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SDL2 windows (#1296)
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Added basic SDL2 windows. Platform fixes are in order, go fix them.
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Fighter19 authored and shakesoda committed Nov 22, 2016
1 parent 24f4352 commit e959c3f
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Showing 14 changed files with 545 additions and 20 deletions.
3 changes: 3 additions & 0 deletions CMake/DefineOptions.cmake
Expand Up @@ -6,6 +6,9 @@ option(WITH_NETWORKING "Build with networking support." ON)
# This option quiets warnings that are a part of external projects.
option(WITH_EXTERNAL_WARNINGS "Build with warnings for all components, not just StepMania." OFF)

# This option enables using SDL for windows. This will eventually always be ON.
option(WITH_SDL "Build with SDL windows." OFF)

# This option is not yet working, but will likely default to ON in the future.
option(WITH_LTO "Build with Link Time Optimization (LTO)/Whole Program Optimization." OFF)

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163 changes: 163 additions & 0 deletions CMake/Modules/FindSDL2.cmake
@@ -0,0 +1,163 @@
# Locate SDL2 library
# This module defines
# SDL2_LIBRARY, the name of the library to link against
# SDL2_FOUND, if false, do not try to link to SDL2
# SDL2_INCLUDE_DIR, where to find SDL.h
#
# This module responds to the the flag:
# SDL2_BUILDING_LIBRARY
# If this is defined, then no SDL2main will be linked in because
# only applications need main().
# Otherwise, it is assumed you are building an application and this
# module will attempt to locate and set the the proper link flags
# as part of the returned SDL2_LIBRARY variable.
#
# Don't forget to include SDLmain.h and SDLmain.m your project for the
# OS X framework based version. (Other versions link to -lSDL2main which
# this module will try to find on your behalf.) Also for OS X, this
# module will automatically add the -framework Cocoa on your behalf.
#
#
# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
# as appropriate. These values are used to generate the final SDL2_LIBRARY
# variable, but when these values are unset, SDL2_LIBRARY does not get created.
#
#
# $SDL2DIR is an environment variable that would
# correspond to the ./configure --prefix=$SDL2DIR
# used in building SDL2.
# l.e.galup 9-20-02
#
# Modified by Eric Wing.
# Added code to assist with automated building by using environmental variables
# and providing a more controlled/consistent search behavior.
# Added new modifications to recognize OS X frameworks and
# additional Unix paths (FreeBSD, etc).
# Also corrected the header search path to follow "proper" SDL guidelines.
# Added a search for SDL2main which is needed by some platforms.
# Added a search for threads which is needed by some platforms.
# Added needed compile switches for MinGW.
#
# On OSX, this will prefer the Framework version (if found) over others.
# People will have to manually change the cache values of
# SDL2_LIBRARY to override this selection or set the CMake environment
# CMAKE_INCLUDE_PATH to modify the search paths.
#
# Note that the header path has changed from SDL2/SDL.h to just SDL.h
# This needed to change because "proper" SDL convention
# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
# reasons because not all systems place things in SDL2/ (see FreeBSD).

#=============================================================================
# Copyright 2003-2009 Kitware, Inc.
#
# Distributed under the OSI-approved BSD License (the "License");
# see accompanying file Copyright.txt for details.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# (To distribute this file outside of CMake, substitute the full
# License text for the above reference.)

SET(SDL2_SEARCH_PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local
/usr
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
)

FIND_PATH(SDL2_INCLUDE_DIR SDL.h
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES include/SDL2 include
PATHS ${SDL2_SEARCH_PATHS}
)

FIND_LIBRARY(SDL2_LIBRARY_TEMP
NAMES SDL2
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS ${SDL2_SEARCH_PATHS}
)

IF(NOT SDL2_BUILDING_LIBRARY)
IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
# Non-OS X framework versions expect you to also dynamically link to
# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
# seem to provide SDL2main for compatibility even though they don't
# necessarily need it.
FIND_LIBRARY(SDL2MAIN_LIBRARY
NAMES SDL2main
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS ${SDL2_SEARCH_PATHS}
)
ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
ENDIF(NOT SDL2_BUILDING_LIBRARY)

