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
This commit is contained in:
David Ludwig 2019-08-27 11:07:43 -04:00
parent abd1dd6617
commit b13c951cca
3 changed files with 136 additions and 33 deletions

View file

@ -1453,6 +1453,7 @@ elseif(APPLE)
set(SDL_FRAMEWORK_COCOA 1)
set(SDL_FRAMEWORK_CARBON 1)
endif()
set(SDL_FRAMEWORK_FOUNDATION 1)
# Requires the darwin file implementation
if(SDL_FILE)
@ -1476,6 +1477,7 @@ elseif(APPLE)
set(HAVE_SDL_AUDIO TRUE)
set(SDL_FRAMEWORK_COREAUDIO 1)
set(SDL_FRAMEWORK_AUDIOTOOLBOX 1)
set(SDL_FRAMEWORK_AVFOUNDATION 1)
endif()
if(SDL_JOYSTICK)
@ -1483,43 +1485,49 @@ elseif(APPLE)
if(HAVE_HIDAPI)
if(IOS)
set(SOURCE_FILES ${SOURCE_FILES} ${SDL2_SOURCE_DIR}/src/hidapi/ios/hid.m)
set(SDL_FRAMEWORK_COREBLUETOOTH 1)
endif()
endif()
set(SDL_JOYSTICK_IOKIT 1)
if (IOS)
file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/iphoneos/*.m ${SDL2_SOURCE_DIR}/src/joystick/steam/*.c)
set(SDL_JOYSTICK_MFI 1)
set(SDL_FRAMEWORK_COREMOTION 1)
set(SDL_FRAMEWORK_GAMECONTROLLER 1)
set(HAVE_SDL_SENSORS 1)
else()
file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/darwin/*.c)
set(SDL_JOYSTICK_IOKIT 1)
set(SDL_FRAMEWORK_IOKIT 1)
set(SDL_FRAMEWORK_FF 1)
endif()
set(SOURCE_FILES ${SOURCE_FILES} ${JOYSTICK_SOURCES})
set(HAVE_SDL_JOYSTICK TRUE)
set(SDL_FRAMEWORK_IOKIT 1)
set(SDL_FRAMEWORK_FF 1)
endif()
if(SDL_HAPTIC)
set(SDL_HAPTIC_IOKIT 1)
if (IOS)
file(GLOB HAPTIC_SOURCES ${SDL2_SOURCE_DIR}/src/haptic/dummy/*.c)
set(SDL_HAPTIC_DUMMY 1)
else()
file(GLOB HAPTIC_SOURCES ${SDL2_SOURCE_DIR}/src/haptic/darwin/*.c)
set(SDL_HAPTIC_IOKIT 1)
set(SDL_FRAMEWORK_IOKIT 1)
set(SDL_FRAMEWORK_FF 1)
endif()
set(SOURCE_FILES ${SOURCE_FILES} ${HAPTIC_SOURCES})
set(HAVE_SDL_HAPTIC TRUE)
set(SDL_FRAMEWORK_IOKIT 1)
set(SDL_FRAMEWORK_FF 1)
if(NOT SDL_JOYSTICK)
message(FATAL_ERROR "SDL_HAPTIC requires SDL_JOYSTICK to be enabled")
endif()
endif()
if(SDL_POWER)
set(SDL_POWER_MACOSX 1)
if (IOS)
file(GLOB POWER_SOURCES ${SDL2_SOURCE_DIR}/src/power/uikit/*.m)
set(SDL_POWER_UIKIT 1)
else()
file(GLOB POWER_SOURCES ${SDL2_SOURCE_DIR}/src/power/macosx/*.c)
set(SDL_POWER_MACOSX 1)
endif()
set(SOURCE_FILES ${SOURCE_FILES} ${POWER_SOURCES})
set(HAVE_SDL_POWER TRUE)
@ -1542,10 +1550,24 @@ elseif(APPLE)
set(HAVE_SDL_FILESYSTEM TRUE)
endif()
if(SDL_SENSOR)
if(IOS)
set(SDL_SENSOR_COREMOTION 1)
set(HAVE_SDL_SENSORS TRUE)
file(GLOB SENSOR_SOURCES ${SDL2_SOURCE_DIR}/src/sensor/coremotion/*.m)
set(SOURCE_FILES ${SOURCE_FILES} ${SENSOR_SOURCES})
endif()
endif()
