806813e937
This commit drops the previous custom CMake toolchain file for Android in favor of CMake's new built-in toolchain for this (CMake >3.7.2). This makes building SFML for Android a lot simpler and more straight forward, working almost as smooth as other platforms. To configure your build directory, all you have to do is defining just a few variables the first time you invoke CMake. **Required Variables** * `CMAKE_SYSTEM_NAME` must be `Android`, so CMake knows we actually want to cross-compile. * `CMAKE_ANDROID_NDK` must point to the NDK's installation directory, e.g. `/usr/android/ndk` or `c:/android/ndk`. **Recommended Variables** * `CMAKE_ANDROID_STL_TYPE` defines the STL implementation to be used. You should use `c++_shared`, although others might work. **Optional Variables** * `CMAKE_SYSTEM_VERSION` can be set to pick a specific SDK version other than the latest. * `CMAKE_ANDROID_ARCH_ABI` defines the target architecture and ABI, for example `armeabi` or `armeabi-v7a`. Based on your system, you might want to enforce a specific generator to prevent issues, e.g. using `MinGW Makefiles`.
232 lines
10 KiB
CMake
232 lines
10 KiB
CMake
include(CMakeParseArguments)
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# set the appropriate standard library on each platform for the given target
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# ex: sfml_set_stdlib(sfml-system)
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function(sfml_set_stdlib target)
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# for gcc >= 4.0 on Windows, apply the SFML_USE_STATIC_STD_LIBS option if it is enabled
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if(SFML_OS_WINDOWS AND SFML_COMPILER_GCC AND NOT SFML_GCC_VERSION VERSION_LESS "4")
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if(SFML_USE_STATIC_STD_LIBS AND NOT SFML_COMPILER_GCC_TDM)
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target_link_libraries(${target} "-static-libgcc" "-static-libstdc++")
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elseif(NOT SFML_USE_STATIC_STD_LIBS AND SFML_COMPILER_GCC_TDM)
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target_link_libraries(${target} "-shared-libgcc" "-shared-libstdc++")
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endif()
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endif()
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if (SFML_OS_MACOSX)
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if (${CMAKE_GENERATOR} MATCHES "Xcode")
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set_property(TARGET ${target} PROPERTY XCODE_ATTRIBUTE_CLANG_CXX_LIBRARY "libc++")
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else()
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target_compile_options(${target} PRIVATE "-stdlib=libc++")
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target_link_libraries(${target} "-stdlib=libc++")
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endif()
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endif()
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endfunction()
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# add a new target which is a SFML library
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# ex: sfml_add_library(sfml-graphics
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# SOURCES sprite.cpp image.cpp ...
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# DEPENDS sfml-window sfml-system
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# EXTERNAL_LIBS opengl freetype ...)
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macro(sfml_add_library target)
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# parse the arguments
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cmake_parse_arguments(THIS "" "" "SOURCES;DEPENDS;EXTERNAL_LIBS" ${ARGN})
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# create the target
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add_library(${target} ${THIS_SOURCES})
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# define the export symbol of the module
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string(REPLACE "-" "_" NAME_UPPER "${target}")
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string(TOUPPER "${NAME_UPPER}" NAME_UPPER)
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set_target_properties(${target} PROPERTIES DEFINE_SYMBOL ${NAME_UPPER}_EXPORTS)
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# adjust the output file prefix/suffix to match our conventions
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if(BUILD_SHARED_LIBS)
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if(SFML_OS_WINDOWS)
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# include the major version number in Windows shared library names (but not import library names)
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set_target_properties(${target} PROPERTIES DEBUG_POSTFIX -d)
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set_target_properties(${target} PROPERTIES SUFFIX "-${VERSION_MAJOR}${CMAKE_SHARED_LIBRARY_SUFFIX}")
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else()
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set_target_properties(${target} PROPERTIES DEBUG_POSTFIX -d)
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endif()
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if (SFML_OS_WINDOWS AND SFML_COMPILER_GCC)
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# on Windows/gcc get rid of "lib" prefix for shared libraries,
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# and transform the ".dll.a" suffix into ".a" for import libraries
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set_target_properties(${target} PROPERTIES PREFIX "")
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set_target_properties(${target} PROPERTIES IMPORT_SUFFIX ".a")
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endif()
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else()
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set_target_properties(${target} PROPERTIES DEBUG_POSTFIX -s-d)
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set_target_properties(${target} PROPERTIES RELEASE_POSTFIX -s)
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set_target_properties(${target} PROPERTIES MINSIZEREL_POSTFIX -s)
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set_target_properties(${target} PROPERTIES RELWITHDEBINFO_POSTFIX -s)
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endif()
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# set the version and soversion of the target (for compatible systems -- mostly Linuxes)
