Repository: Ravbug/sdl3-sample Branch: main Commit: 0bb9df88a320 Files: 23 Total size: 37.2 KB Directory structure: gitextract_fvasxu2p/ ├── .github/ │ └── workflows/ │ ├── android-build.yml │ ├── build.yml │ └── web-build.yml ├── .gitignore ├── .gitmodules ├── CMakeLists.txt ├── LICENSE ├── README.md ├── build.gradle ├── config/ │ ├── README.md │ ├── config-generic.sh │ ├── config-ios-xcode.sh │ ├── config-mac-xcode.sh │ ├── config-tvos-xcode.sh │ ├── config-visionos-xcode.sh │ ├── config-web-unix.sh │ ├── config-web-win.bat │ └── config-win.bat └── src/ ├── Info.plist.in ├── attributions.txt ├── iosLaunchScreen.storyboard ├── main.cpp └── the_entertainer.ogg ================================================ FILE CONTENTS ================================================ ================================================ FILE: .github/workflows/android-build.yml ================================================ name: Build Sample for Android on: [push, pull_request] jobs: apk: name: Apk Build runs-on: ubuntu-latest steps: - uses: actions/checkout@v4 with: submodules: recursive - uses: actions/setup-java@v4 with: distribution: 'temurin' java-version: '17' - name: Update the build.gradle run: | cp build.gradle SDL/android-project/app/ - name: Build the APK run: | cd SDL/android-project/ ./gradlew assembleDebug - name: Upload the APK uses: actions/upload-artifact@v4 with: name: app-debug.apk path: SDL/android-project/app/build/outputs/apk/debug/app-debug.apk ================================================ FILE: .github/workflows/build.yml ================================================ name: Build Sample on: [push, pull_request] jobs: build-win: name: Build for Windows runs-on: windows-latest strategy: fail-fast: false matrix: arch: [x64, ARM64] target: [Windows] steps: - uses: actions/checkout@v4 with: submodules: recursive - name: Configure run: cmake -DCMAKE_SYSTEM_NAME=${{ matrix.target }} -DCMAKE_SYSTEM_VERSION="10.0" -A${{ matrix.arch }} -S . -B build - name: Build run: cmake --build build --target sdl-min --config Release - name: Upload Build uses: actions/upload-artifact@v4 if: ${{ matrix.target != 'WindowsStore' }} with: name: sdl-min-${{ matrix.target }}-${{ matrix.arch }} path: | build/Release/*.exe build/Release/*.dll build/Release/*.ttf build/Release/*.ogg build/Release/*.svg build-linux: name: Build for Linux runs-on: ubuntu-latest steps: - uses: actions/checkout@v4 with: submodules: recursive - name: Install Dependencies run: | sudo apt update sudo apt install -y --no-install-recommends build-essential git cmake ninja-build gnome-desktop-testing libasound2-dev libpulse-dev libaudio-dev libjack-dev libsndio-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxfixes-dev libxi-dev libxss-dev libxkbcommon-dev libdrm-dev libgbm-dev libgl1-mesa-dev libgles2-mesa-dev libegl1-mesa-dev libdbus-1-dev libibus-1.0-dev libudev-dev fcitx-libs-dev libpipewire-0.3-dev libwayland-dev libdecor-0-dev liburing-dev libxtst-dev - name: Configure run: cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -S . -B build - name: Build run: cmake --build build --target sdl-min --config Release - name: Upload Build uses: actions/upload-artifact@v4 with: name: sdl-min-Linux path: | build/Release/sdl-min build/Release/*.so build/Release/*.ttf build/Release/*.ogg build/Release/*.svg build-mac: name: Build for Apple runs-on: macos-14 strategy: fail-fast: false matrix: target: [iOS, tvOS, visionOS, ''] steps: - uses: actions/checkout@v4 with: submodules: recursive - name: Setup Xcode version uses: maxim-lobanov/setup-xcode@v1.6.0 with: xcode-version: "16.1" - name: Configure run: cmake -G "Xcode" -DCMAKE_XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED=NO -DCMAKE_SYSTEM_NAME=${{ matrix.target }} -DCMAKE_OSX_ARCHITECTURES="arm64;x86_64" -S . -B build - name: Build run: cmake --build build --target install --config Release - name: Ad-Hoc Codesign run: codesign -s - -f "./build/release/sdl-min.app" --deep - name: Create DMG run: | cd build hdiutil create -size 2g -srcfolder release -volname sdl_min_apple_${{ matrix.target }} sdl_min_apple_${{ matrix.target }}.dmg - name: Upload Build uses: actions/upload-artifact@v4 with: name: sdl-min-apple-${{ matrix.target }} path: build/*.dmg ================================================ FILE: .github/workflows/web-build.yml ================================================ name: Build Sample For Web on: [push, pull_request] jobs: build-web: name: Build demo for Web runs-on: ubuntu-latest steps: - name: Checkout code uses: actions/checkout@v4 with: submodules: recursive - name: Get Emscripten run: | git clone https://github.com/emscripten-core/emsdk.git --depth=1 cd emsdk ./emsdk install tot ./emsdk activate tot - name: Build for web run: | source emsdk/emsdk_env.sh emcmake cmake -S . -B build cmake --build build --parallel - name: Prepare for upload run: | mkdir _site mv build/sdl-min.html _site/index.html mv build/sdl-* _site/ - name: Fix permissions run: | chmod -c -R +rX "_site/" | while read line; do echo "::warning title=Invalid file permissions automatically fixed::$line" done - name: Upload uses: actions/upload-pages-artifact@v3 with: path: _site/ # Deploy job deploy: # Add a dependency to the build job needs: build-web # Grant GITHUB_TOKEN the permissions required to make a Pages deployment permissions: pages: write # to deploy to Pages id-token: write # to verify the deployment originates from an appropriate source # Deploy to the github-pages environment environment: name: github-pages url: ${{ steps.deployment.outputs.page_url }} # Specify runner + deployment step runs-on: ubuntu-latest steps: - name: Deploy to GitHub Pages id: deployment uses: actions/deploy-pages@v4 # or the latest "vX.X.X" version tag for this action ================================================ FILE: .gitignore ================================================ .DS_Store build/ ================================================ FILE: .gitmodules ================================================ [submodule "SDL"] path = SDL url = https://github.com/libsdl-org/SDL [submodule "SDL_ttf"] path = SDL_ttf url = https://github.com/libsdl-org/SDL_ttf [submodule "SDL_mixer"] path = SDL_mixer url = https://github.com/libsdl-org/SDL_mixer [submodule "SDL_image"] path = SDL_image url = https://github.com/libsdl-org/SDL_image ================================================ FILE: CMakeLists.txt ================================================ cmake_minimum_required(VERSION 3.16) # set the output directory for built objects. # This makes sure that the dynamic library goes into the build directory automatically. set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/$") set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/$") # prevent installing to system directories. set(CMAKE_INSTALL_PREFIX "${CMAKE_BINARY_DIR}" CACHE INTERNAL "") # Declare the project project(sdl-min) if ((APPLE AND NOT CMAKE_SYSTEM_NAME MATCHES "Darwin") OR EMSCRIPTEN) set(BUILD_SHARED_LIBS OFF CACHE INTERNAL "") # Disable shared builds on platforms where it does not make sense to use them set(SDL_SHARED OFF) else() set(SDL_SHARED ON) endif() if(MSVC) if(NOT CMAKE_GENERATOR STREQUAL "Ninja") add_definitions(/MP) # parallelize each target, unless Ninja is the generator endif() endif() # Set the name of the executable set(EXECUTABLE_NAME ${PROJECT_NAME}) # Create an executable or a shared library based on the platform and add our sources to it if (ANDROID) # The SDL java code is hardcoded to load libmain.so on android, so we need to change EXECUTABLE_NAME set(EXECUTABLE_NAME main) add_library(${EXECUTABLE_NAME} SHARED) else() add_executable(${EXECUTABLE_NAME}) endif() # Add your sources to the target target_sources(${EXECUTABLE_NAME} PRIVATE src/main.cpp src/iosLaunchScreen.storyboard ) # What is iosLaunchScreen.storyboard? This file describes what Apple's mobile platforms # should show the user while the application is starting up. If you don't include one, # then you get placed in a compatibility mode that does not allow HighDPI. # This file is referenced inside Info.plist.in, where it is marked as the launch