# iOS hack needed - http://code.google.com/p/ios-cmake/ ?
if(SDL_VIDEO)
if (IOS)
set(SDL_VIDEO_DRIVER_UIKIT 1)
set(SDL_FRAMEWORK_COREGRAPHICS 1)
set(SDL_FRAMEWORK_QUARTZCORE 1)
set(SDL_FRAMEWORK_UIKIT 1)
set(SDL_IPHONE_KEYBOARD 1)
set(SDL_IPHONE_LAUNCHSCREEN 1)
file(GLOB UIKITVIDEO_SOURCES ${SDL2_SOURCE_DIR}/src/video/uikit/*.m)
set(SOURCE_FILES ${SOURCE_FILES} ${UIKITVIDEO_SOURCES})
else()
@ -1556,15 +1578,21 @@ elseif(APPLE)
set(SDL_VIDEO_RENDER_OGL 1)
set(HAVE_VIDEO_OPENGL TRUE)
endif()
if(VIDEO_OPENGLES)
set(SDL_VIDEO_OPENGL_EGL 1)
set(SDL_VIDEO_OPENGL_ES2 1)
set(SDL_VIDEO_RENDER_OGL_ES2 1)
set(HAVE_VIDEO_OPENGLES TRUE)
endif()
endif()
if(VIDEO_OPENGLES)
if(IOS)
set(SDL_FRAMEWORK_OPENGLES 1)
set(SDL_VIDEO_OPENGL_ES 1)
set(SDL_VIDEO_RENDER_OGL_ES 1)
else()
set(SDL_VIDEO_OPENGL_EGL 1)
endif()
set(SDL_VIDEO_OPENGL_ES2 1)
set(SDL_VIDEO_RENDER_OGL_ES2 1)
set(HAVE_VIDEO_OPENGLES TRUE)
endif()
if(VIDEO_VULKAN OR VIDEO_METAL OR RENDER_METAL)
set(ORIG_CMAKE_REQUIRED_FLAGS ${CMAKE_REQUIRED_FLAGS})
set(CMAKE_REQUIRED_FLAGS "${CMAKE_REQUIRED_FLAGS} -x objective-c")
@ -1634,6 +1662,30 @@ elseif(APPLE)
find_library(AUDIOTOOLBOX AudioToolbox)
list(APPEND EXTRA_LIBS ${AUDIOTOOLBOX})
endif()
if(SDL_FRAMEWORK_AVFOUNDATION)
find_library(AVFOUNDATION AVFoundation)
list(APPEND EXTRA_LIBS ${AVFOUNDATION})
endif()
if(SDL_FRAMEWORK_COREBLUETOOTH)
find_library(COREBLUETOOTH CoreBluetooth)
list(APPEND EXTRA_LIBS ${COREBLUETOOTH})
endif()
if(SDL_FRAMEWORK_COREGRAPHICS)
find_library(COREGRAPHICS CoreGraphics)
list(APPEND EXTRA_LIBS ${COREGRAPHICS})
endif()
if(SDL_FRAMEWORK_COREMOTION)
find_library(COREMOTION CoreMotion)
list(APPEND EXTRA_LIBS ${COREMOTION})
endif()
if(SDL_FRAMEWORK_FOUNDATION)
find_library(FOUNDATION Foundation)
list(APPEND EXTRA_LIBS ${FOUNDATION})
endif()
if(SDL_FRAMEWORK_GAMECONTROLLER)
find_library(GAMECONTROLLER GameController)
list(APPEND EXTRA_LIBS ${GAMECONTROLLER})
endif()
if(SDL_FRAMEWORK_METAL)
if(IOS)
find_library(METAL Metal)
@ -1642,6 +1694,10 @@ elseif(APPLE)
list(APPEND EXTRA_LDFLAGS "-Wl,-weak_framework,Metal")
endif()
endif()
if(SDL_FRAMEWORK_OPENGLES)
find_library(OPENGLES OpenGLES)
list(APPEND EXTRA_LIBS ${OPENGLES})
endif()
if(SDL_FRAMEWORK_QUARTZCORE)
if(IOS)
find_library(QUARTZCORE QuartzCore)
@ -1650,6 +1706,10 @@ elseif(APPLE)
list(APPEND EXTRA_LDFLAGS "-Wl,-weak_framework,QuartzCore")
endif()