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# except for Android which strips soversion suffixes
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if(NOT SFML_OS_ANDROID)
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set_target_properties(${target} PROPERTIES SOVERSION ${VERSION_MAJOR}.${VERSION_MINOR})
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set_target_properties(${target} PROPERTIES VERSION ${VERSION_MAJOR}.${VERSION_MINOR}.${VERSION_PATCH})
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endif()
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# set the target's folder (for IDEs that support it, e.g. Visual Studio)
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set_target_properties(${target} PROPERTIES FOLDER "SFML")
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# set the target flags to use the appropriate C++ standard library
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sfml_set_stdlib(${target})
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# For Visual Studio on Windows, export debug symbols (PDB files) to lib directory
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if(SFML_GENERATE_PDB)
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# PDB files are only generated in Debug and RelWithDebInfo configurations, find out which one
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if(${CMAKE_BUILD_TYPE} STREQUAL "Debug")
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set(SFML_PDB_POSTFIX "-d")
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else()
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set(SFML_PDB_POSTFIX "")
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endif()
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if(BUILD_SHARED_LIBS)
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# DLLs export debug symbols in the linker PDB (the compiler PDB is an intermediate file)
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set_target_properties(${target} PROPERTIES
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PDB_NAME "${target}${SFML_PDB_POSTFIX}"
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PDB_OUTPUT_DIRECTORY "${PROJECT_BINARY_DIR}/lib")
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else()
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# Static libraries have no linker PDBs, thus the compiler PDBs are relevant
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set_target_properties(${target} PROPERTIES
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COMPILE_PDB_NAME "${target}-s${SFML_PDB_POSTFIX}"
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COMPILE_PDB_OUTPUT_DIRECTORY "${PROJECT_BINARY_DIR}/lib")
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endif()
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endif()
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# if using gcc >= 4.0 or clang >= 3.0 on a non-Windows platform, we must hide public symbols by default
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# (exported ones are explicitly marked)
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if(NOT SFML_OS_WINDOWS AND ((SFML_COMPILER_GCC AND NOT SFML_GCC_VERSION VERSION_LESS "4") OR (SFML_COMPILER_CLANG AND NOT SFML_CLANG_VERSION VERSION_LESS "3")))
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set_target_properties(${target} PROPERTIES COMPILE_FLAGS -fvisibility=hidden)
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endif()
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# link the target to its SFML dependencies
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if(THIS_DEPENDS)
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target_link_libraries(${target} ${THIS_DEPENDS})
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endif()
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# build frameworks or dylibs
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if(SFML_OS_MACOSX AND BUILD_SHARED_LIBS)
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if(SFML_BUILD_FRAMEWORKS)
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# adapt target to build frameworks instead of dylibs
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set_target_properties(${target} PROPERTIES
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FRAMEWORK TRUE
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FRAMEWORK_VERSION ${VERSION_MAJOR}.${VERSION_MINOR}.${VERSION_PATCH}
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MACOSX_FRAMEWORK_IDENTIFIER org.sfml-dev.${target}
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MACOSX_FRAMEWORK_SHORT_VERSION_STRING ${VERSION_MAJOR}.${VERSION_MINOR}.${VERSION_PATCH}
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MACOSX_FRAMEWORK_BUNDLE_VERSION ${VERSION_MAJOR}.${VERSION_MINOR}.${VERSION_PATCH})
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endif()
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# adapt install directory to allow distributing dylibs/frameworks in user's frameworks/application bundle
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# but only if cmake rpath options aren't set
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if(NOT CMAKE_SKIP_RPATH AND NOT CMAKE_SKIP_INSTALL_RPATH AND NOT CMAKE_INSTALL_RPATH AND NOT CMAKE_INSTALL_RPATH_USE_LINK_PATH AND NOT CMAKE_INSTALL_NAME_DIR)
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if(CMAKE_SKIP_BUILD_RPATH)
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set_target_properties(${target} PROPERTIES
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INSTALL_NAME_DIR "@rpath")
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else()
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set_target_properties(${target} PROPERTIES
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BUILD_WITH_INSTALL_RPATH 1
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INSTALL_NAME_DIR "@rpath")
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endif()
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endif()
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endif()
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# enable automatic reference counting on iOS
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if (SFML_OS_IOS)
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set_target_properties(${target} PROPERTIES XCODE_ATTRIBUTE_CLANG_ENABLE_OBJC_ARC YES)
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endif()
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# sfml-activity library is our bootstrap activity and must not depend on stlport_shared
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# (otherwise Android will fail to load it)
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if (SFML_OS_ANDROID)
