3a11bba2
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2018-06-29T18:29:17
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Remove "lib" prefix from DLL file on MinGW builds
closes bug #4209.
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5e8c8167
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2018-04-15T09:37:51
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Fixed bug 4135 - Broken symlink libSDL2.so since rev11940
Tiago O.
Symlink points to the wrong folder, and target will always have debug postfix, so it'll be broken for other build types.
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9856d967
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2018-04-11T06:16:23
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Fix the include path in the installed CMake target import file
Previously the include path was {INSTALL_PREFIX}/include,
it is now {INSTALL_PREFIX}/include/SDL2 to be consistent with
the other build and package configuration systems.
Fixes #4128.
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6b5ed0fd
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2018-04-10T08:03:54
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Added debug postfix to install command and fixed library path
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0a5c1065
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2018-03-10T21:16:14
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Fix ARM builds with MSVC
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