endif()
if(SDL_FRAMEWORK_UIKIT)
find_library(UIKIT UIKit)
list(APPEND EXTRA_LIBS ${UIKIT})
endif()
CheckPTHREAD()
@ -1900,6 +1960,10 @@ if(SDL_SHARED)
if (NOT ANDROID)
set_target_properties(SDL2 PROPERTIES DEBUG_POSTFIX ${SDL_CMAKE_DEBUG_POSTFIX})
endif()
if(IOS)
set_property(TARGET SDL2 APPEND_STRING PROPERTY COMPILE_FLAGS "-fobjc-arc")
target_compile_definitions(SDL2 PRIVATE IOS_DYLIB=1)
endif()
endif()
if(ANDROID)
@ -1942,6 +2006,9 @@ if(SDL_STATIC)
if (NOT ANDROID)
set_target_properties(SDL2-static PROPERTIES DEBUG_POSTFIX ${SDL_CMAKE_DEBUG_POSTFIX})
endif()
if(IOS)
set_property(TARGET SDL2-static APPEND_STRING PROPERTY COMPILE_FLAGS "-fobjc-arc")
endif()
endif()
##### Tests #####

View file

@ -298,6 +298,7 @@
/* Enable various sensor drivers */
#cmakedefine SDL_SENSOR_ANDROID @SDL_SENSOR_ANDROID@
#cmakedefine SDL_SENSOR_COREMOTION @SDL_SENSOR_COREMOTION@
#cmakedefine SDL_SENSOR_DUMMY @SDL_SENSOR_DUMMY@
/* Enable various shared object loading systems */
@ -323,6 +324,7 @@
#cmakedefine SDL_VIDEO_DRIVER_ANDROID @SDL_VIDEO_DRIVER_ANDROID@
#cmakedefine SDL_VIDEO_DRIVER_HAIKU @SDL_VIDEO_DRIVER_HAIKU@
#cmakedefine SDL_VIDEO_DRIVER_COCOA @SDL_VIDEO_DRIVER_COCOA@
#cmakedefine SDL_VIDEO_DRIVER_UIKIT @SDL_VIDEO_DRIVER_UIKIT@
#cmakedefine SDL_VIDEO_DRIVER_DIRECTFB @SDL_VIDEO_DRIVER_DIRECTFB@
#cmakedefine SDL_VIDEO_DRIVER_DIRECTFB_DYNAMIC @SDL_VIDEO_DRIVER_DIRECTFB_DYNAMIC@
#cmakedefine SDL_VIDEO_DRIVER_DUMMY @SDL_VIDEO_DRIVER_DUMMY@
@ -396,6 +398,7 @@
#cmakedefine SDL_POWER_LINUX @SDL_POWER_LINUX@
#cmakedefine SDL_POWER_WINDOWS @SDL_POWER_WINDOWS@
#cmakedefine SDL_POWER_MACOSX @SDL_POWER_MACOSX@
#cmakedefine SDL_POWER_UIKIT @SDL_POWER_UIKIT@
#cmakedefine SDL_POWER_HAIKU @SDL_POWER_HAIKU@
#cmakedefine SDL_POWER_EMSCRIPTEN @SDL_POWER_EMSCRIPTEN@
#cmakedefine SDL_POWER_HARDWIRED @SDL_POWER_HARDWIRED@
@ -417,6 +420,9 @@
#cmakedefine SDL_LIBSAMPLERATE_DYNAMIC @SDL_LIBSAMPLERATE_DYNAMIC@
/* Platform specific definitions */
#cmakedefine SDL_IPHONE_KEYBOARD @SDL_IPHONE_KEYBOARD@
#cmakedefine SDL_IPHONE_LAUNCHSCREEN @SDL_IPHONE_LAUNCHSCREEN@
#if !defined(__WIN32__)
# if !defined(_STDINT_H_) && !defined(_STDINT_H) && !defined(HAVE_STDINT_H) && !defined(_HAVE_STDINT_H)
typedef unsigned int size_t;

View file

@ -101,22 +101,52 @@ endforeach(RESOURCE_FILE)
file(COPY ${RESOURCE_FILES} DESTINATION ${CMAKE_CURRENT_BINARY_DIR})