screen file. # It is also ignored on non-Apple platforms. # To get an app icon on Apple platforms, add it to your executable. # Afterward, the image file in Info.plist.in. if(APPLE) target_sources("${EXECUTABLE_NAME}" PRIVATE "src/logo.png") endif() # Set C++ version target_compile_features(${EXECUTABLE_NAME} PUBLIC cxx_std_20) # on Web targets, we need CMake to generate a HTML webpage. if(EMSCRIPTEN) set(CMAKE_EXECUTABLE_SUFFIX ".html" CACHE INTERNAL "") endif() # Configure SDL by calling its CMake file. # we use EXCLUDE_FROM_ALL so that its install targets and configs don't # pollute upwards into our configuration. add_subdirectory(SDL EXCLUDE_FROM_ALL) # If you don't want SDL_ttf, then remove this section. set(SDLTTF_VENDORED ON) # tell SDL_ttf to build its own dependencies add_subdirectory(SDL_ttf EXCLUDE_FROM_ALL) # SDL_mixer (used for playing audio) set(SDLMIXER_MIDI_NATIVE OFF) # disable formats we don't use to make the build faster and smaller. Also some of these don't work on all platforms so you'll need to do some experimentation. set(SDLMIXER_GME OFF) set(SDLMIXER_WAVPACK OFF) set(SDLMIXER_MOD OFF) set(SDLMIXER_MOD_XMP OFF) set(SDLMIXER_OPUS OFF) set(SDLMIXER_MP3_MPG123 OFF) set(SDLMIXER_VORBIS_VORBISFILE OFF) set(SDLMIXER_FLAC_LIBFLAC OFF) set(SDLMIXER_VENDORED ON) # tell SDL_mixer to build its own dependencies add_subdirectory(SDL_mixer EXCLUDE_FROM_ALL) # SDL_image (used for loading various image formats) set(SDLIMAGE_VENDORED ON) set(SDLIMAGE_AVIF OFF) # disable formats we don't use to make the build faster and smaller. set(SDLIMAGE_BMP OFF) set(SDLIMAGE_JPG OFF) set(SDLIMAGE_WEBP OFF) set(SDLIMAGE_PNG_LIBPNG OFF) # SDL3 includes built-in support for loading PNGs. If you need more than what that supports, enable this option. add_subdirectory(SDL_image EXCLUDE_FROM_ALL) # Link SDL to our executable. This also makes its include directory available to us. target_link_libraries(${EXECUTABLE_NAME} PUBLIC SDL3_ttf::SDL3_ttf # remove if you are not using SDL_ttf SDL3_mixer::SDL3_mixer # remove if you are not using SDL_mixer SDL3_image::SDL3_image # remove if you are not using SDL_image SDL3::SDL3 # If using satelite libraries, SDL must be the last item in the list. ) # Dealing with assets # We have some non-code resources that our application needs in order to work. How we deal with those differs per platform. if (APPLE) # on Apple targets, the application bundle has a "resources" subfolder where we can place our assets. # SDL_GetBasePath() gives us easy access to that location. set(input_root "${CMAKE_CURRENT_LIST_DIR}/src") macro(add_resource FILE) file(RELATIVE_PATH relpath "${input_root}" "${FILE}") get_filename_component(relpath "${relpath}" DIRECTORY) target_sources(${EXECUTABLE_NAME} PRIVATE ${FILE}) set_property(SOURCE ${FILE} PROPERTY MACOSX_PACKAGE_LOCATION "Resources/${relpath}") endmacro() add_resource("${CMAKE_CURRENT_LIST_DIR}/src/Inter-VariableFont.ttf") add_resource("${CMAKE_CURRENT_LIST_DIR}/src/the_entertainer.ogg") add_resource("${CMAKE_CURRENT_LIST_DIR}/src/gs_tiger.svg") elseif(EMSCRIPTEN) # on the web, we have to put the files inside of the webassembly # somewhat unintuitively, this is done via a linker argument. target_link_libraries(${EXECUTABLE_NAME} PRIVATE "--preload-file \"${CMAKE_CURRENT_LIST_DIR}/src/Inter-VariableFont.ttf@/\"" "--preload-file \"${CMAKE_CURRENT_LIST_DIR}/src/the_entertainer.ogg@/\"" "--preload-file \"${CMAKE_CURRENT_LIST_DIR}/src/gs_tiger.svg@/\"" ) else() if (ANDROID) if (NOT MOBILE_ASSETS_DIR) message(FATAL_ERROR "Building for Android, but MOBILE_ASSETS_DIR is not set") endif() file(MAKE_DIRECTORY "${MOBILE_ASSETS_DIR}") # we need to create the project Assets dir otherwise CMake won't copy our assets. endif() macro(copy_helper filename) if (ANDROID) # MOBILE_ASSETS_DIR is set in the gradle file via the cmake command line and points to the Android Studio Assets folder. # when we copy assets there, the Android build pipeline knows to add them to the apk. set(outname "${MOBILE_ASSETS_DIR}/${filename}") else() # for platforms that do not