# SDL2 may require threads on your system.
# The Apple build may not need an explicit flag because one of the
# frameworks may already provide it.
# But for non-OSX systems, I will use the CMake Threads package.
IF(NOT APPLE)
FIND_PACKAGE(Threads)
ENDIF(NOT APPLE)

# MinGW needs an additional library, mwindows
# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows
# (Actually on second look, I think it only needs one of the m* libraries.)
IF(MINGW)
SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
ENDIF(MINGW)

IF(SDL2_LIBRARY_TEMP)
# For SDL2main
IF(NOT SDL2_BUILDING_LIBRARY)
IF(SDL2MAIN_LIBRARY)
SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(SDL2MAIN_LIBRARY)
ENDIF(NOT SDL2_BUILDING_LIBRARY)

# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
# CMake doesn't display the -framework Cocoa string in the UI even
# though it actually is there if I modify a pre-used variable.
# I think it has something to do with the CACHE STRING.
# So I use a temporary variable until the end so I can set the
# "real" variable in one-shot.
IF(APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
ENDIF(APPLE)

# For threads, as mentioned Apple doesn't need this.
# In fact, there seems to be a problem if I used the Threads package
# and try using this line, so I'm just skipping it entirely for OS X.
IF(NOT APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
ENDIF(NOT APPLE)

# For MinGW library
IF(MINGW)
SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(MINGW)

# Set the final string here so the GUI reflects the final state.
SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "")
ENDIF(SDL2_LIBRARY_TEMP)

INCLUDE(FindPackageHandleStandardArgs)

FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2 REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)
12 changes: 12 additions & 0 deletions StepmaniaCore.cmake
Expand Up @@ -221,6 +221,18 @@ if(WITH_OGG)
endif()
endif()

if(WITH_SDL)

find_package(SDL2)

if(NOT SDL2_FOUND)
message(FATAL_ERROR "SDL2 Library was not found. If you wish to compile without SDL2, set WITH_SDL to OFF when configuring.")
else()
set(HAS_SDL TRUE)
endif()

endif()

find_package(nasm)
find_package(yasm)

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3 changes: 3 additions & 0 deletions Themes/_fallback/Languages/en.ini
Expand Up @@ -214,6 +214,9 @@ Importing these strings will override all data in '%s'. Continue?=Importing thes
There are no strings to export for this language.=There are no strings to export for this language.
This will permanently delete '%s'. Continue?=This will permanently delete '%s'. Continue?

[LowLevelWindow_SDL]
Failed to create an SDL window=Failed to create an SDL window

[LowLevelWindow_X11]
Failed to establish a connection with the X server=Failed to establish a connection with the X server

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27 changes: 16 additions & 11 deletions src/CMakeData-arch.cmake
Expand Up @@ -191,7 +191,14 @@ list(APPEND SMDATA_ARCH_LOWLEVEL_HPP
"arch/LowLevelWindow/LowLevelWindow.h"
)

if(WIN32)
if(SDL2_FOUND)
list(APPEND SMDATA_ARCH_LOWLEVEL_SRC
"arch/LowLevelWindow/LowLevelWindow_SDL.cpp"
)
list(APPEND SMDATA_ARCH_LOWLEVEL_HPP
"arch/LowLevelWindow/LowLevelWindow_SDL.h"
)
elseif(WIN32)
list(APPEND SMDATA_ARCH_LOWLEVEL_SRC
"arch/LowLevelWindow/LowLevelWindow_Win32.cpp"
)
Expand All @@ -205,16 +212,14 @@ elseif(APPLE)
list(APPEND SMDATA_ARCH_LOWLEVEL_HPP
"arch/LowLevelWindow/LowLevelWindow_MacOSX.h"
)
else(UNIX)
if (X11_FOUND)
list(APPEND SMDATA_ARCH_LOWLEVEL_SRC
"arch/LowLevelWindow/LowLevelWindow_X11.cpp"
)
list(APPEND SMDATA_ARCH_LOWLEVEL_HPP
"arch/LowLevelWindow/LowLevelWindow_X11.h"
)
endif()
endif(WIN32)
elseif (X11_FOUND)
list(APPEND SMDATA_ARCH_LOWLEVEL_SRC
"arch/LowLevelWindow/LowLevelWindow_X11.cpp"
)
list(APPEND SMDATA_ARCH_LOWLEVEL_HPP
"arch/LowLevelWindow/LowLevelWindow_X11.h"
)
endif()

source_group("Arch Specific\\\\Low Level Window" FILES ${SMDATA_ARCH_LOWLEVEL_SRC} ${SMDATA_ARCH_LOWLEVEL_HPP})

