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SDL2StaticLibrary
This is a quick tutorial about how to build SDL 2 as a static library on Linux.
The static library will be used to create a basic program which opens a window, nothing fancy, but it’s a good proof of concept to check everything works as expected.
A detailed explanation and an archive containing all the files is available on my blog.
For this simple project I decided to have the following hierarchy:
my_scons_project/
|
+---- bin/
|
+---- build/
|
+---- SConstruct
|
+---- src/
+---- game/
| +---- main.cpp
| |---- SConscript
|
+---- libs/
+---- SDL2/
+---- SConscript
This is the main SCons script in the project’s root:
#!python
# 3 build modes
vars = Variables()
vars.Add(EnumVariable('mode', 'Building mode', 'debug', allowed_values=('debug', 'profile', 'release')))
env = Environment(variables = vars)
Help(vars.GenerateHelpText(env))
# basic flags according to build mode
if env['mode'] == 'debug':
env.Append(CCFLAGS = ['-Wall', '-g', '-O0', '-DDEBUG'])
elif env['mode'] == 'release':
env.Append(CCFLAGS = ['-Wall', '-O3', '-DNDEBUG'])
env.Append(LINKFLAGS = ['-s'])
elif env['mode'] == 'profile':
env.Append(CCFLAGS = ['-Wall', '-pg', '-O0', '-DNDEBUG'])
env.Append(CCFLAGS = ['-DLINUX'])
# LIBS
SConscript('src/libs/SDL2/SConscript', exports = 'env', variant_dir = 'build/' + env['mode'], src_dir = 'src', duplicate = 0)
# GAME
SConscript('src/game/SConscript', exports = 'env', variant_dir = 'build/' + env['mode'], src_dir = 'src', duplicate = 0)
It allows to specify a “mode” parameter which controls the building mode (debug, profile, release).
This is the SConscript in_ src/game/_ :
#!python
Import('env')
print '[I] building game (' + env['mode'] + ')'
# create a local environment cloning the imported one
localEnv = env.Clone();
# sources
sources = Split(""" main.cpp """)
# flags
localEnv.Append(CCFLAGS = ['-D_REENTRANT'])
localEnv.Append(LINKFLAGS=['-Wl,--no-undefined'])
# libraries
localEnv.Append(LIBS = ['SDL2', 'pthread', 'm', 'dl', 'ts', 'pthread', 'rt'])
# paths
localEnv.Append(CPPPATH=['#/src/libs/SDL2/include'])
localEnv.Append(LIBPATH = ['../libs/SDL2'])
# build an executable
localEnv.Program('#/bin/%s/game/my_game' % localEnv['mode'], sources)
And this is the one in src/libs/SDL2/ :
#!python
Import('env')
print '[I] building SDL2 (' + env['mode'] + ')'
# create a local environment cloning the imported one
localEnv = env.Clone();
# sources
sources = Split(""" src/SDL.c
......ALL THE SDL FILES HERE......
src/core/linux/SDL_evdev.c """)
# flags
localEnv.Append(CPPPATH=['include', '/usr/include/dbus-1.0', '/usr/lib/x86_64-linux-gnu/dbus-1.0/include'])
localEnv.Append(CCFLAGS = ['-DUSING_GENERATED_CONFIG_H', '-mmmx', '-m3dnow', '-msse', '-msse2', '-fvisibility=hidden', '-D_REENTRANT', '-DHAVE_LINUX_VERSION_H', '-fPIC', '-DPIC'])
# build a static library
localEnv.StaticLibrary(target = 'SDL2', source = sources)
Building the project is pretty straightforward, go to the root directory and type:
scons -j8
This will start the build in debug mode (which is default) using 8 threads (you can change the value to any number you want).
If you wanted to build the project in a different mode you can type:
scons -j8 mode=release
As you may imagine, this will build the project in release mode.