have a good packaging format, all we can do is copy the assets to the process working directory. set(outname "${CMAKE_BINARY_DIR}/$/${filename}") endif() add_custom_command(POST_BUILD TARGET "${EXECUTABLE_NAME}" COMMAND ${CMAKE_COMMAND} -E copy_if_different "${CMAKE_CURRENT_LIST_DIR}/src/${filename}" "${outname}" ) endmacro() copy_helper("Inter-VariableFont.ttf") copy_helper("the_entertainer.ogg") copy_helper("gs_tiger.svg") endif() # set some extra configs for each platform set(RESOURCE_FILES "src/logo.png") if(IOS) set(RESOURCE_FILES "src/iosLaunchScreen.storyboard;src/logo.png") # make the splash screen show up on iOS endif() set_target_properties(${EXECUTABLE_NAME} PROPERTIES # On macOS, make a proper .app bundle instead of a bare executable MACOSX_BUNDLE TRUE # Set the Info.plist file for Apple Mobile platforms. Without this file, your app # will not launch. MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/src/Info.plist.in" # in Xcode, create a Scheme in the schemes dropdown for the app. XCODE_GENERATE_SCHEME TRUE # Identification for Xcode XCODE_ATTRIBUTE_BUNDLE_IDENTIFIER "com.ravbug.sdl3-sample" XCODE_ATTRIBUTE_PRODUCT_BUNDLE_IDENTIFIER "com.ravbug.sdl3-sample" XCODE_ATTRIBUTE_CURRENTYEAR "${CURRENTYEAR}" RESOURCE "${RESOURCE_FILES}" ) # on Visual Studio, set our app as the default project set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT "${EXECUTABLE_NAME}") # On macOS Platforms, ensure that the bundle is valid for distribution by calling fixup_bundle. # note that fixup_bundle does not work on iOS, so you will want to use static libraries # or manually copy dylibs and set rpaths if(CMAKE_SYSTEM_NAME MATCHES "Darwin") # tell Install about the target, otherwise fixup won't know about the transitive dependencies install(TARGETS ${EXECUTABLE_NAME} BUNDLE DESTINATION ./install COMPONENT Runtime RUNTIME DESTINATION ./install/bin COMPONENT Runtime ) set(DEP_DIR "${CMAKE_BINARY_DIR}") # where to look for dependencies when fixing up INSTALL(CODE "include(BundleUtilities) fixup_bundle(\"$\" \"\" \"${DEP_DIR}\") " ) set(CPACK_GENERATOR "DragNDrop") include(CPack) endif() ================================================ FILE: LICENSE ================================================ Creative Commons Legal Code CC0 1.0 Universal CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE LEGAL SERVICES. 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Affirmer understands and acknowledges that Creative Commons is not a party to this document and has no duty or obligation with respect to this CC0 or use of the Work. ================================================ FILE: README.md ================================================ ## SDL3 App From Source Minimal Example This is a minimal example for building and using SDL3, SDL_Mixer, SDL_Image, and SDL_ttf_ from source using C++ and CMake. It also demonstrates setting up things like macOS/iOS bundles. See [src/main.cpp](src/main.cpp) for the code. ### Building And Running Are you a complete beginner? If so, read [this](https://github.com/Ravbug/sdl3-sample/wiki/Setting-up-your-computer)! Otherwise, install CMake and your favorite compiler, and follow the commands below: ```sh # You need to clone with submodules, otherwise SDL will not download. git clone https://github.com/Ravbug/sdl3-sample --depth=1 --recurse-submodules cd sdl3-sample cmake -S . -B build ``` You can also use an init script inside [`config/`](config/). Then open the IDE project inside `build/` (If you had CMake generate one) and run! ## Supported Platforms I have tested the following: | Platform | Architecture | Generator | | --- | --- | --- | | macOS | x86_64, arm64 | Xcode | | iOS | x86_64, arm64 | Xcode | | tvOS | x86_64, arm64 | Xcode | | visionOS* | arm64 | Xcode | | Windows | x86_64, arm64 | Visual Studio | | Linux | x86_64, arm64 | Ninja, Make | | Web* | wasm | Ninja, Make | | Android* | x86, x64, arm, arm64 | Ninja via Android Studio | *See further instructions in [`config/`](config/) Note: UWP support was [removed from SDL3](https://github.com/libsdl-org/SDL/pull/10731) during