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47 changes: 42 additions & 5 deletions src/CMakeLists.txt
Expand Up @@ -183,12 +183,25 @@ if(WIN32)
)

if(MSVC)
# Allow for getting a virtualdub stack trace.
add_custom_command(TARGET "${SM_EXE_NAME}"
POST_BUILD
COMMAND "mapconv" "${SM_PROGRAM_DIR}/$<$<CONFIG:DEBUG>:${SM_NAME_DEBUG}>$<$<CONFIG:MINSIZEREL>:${SM_NAME_MINSIZEREL}>$<$<CONFIG:RELWITHDEBINFO>:${SM_NAME_RELWITHDEBINFO}>$<$<CONFIG:RELEASE>:${SM_NAME_RELEASE}>.map" "${SM_PROGRAM_DIR}/$<$<CONFIG:DEBUG>:${SM_NAME_DEBUG}>$<$<CONFIG:MINSIZEREL>:${SM_NAME_MINSIZEREL}>$<$<CONFIG:RELWITHDEBINFO>:${SM_NAME_RELWITHDEBINFO}>$<$<CONFIG:RELEASE>:${SM_NAME_RELEASE}>.vdi"
COMMENT "Generating file to allow for easier stack traces."
# TODO: Look into a better way for custom commands to reduce duplication.
if (SDL2_FOUND)
get_filename_component(SDL2_DLL_DIR ${SDL2_LIBRARY} DIRECTORY)
add_custom_command(TARGET "${SM_EXE_NAME}"
POST_BUILD
# Attempt to allow generating a stack trace.
COMMAND "mapconv" "${SM_PROGRAM_DIR}/$<$<CONFIG:DEBUG>:${SM_NAME_DEBUG}>$<$<CONFIG:MINSIZEREL>:${SM_NAME_MINSIZEREL}>$<$<CONFIG:RELWITHDEBINFO>:${SM_NAME_RELWITHDEBINFO}>$<$<CONFIG:RELEASE>:${SM_NAME_RELEASE}>.map" "${SM_PROGRAM_DIR}/$<$<CONFIG:DEBUG>:${SM_NAME_DEBUG}>$<$<CONFIG:MINSIZEREL>:${SM_NAME_MINSIZEREL}>$<$<CONFIG:RELWITHDEBINFO>:${SM_NAME_RELWITHDEBINFO}>$<$<CONFIG:RELEASE>:${SM_NAME_RELEASE}>.vdi"
# Copy the SDL2.dll
COMMAND ${CMAKE_COMMAND} -E copy "${SDL2_DLL_DIR}/SDL2.dll" "${SM_PROGRAM_DIR}/SDL2.dll"
COMMENT "Post-build stuff for Windows."
)
else()
# Allow for getting a virtualdub stack trace.
add_custom_command(TARGET "${SM_EXE_NAME}"
POST_BUILD
COMMAND "mapconv" "${SM_PROGRAM_DIR}/$<$<CONFIG:DEBUG>:${SM_NAME_DEBUG}>$<$<CONFIG:MINSIZEREL>:${SM_NAME_MINSIZEREL}>$<$<CONFIG:RELWITHDEBINFO>:${SM_NAME_RELWITHDEBINFO}>$<$<CONFIG:RELEASE>:${SM_NAME_RELEASE}>.map" "${SM_PROGRAM_DIR}/$<$<CONFIG:DEBUG>:${SM_NAME_DEBUG}>$<$<CONFIG:MINSIZEREL>:${SM_NAME_MINSIZEREL}>$<$<CONFIG:RELWITHDEBINFO>:${SM_NAME_RELWITHDEBINFO}>$<$<CONFIG:RELEASE>:${SM_NAME_RELEASE}>.vdi"
COMMENT "Generating file to allow for easier stack traces."
)
endif()
endif()
elseif(APPLE)
set_target_properties("${SM_EXE_NAME}" PROPERTIES
Expand Down Expand Up @@ -388,6 +401,11 @@ if (WIN32)
)
endif()