# TODO: Might be easier to make all targets depend on the resources...?
add_dependencies(testscale SDL2_test_resoureces)
add_dependencies(testrendercopyex SDL2_test_resoureces)
add_dependencies(controllermap SDL2_test_resoureces)
add_dependencies(testyuv SDL2_test_resoureces)
add_dependencies(testgamecontroller SDL2_test_resoureces)
add_dependencies(testshape SDL2_test_resoureces)
add_dependencies(testshader SDL2_test_resoureces)
add_dependencies(testnative SDL2_test_resoureces)
add_dependencies(testspriteminimal SDL2_test_resoureces)
add_dependencies(testautomation SDL2_test_resoureces)
add_dependencies(testcustomcursor SDL2_test_resoureces)
add_dependencies(testrendertarget SDL2_test_resoureces)
add_dependencies(testsprite2 SDL2_test_resoureces)
add_dependencies(loopwave SDL2_test_resoureces)
add_dependencies(loopwavequeue SDL2_test_resoureces)
add_dependencies(testresample SDL2_test_resoureces)
add_dependencies(testaudiohotplug SDL2_test_resoureces)
add_dependencies(testmultiaudio SDL2_test_resoureces)
set(NEEDS_RESOURCES
testscale
testrendercopyex
controllermap
testyuv
testgamecontroller
testshape
testshader
testnative
testspriteminimal
testautomation
testcustomcursor
testrendertarget
testsprite2
loopwave
loopwavequeue
testresample
testaudiohotplug
testmultiaudio
)
foreach(APP IN LISTS NEEDS_RESOURCES)
add_dependencies(${APP} SDL2_test_resoureces)
if(APPLE)
# Make sure resource files get installed into macOS/iOS .app bundles.
target_sources(${APP} PRIVATE "${RESOURCE_FILES}")
set_target_properties(${APP} PROPERTIES RESOURCE "${RESOURCE_FILES}")
endif()
endforeach()
# Set Apple App ID / Bundle ID. This is needed to launch apps on some Apple
# platforms (iOS, for example).
if(APPLE)
if(${CMAKE_VERSION} VERSION_LESS "3.7.0")
# CMake's 'BUILDSYSTEM_TARGETS' property is only available in
# CMake 3.7 and above.
message(WARNING "Unable to set Bundle ID for Apple .app builds due to old CMake (pre 3.7).")
else()
get_property(TARGETS DIRECTORY ${CMAKE_CURRENT_LIST_DIR} PROPERTY BUILDSYSTEM_TARGETS)
foreach(CURRENT_TARGET IN LISTS TARGETS)
get_property(TARGET_TYPE TARGET ${CURRENT_TARGET} PROPERTY TYPE)
if(TARGET_TYPE STREQUAL "EXECUTABLE")
set_target_properties("${CURRENT_TARGET}" PROPERTIES
MACOSX_BUNDLE_GUI_IDENTIFIER "org.libsdl.${CURRENT_TARGET}"
)
endif()
endforeach()
endif()
endif()