its development. For historical reasons, you can get a working UWP sample via this commit: [df270da](https://github.com/Ravbug/sdl3-sample/tree/df270daa8d6d48426e128e50c73357dfdf89afbf) ## Updating SDL Just update the submodule: ```sh cd SDL git pull cd .. cd SDL_ttf git pull ``` You don't need to use a submodule, you can also copy the source in directly. This repository uses a submodule to keep its size to a minimum. ## Reporting issues Is something not working? Create an Issue or send a Pull Request on this repository! ================================================ FILE: build.gradle ================================================ def buildAsLibrary = project.hasProperty('BUILD_AS_LIBRARY'); def buildAsApplication = !buildAsLibrary if (buildAsApplication) { apply plugin: 'com.android.application' } else { apply plugin: 'com.android.library' } android { compileSdkVersion 34 if (buildAsApplication) { namespace "org.libsdl.app" } defaultConfig { minSdkVersion 21 targetSdkVersion 34 versionCode 1 versionName "1.0" externalNativeBuild { cmake { arguments "-DANDROID_APP_PLATFORM=android-16", "-DANDROID_STL=c++_static", "-DCMAKE_VERBOSE_MAKEFILE=ON", "-DMOBILE_ASSETS_DIR=${System.getProperty("user.dir")}/app/src/main/assets" // abiFilters 'armeabi-v7a', 'arm64-v8a', 'x86', 'x86_64' // abiFilters 'arm64-v8a' } } } buildTypes { release { minifyEnabled false proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro' } } applicationVariants.all { variant -> tasks["merge${variant.name.capitalize()}Assets"] .dependsOn("externalNativeBuild${variant.name.capitalize()}") } if (!project.hasProperty('EXCLUDE_NATIVE_LIBS')) { sourceSets.main { jniLibs.srcDir 'libs' } externalNativeBuild { // ndkBuild { // path 'jni/Android.mk' // } cmake { path "../../../CMakeLists.txt" version "3.22.1" } } } lintOptions { abortOnError false } if (buildAsLibrary) { libraryVariants.all { variant -> variant.outputs.each { output -> def outputFile = output.outputFile if (outputFile != null && outputFile.name.endsWith(".aar")) { def fileName = "org.libsdl.app.aar"; output.outputFile = new File(outputFile.parent, fileName); } } } } } dependencies { implementation fileTree(include: ['*.jar'], dir: 'libs') } ================================================ FILE: config/README.md ================================================ # How to use these scripts For the most part, just run the scripts in this directory from this directory. ## Notes: - visionOS - Requires CMake 3.28 or newer - Web 1. Install emsdk somewhere. 2. On Windows hosts, run `config-web-win.bat` via the `emcmdprompt.bat` cmd in the emsdk root directory 3. On Unix hosts, first run `source emsdk_env.sh` (found in the emsdk root directory), then run `config-web-unix.sh` 4. After the build completes, use `python3 -m http.server` in the build directory to make the page accessible. - Android - There is no easy CMake config for this platform. Instead, follow the steps as outlined below. See the android GitHub action for more details. 1. Install Android Studio + NDK from https://developer.android.com/studio 2. Copy `build.gradle` to `SDL/android-project/app/`. If you look inside `build.gradle`, you'll see `"../../../CMakeLists.txt"` as the path to the CMakeLists file. This points to the CMakeLists in this repo's root directory after it is copied. 3. `cd SDL/android-project/` 4. `./gradlew assembleDebug`. You'll get an apk which you can then install onto a device. ================================================ FILE: config/config-generic.sh ================================================ #!/bin/bash cd "${0%/*}"/ cmake -B "../build/`uname`" -S .. ================================================ FILE: config/config-ios-xcode.sh ================================================ #!/bin/bash cd "${0%/*}" cmake -G "Xcode" -DCMAKE_SYSTEM_NAME="iOS" -B ../build/ios -S .. ================================================ FILE: config/config-mac-xcode.sh ================================================ #!