if(SDL2_FOUND)
list(APPEND SMDATA_LINK_LIB ${SDL2_LIBRARY})
sm_add_compile_definition("${SM_EXE_NAME}" HAVE_SDL)
endif()

list(APPEND SMDATA_LINK_LIB
"dbghelp.lib"
"setupapi.lib"
Expand All @@ -396,6 +414,9 @@ if (WIN32)

get_filename_component(DIRECTX_LIBRARY_DIR "${DIRECTX_LIBRARIES}" DIRECTORY)

if (SDL2_FOUND)
sm_add_link_flag("${SM_EXE_NAME}" "/LIBPATH:\"${SDL2_LIBRARY}\"")
endif()
sm_add_link_flag("${SM_EXE_NAME}" "/LIBPATH:\"${DIRECTX_LIBRARY_DIR}\"")
sm_add_link_flag("${SM_EXE_NAME}" "/LIBPATH:\"${SM_EXTERN_DIR}/ffmpeg/lib\"")
sm_add_link_flag("${SM_EXE_NAME}" "/LIBPATH:\"${SM_SRC_DIR}/archutils/Win32/ddk\"")
Expand Down Expand Up @@ -451,6 +472,11 @@ elseif(APPLE)
"${SM_FFMPEG_ROOT}/libavutil/libavutil.a"
)
endif()

if(SDL2_FOUND)
list(APPEND SMDATA_LINK_LIB ${SDL2_LIBRARY})
sm_add_compile_definition("${SM_EXE_NAME}" HAVE_SDL)
endif()
else() # Unix / Linux
# TODO: Remember to find and locate the zip archive files.
list(FIND SMDATA_LINK_LIB "jpeg" JPEG_INDEX)
Expand Down Expand Up @@ -530,6 +556,11 @@ else() # Unix / Linux
if(X11_FOUND)
list(APPEND SMDATA_LINK_LIB ${X11_LIBRARIES})
endif()

if(SDL2_FOUND)
list(APPEND SMDATA_LINK_LIB ${SDL2_LIBRARY})
sm_add_compile_definition("${SM_EXE_NAME}" HAVE_SDL)
endif()

if(PCRE_FOUND)
list(APPEND SMDATA_LINK_LIB ${PCRE_LIBRARY})
Expand Down Expand Up @@ -625,6 +656,12 @@ else()
endif()
endif()

if (WITH_SDL)
list(APPEND SM_INCLUDE_DIRS
${SDL2_INCLUDE_DIR}
)
endif()

if(WIN32)
list(APPEND SM_INCLUDE_DIRS
${DIRECTX_INCLUDE_DIR}
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4 changes: 2 additions & 2 deletions src/RageDisplay_OGL.cpp
Expand Up @@ -862,9 +862,9 @@ void RageDisplay_Legacy::EndFrame()
CameraPopMatrix();
}

FrameLimitBeforeVsync( g_pWind->GetActualVideoModeParams().rate );
FrameLimitBeforeVsync( g_pWind->GetActualVideoModeParams().rate );
g_pWind->SwapBuffers();
FrameLimitAfterVsync();
FrameLimitAfterVsync();

// Some would advise against glFinish(), ever. Those people don't realize
// the degree of freedom GL hosts are permitted in queueing commands.
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2 changes: 1 addition & 1 deletion src/arch/InputHandler/InputHandler_DirectInputHelper.cpp
Expand Up @@ -58,7 +58,7 @@ bool DIDevice::Open()
hr = Device->SetCooperativeLevel( GraphicsWindow::GetHwnd(), coop );
if ( hr != DI_OK )
{
LOG->Info( hr_format(hr, "OpenDevice(%s): IDirectInputDevice2::SetCooperativeLevel", m_sName.c_str()) );
LOG->Info( hr_format(hr, "OpenDevice(%s): IDirectInputDevice2::SetCooperativeLevel", m_sName.c_str()) ); // TODO: Why could this crash when invalid handler?
return false;
}

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