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if (${target} MATCHES "sfml-activity")
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set_target_properties(${target} PROPERTIES COMPILE_FLAGS -fpermissive)
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set_target_properties(${target} PROPERTIES LINK_FLAGS "-landroid -llog")
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set(CMAKE_CXX_CREATE_SHARED_LIBRARY ${CMAKE_CXX_CREATE_SHARED_LIBRARY_WITHOUT_STL})
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else()
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set(CMAKE_CXX_CREATE_SHARED_LIBRARY ${CMAKE_CXX_CREATE_SHARED_LIBRARY_WITH_STL})
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endif()
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endif()
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# link the target to its external dependencies
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if(THIS_EXTERNAL_LIBS)
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target_link_libraries(${target} ${THIS_EXTERNAL_LIBS})
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endif()
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# add the install rule
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install(TARGETS ${target}
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RUNTIME DESTINATION bin COMPONENT bin
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LIBRARY DESTINATION lib${LIB_SUFFIX} COMPONENT bin
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ARCHIVE DESTINATION lib${LIB_SUFFIX} COMPONENT devel
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FRAMEWORK DESTINATION ${CMAKE_INSTALL_FRAMEWORK_PREFIX} COMPONENT bin)
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endmacro()
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# add a new target which is a SFML example
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# ex: sfml_add_example(ftp
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# SOURCES ftp.cpp ...
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# BUNDLE_RESOURCES MainMenu.nib ... # Files to be added in target but not installed next to the executable
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# DEPENDS sfml-network sfml-system
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# RESOURCES_DIR resources) # A directory to install next to the executable and sources
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macro(sfml_add_example target)
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# parse the arguments
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cmake_parse_arguments(THIS "GUI_APP" "RESOURCES_DIR" "SOURCES;BUNDLE_RESOURCES;DEPENDS" ${ARGN})
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# set a source group for the source files
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source_group("" FILES ${THIS_SOURCES})
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# check whether resources must be added in target
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set(target_input ${THIS_SOURCES})
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if(THIS_BUNDLE_RESOURCES)
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set(target_input ${target_input} ${THIS_BUNDLE_RESOURCES})
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endif()
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# create the target
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if(THIS_GUI_APP AND SFML_OS_WINDOWS AND NOT DEFINED CMAKE_CONFIGURATION_TYPES AND ${CMAKE_BUILD_TYPE} STREQUAL "Release")
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add_executable(${target} WIN32 ${target_input})
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target_link_libraries(${target} sfml-main)
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else()
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add_executable(${target} ${target_input})
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endif()
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# set the debug suffix
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set_target_properties(${target} PROPERTIES DEBUG_POSTFIX -d)
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# set the target's folder (for IDEs that support it, e.g. Visual Studio)
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set_target_properties(${target} PROPERTIES FOLDER "Examples")
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# set the target flags to use the appropriate C++ standard library
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sfml_set_stdlib(${target})
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# link the target to its SFML dependencies
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if(THIS_DEPENDS)
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target_link_libraries(${target} ${THIS_DEPENDS})
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endif()
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# add the install rule
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install(TARGETS ${target}
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RUNTIME DESTINATION ${INSTALL_MISC_DIR}/examples/${target} COMPONENT examples
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BUNDLE DESTINATION ${INSTALL_MISC_DIR}/examples/${target} COMPONENT examples)
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# install the example's source code
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install(FILES ${THIS_SOURCES}
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DESTINATION ${INSTALL_MISC_DIR}/examples/${target}
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COMPONENT examples)
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if (THIS_RESOURCES_DIR)
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# install the example's resources as well
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get_filename_component(THIS_RESOURCES_DIR "${THIS_RESOURCES_DIR}" ABSOLUTE)
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if(NOT EXISTS "${THIS_RESOURCES_DIR}")
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message(FATAL_ERROR "Given resources directory to install does not exist: ${THIS_RESOURCES_DIR}")
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endif()
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install(DIRECTORY ${THIS_RESOURCES_DIR}
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DESTINATION ${INSTALL_MISC_DIR}/examples/${target}
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COMPONENT examples)
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endif()
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endmacro()
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