/bin/bash cd "${0%/*}" cmake -G "Xcode" -B ../build/mac -S .. ================================================ FILE: config/config-tvos-xcode.sh ================================================ #!/bin/bash cd "${0%/*}" cmake -G "Xcode" -DCMAKE_SYSTEM_NAME="tvOS" -B ../build/tvos -S .. ================================================ FILE: config/config-visionos-xcode.sh ================================================ #!/bin/bash # note: requires CMake 3.28 or newer cd "${0%/*}" cmake -G "Xcode" -DCMAKE_SYSTEM_NAME="visionOS" -S .. -B ../build/visionOS ================================================ FILE: config/config-web-unix.sh ================================================ #!/bin/bash cd "${0%/*}" emcmake cmake -S .. -B ../build/web ================================================ FILE: config/config-web-win.bat ================================================ @echo OFF emcmake cmake -S .. -B ..\build\web ================================================ FILE: config/config-win.bat ================================================ @echo OFF cmake -S .. -B ..\build\win ================================================ FILE: src/Info.plist.in ================================================ NSHighResolutionCapable CFBundleDevelopmentRegion $(DEVELOPMENT_LANGUAGE) UILaunchStoryboardName iosLaunchScreen CFBundleExecutable $(EXECUTABLE_NAME) CFBundleIconFile CFBundleIdentifier $(PRODUCT_BUNDLE_IDENTIFIER) CFBundleInfoDictionaryVersion 6.0 CFBundleName $(PRODUCT_NAME) CFBundlePackageType $(PRODUCT_BUNDLE_PACKAGE_TYPE) CFBundleShortVersionString 1.0 CFBundleVersion 1 LSMinimumSystemVersion $(MACOSX_DEPLOYMENT_TARGET) NSHumanReadableCopyright Copyright © $(CURRENTYEAR) Ravbug. All rights reserved. NSSupportsAutomaticTermination NSSupportsSuddenTermination CFBundleIconFile logo.png UIRequiresFullScreen UISupportedInterfaceOrientations UIInterfaceOrientationLandscapeLeft UIInterfaceOrientationLandscapeRight ================================================ FILE: src/attributions.txt ================================================ "The Entertainer" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 4.0 License http://creativecommons.org/licenses/by/4.0/ "Tiger from the Ghostscript examples" (gs_tiger.svg) is under the terms of the GNU Affero General Public License as published by the Free Software Foundation; either version 3 of the License, or any later version. This work is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See version 3 of the GNU Affero General Public License for more details. ================================================ FILE: src/iosLaunchScreen.storyboard ================================================ ================================================ FILE: src/main.cpp ================================================ #define SDL_MAIN_USE_CALLBACKS // This is necessary for the new callbacks API. To use the legacy API, don't define this. #include #include #include #include #include #include #include #include #include #include constexpr uint32_t windowStartWidth = 400; constexpr uint32_t windowStartHeight = 400; struct AppContext { SDL_Window* window; SDL_Renderer* renderer; SDL_Texture* messageTex, *imageTex; SDL_FRect messageDest; SDL_AudioDeviceID audioDevice; MIX_Track* track; SDL_AppResult app_quit = SDL_APP_CONTINUE; }; SDL_AppResult SDL_Fail(){ SDL_LogError(SDL_LOG_CATEGORY_CUSTOM, "Error %s", SDL_GetError()); return SDL_APP_FAILURE; } SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[]) { // init the library, here we make a window so we only need the Video capabilities. if (not SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)){ return SDL_Fail(); } // init TTF if (not TTF_Init()) { return SDL_Fail(); } // init Mixer if (not MIX_Init()) { return SDL_Fail(); } // create a window SDL_Window* window = SDL_CreateWindow("SDL Minimal Sample", windowStartWidth, windowStartHeight, SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY); if (not window){ return SDL_Fail(); } // create a renderer SDL_Renderer* renderer = SDL_CreateRenderer(window, NULL); if (not renderer){ return SDL_Fail(); } // load the font #if __ANDROID__ std::filesystem::path basePath = ""; // on Android we do not want to use basepath. Instead, assets are available at the root directory. #else auto basePathPtr = SDL_GetBasePath(); if (not basePathPtr){ return SDL_Fail(); } const std::filesystem::path basePath = basePathPtr; #endif const auto fontPath = basePath / "Inter-VariableFont.ttf"; TTF_Font* font = TTF_OpenFont(fontPath.string().c_str(), 36); if (not font) { return SDL_Fail(); } // render the font to a surface const std::string_view text = "Hello SDL!"; SDL_Surface* surfaceMessage = TTF_RenderText_Solid(font, text.data(), text.length(), { 255,255,255 }); // make a texture from the surface SDL_Texture* messageTex = SDL_CreateTextureFromSurface(renderer, surfaceMessage); // we no longer need the font or the surface, so we can destroy those now. TTF_CloseFont(font); SDL_DestroySurface(surfaceMessage); // load the SVG auto svg_surface = IMG_Load((basePath / "gs_tiger.svg").string().c_str()); SDL_Texture* tex = SDL_CreateTextureFromSurface(renderer, svg_surface); SDL_DestroySurface(svg_surface); // get the on-screen dimensions of the text. this is necessary for rendering it auto messageTexProps = SDL_GetTextureProperties(messageTex); SDL_FRect text_rect{ .x = 0, .y = 0, .w = float(SDL_GetNumberProperty(messageTexProps, SDL_PROP_TEXTURE_WIDTH_NUMBER, 0)), .h = float(SDL_GetNumberProperty(messageTexProps, SDL_PROP_TEXTURE_HEIGHT_NUMBER, 0)) }; // init SDL Mixer MIX_Mixer* mixer = MIX_CreateMixerDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL); if (mixer == nullptr) { return SDL_Fail(); } auto mixerTrack = MIX_CreateTrack(mixer); // load the music auto musicPath = basePath / "the_entertainer.ogg"; auto music = MIX_LoadAudio(mixer,musicPath.string().c_str(),false); if (not music) { return SDL_Fail(); } // play the music (does not loop) MIX_SetTrackAudio(mixerTrack, music); MIX_PlayTrack(mixerTrack, NULL); // print some information about the window SDL_ShowWindow(window); { int width, height, bbwidth, bbheight; SDL_GetWindowSize(window, &width, &height); SDL_GetWindowSizeInPixels(window, &bbwidth, &bbheight); SDL_Log("Window size: %ix%i", width, height); SDL_Log("Backbuffer size: %ix%i", bbwidth, bbheight); if (width != bbwidth){ SDL_Log("This is a highdpi environment."); } } // set up the application data *appstate = new AppContext{ .window = window, .renderer = renderer, .messageTex = messageTex, .imageTex = tex, .messageDest = text_rect, .track = mixerTrack, }; SDL_SetRenderVSync(renderer, -1); // enable vysnc SDL_Log("Application started successfully!"); return SDL_APP_CONTINUE; } SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event* event) { auto* app = (AppContext*)appstate; if (event->type == SDL_EVENT_QUIT) { app->app_quit = SDL_APP_SUCCESS; } return SDL_APP_CONTINUE; } SDL_AppResult SDL_AppIterate(void *appstate) { auto* app = (AppContext*)appstate; // draw a color auto time = SDL_GetTicks() / 1000.f; auto red = (std::sin(time) + 1) / 2.0 * 255; auto green = (std::sin(time / 2) + 1) / 2.0 * 255; auto blue = (std::sin(time) * 2 + 1) / 2.0 * 255; SDL_SetRenderDrawColor(app->renderer, red, green, blue, SDL_ALPHA_OPAQUE); SDL_RenderClear(app->renderer); // Renderer uses the painter's algorithm to make the text appear above the image, we must render the image first. SDL_RenderTexture(app->renderer, app->imageTex, NULL, NULL); SDL_RenderTexture(app->renderer, app->messageTex, NULL, &app->messageDest); SDL_RenderPresent(app->renderer); return app->app_quit; } void SDL_AppQuit(void* appstate, SDL_AppResult result) { auto* app = (AppContext*)appstate; if (app) { SDL_DestroyRenderer(app->renderer); SDL_DestroyWindow(app->window); // prevent the music from abruptly ending. MIX_StopTrack(app->track, MIX_TrackMSToFrames(app->track, 1000)); std::this_thread::sleep_for(std::chrono::milliseconds(1000)); //Mix_FreeMusic(app->music); // this call blocks until the music has finished fading SDL_CloseAudioDevice(app->audioDevice); delete app; } TTF_Quit(); MIX_Quit(); SDL_Log("Application quit successfully!"); SDL_Quit(); }