mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-12-29 20:27:12 +01:00
68985371a0
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
156 lines
5.8 KiB
CMake
156 lines
5.8 KiB
CMake
cmake_minimum_required(VERSION 2.8.11)
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project(SDL2 C)
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# Global settings for all of the test targets
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# FIXME: is this wrong?
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remove_definitions(-DUSING_GENERATED_CONFIG_H)
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link_libraries(SDL2_test SDL2-static)
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# FIXME: Parent directory CMakeLists.txt only sets these for mingw/cygwin,
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# but we need them for VS as well.
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if(WINDOWS)
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link_libraries(SDL2main)
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add_definitions(-Dmain=SDL_main)
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endif()
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add_executable(checkkeys checkkeys.c)
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add_executable(loopwave loopwave.c)
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add_executable(loopwavequeue loopwavequeue.c)
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add_executable(testresample testresample.c)
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add_executable(testaudioinfo testaudioinfo.c)
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file(GLOB TESTAUTOMATION_SOURCE_FILES testautomation*.c)
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add_executable(testautomation ${TESTAUTOMATION_SOURCE_FILES})
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add_executable(testmultiaudio testmultiaudio.c)
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add_executable(testaudiohotplug testaudiohotplug.c)
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add_executable(testaudiocapture testaudiocapture.c)
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add_executable(testatomic testatomic.c)
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add_executable(testintersections testintersections.c)
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add_executable(testrelative testrelative.c)
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add_executable(testhittesting testhittesting.c)
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add_executable(testdraw2 testdraw2.c)
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add_executable(testdrawchessboard testdrawchessboard.c)
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add_executable(testdropfile testdropfile.c)
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add_executable(testerror testerror.c)
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add_executable(testfile testfile.c)
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add_executable(testgamecontroller testgamecontroller.c)
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add_executable(testgesture testgesture.c)
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add_executable(testgl2 testgl2.c)
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add_executable(testgles testgles.c)
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add_executable(testgles2 testgles2.c)
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add_executable(testhaptic testhaptic.c)
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add_executable(testhotplug testhotplug.c)
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add_executable(testrumble testrumble.c)
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add_executable(testthread testthread.c)
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add_executable(testiconv testiconv.c)
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add_executable(testime testime.c)
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add_executable(testjoystick testjoystick.c)
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add_executable(testkeys testkeys.c)
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add_executable(testloadso testloadso.c)
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add_executable(testlock testlock.c)
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if(APPLE)
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add_executable(testnative testnative.c
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testnativecocoa.m
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testnativex11.c)
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elseif(WINDOWS)
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add_executable(testnative testnative.c testnativew32.c)
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elseif(UNIX)
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add_executable(testnative testnative.c testnativex11.c)
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endif()
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add_executable(testoverlay2 testoverlay2.c testyuv_cvt.c)
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add_executable(testplatform testplatform.c)
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add_executable(testpower testpower.c)
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add_executable(testfilesystem testfilesystem.c)
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add_executable(testrendertarget testrendertarget.c)
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add_executable(testscale testscale.c)
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add_executable(testsem testsem.c)
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add_executable(testshader testshader.c)
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add_executable(testshape testshape.c)
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add_executable(testsprite2 testsprite2.c)
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add_executable(testspriteminimal testspriteminimal.c)
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add_executable(teststreaming teststreaming.c)
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add_executable(testtimer testtimer.c)
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add_executable(testver testver.c)
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add_executable(testviewport testviewport.c)
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add_executable(testwm2 testwm2.c)
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add_executable(testyuv testyuv.c testyuv_cvt.c)
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add_executable(torturethread torturethread.c)
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add_executable(testrendercopyex testrendercopyex.c)
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add_executable(testmessage testmessage.c)
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add_executable(testdisplayinfo testdisplayinfo.c)
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add_executable(testqsort testqsort.c)
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add_executable(testbounds testbounds.c)
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add_executable(testcustomcursor testcustomcursor.c)
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add_executable(controllermap controllermap.c)
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add_executable(testvulkan testvulkan.c)
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add_executable(testoffscreen testoffscreen.c)
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# HACK: Dummy target to cause the resource files to be copied to the build directory.
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# Need to make it an executable so we can use the TARGET_FILE_DIR generator expression.
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# This is needed so they get copied to the correct Debug/Release subdirectory in Xcode.
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file(WRITE ${CMAKE_CURRENT_BINARY_DIR}/resources_dummy.c "int main(int argc, const char **argv){ return 1; }\n")
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add_executable(SDL2_test_resoureces ${CMAKE_CURRENT_BINARY_DIR}/resources_dummy.c)
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file(GLOB RESOURCE_FILES *.bmp *.wav)
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foreach(RESOURCE_FILE ${RESOURCE_FILES})
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add_custom_command(TARGET SDL2_test_resoureces POST_BUILD COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${RESOURCE_FILE} $<TARGET_FILE_DIR:SDL2_test_resoureces>)
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endforeach(RESOURCE_FILE)
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file(COPY ${RESOURCE_FILES} DESTINATION ${CMAKE_CURRENT_BINARY_DIR})
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# TODO: Might be easier to make all targets depend on the resources...?
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set(NEEDS_RESOURCES
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testscale
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testrendercopyex
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controllermap
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testyuv
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testgamecontroller
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testshape
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testshader
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testnative
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testspriteminimal
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testautomation
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testcustomcursor
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testrendertarget
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testsprite2
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loopwave
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loopwavequeue
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testresample
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testaudiohotplug
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testmultiaudio
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)
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foreach(APP IN LISTS NEEDS_RESOURCES)
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add_dependencies(${APP} SDL2_test_resoureces)
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if(APPLE)
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# Make sure resource files get installed into macOS/iOS .app bundles.
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target_sources(${APP} PRIVATE "${RESOURCE_FILES}")
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set_target_properties(${APP} PROPERTIES RESOURCE "${RESOURCE_FILES}")
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endif()
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endforeach()
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# Set Apple App ID / Bundle ID. This is needed to launch apps on some Apple
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# platforms (iOS, for example).
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if(APPLE)
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if(${CMAKE_VERSION} VERSION_LESS "3.7.0")
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# CMake's 'BUILDSYSTEM_TARGETS' property is only available in
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# CMake 3.7 and above.
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message(WARNING "Unable to set Bundle ID for Apple .app builds due to old CMake (pre 3.7).")
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else()
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get_property(TARGETS DIRECTORY ${CMAKE_CURRENT_LIST_DIR} PROPERTY BUILDSYSTEM_TARGETS)
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foreach(CURRENT_TARGET IN LISTS TARGETS)
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get_property(TARGET_TYPE TARGET ${CURRENT_TARGET} PROPERTY TYPE)
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if(TARGET_TYPE STREQUAL "EXECUTABLE")
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set_target_properties("${CURRENT_TARGET}" PROPERTIES
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MACOSX_BUNDLE_GUI_IDENTIFIER "org.libsdl.${CURRENT_TARGET}"
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MACOSX_BUNDLE_BUNDLE_VERSION "${SDL_VERSION}"
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MACOSX_BUNDLE_SHORT_VERSION_STRING "${SDL_VERSION}"
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)
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endif()
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endforeach()
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endif()
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endif()
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