SDL Wiki

CMake

www.cmake.org

The CMake build system is supported on the following platforms:

Building SDL

Assuming the source tree of SDL is located at ~/sdl, this will configure and build SDL in the ~/build directory:

cmake -S ~/sdl -B ~/build
cmake --build ~/build

Installation can be done using:

cmake --install ~/build --prefix /usr/local        # '--install' requires CMake 3.15, or newer

This will install SDL to /usr/local.

Building SDL tests

You can build the SDL test programs by adding -DSDL_TESTS=ON to the first cmake command above:

cmake -S ~/sdl -B ~/build -DSDL_TEST_LIBRARY=ON -DSDL_TESTS=ON

and then building normally. In this example, the test programs will be built and can be run from ~/build/tests/.

Including SDL in your project

SDL can be included in your project in 2 major ways:

The following CMake script supports both, depending on the value of MYGAME_VENDORED.

cmake_minimum_required(VERSION 3.5)
project(mygame)

# Create an option to switch between a system sdl library and a vendored SDL library
option(MYGAME_VENDORED "Use vendored libraries" OFF)

if(MYGAME_VENDORED)
    # This assumes you have added SDL as a submodule in vendored/SDL
    add_subdirectory(vendored/SDL EXCLUDE_FROM_ALL)
else()
    # 1. Look for a SDL3 package,
    # 2. look for the SDL3-shared component, and
    # 3. fail if the shared component cannot be found.
    find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3-shared)
endif()

# Create your game executable target as usual
add_executable(mygame WIN32 mygame.c)

# Link to the actual SDL3 library.
target_link_libraries(mygame PRIVATE SDL3::SDL3)

A system SDL library

For CMake to find SDL, it must be installed in a default location CMake is looking for.

The following components are available, to be used as an argument of find_package.

Component name Description
SDL3-shared The SDL3 shared library, available through the SDL3::SDL3-shared target
SDL3-static The SDL3 static library, available through the SDL3::SDL3-static target
SDL3_test The SDL3_test static library, available through the SDL3::SDL3_test target
SDL3 The SDL3 library, available through the SDL3::SDL3 target. This is an alias of SDL3::SDL3-shared or SDL3::SDL3-static. This component is always available.
Headers The SDL3 headers, available through the SDL3::Headers target. This component is always available.

Using a vendored SDL

This only requires a copy of SDL in a subdirectory + add_subdirectory. Alternatively, use FetchContent. Depending on the configuration, the same targets as a system SDL package are available.

CMake configuration options

Build optimized library

By default, CMake provides 4 build types: Debug, Release, RelWithDebInfo and MinSizeRel. The main difference(s) between these are the optimization options and the generation of debug info. To configure SDL as an optimized Release library, configure SDL with:

cmake ~/SDL -DCMAKE_BUILD_TYPE=Release

To build it, run:

cmake --build . --config Release

Shared or static

By default, only a shared SDL library is built and installed. The options -DSDL_SHARED= and -DSDL_STATIC= accept boolean values to change this.

Pass custom compile options to the compiler

Examples

Apple

CMake documentation for cross building for Apple: link

iOS/tvOS/visionOS

CMake 3.14+ natively includes support for iOS, tvOS and watchOS. visionOS requires CMake 3.28+. SDL binaries may be built using Xcode or Make, possibly among other build-systems.

When using a compatible version of CMake, it should be possible to:

Frameworks

Configure with -DSDL_FRAMEWORK=ON to build a SDL framework instead of a dylib shared library. Only shared frameworks are supported, no static ones.

Platforms

Use -DCMAKE_PLATFORM_NAME=<value> to configure the platform. CMake can target only one platform at a time.

Apple platform CMAKE_SYSTEM_NAME value
macOS (MacOS X) Darwin
iOS iOS
tvOS tvOS
visionOS visionOS
watchOS watchOS

Universal binaries

A universal binaries, can be built by configuring CMake with -DCMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures>.

For example -DCMAKE_OSX_ARCHITECTURES="arm64;x86_64" will build binaries that run on both Intel cpus and Apple silicon.

SDL supports following Apple architectures:

Platform CMAKE_OSX_ARCHITECTURES value
64-bit ARM (Apple Silicon) arm64
x86_64 x86_64
32-bit ARM armv7s

CMake documentation: link

Simulators and/or non-default maxOS platform SDK

Use -DCMAKE_OSX_SYSROOT=<value> to configure a different platform SDK. The value can be either the name of the SDK, or a full path to the sdk (e.g. /full/path/to/iPhoneOS.sdk).

SDK CMAKE_OSX_SYSROOT value
iphone iphoneos
iphonesimulator iphonesimulator
appleTV appletvos
appleTV simulator appletvsimulator
visionOS xr
visionOS simulator xrsimulator
watchOS watchos
watchOS simulator watchsimulator

Append with a version number to target a specific SDK revision: e.g. iphoneos12.4, appletvos12.4.

CMake documentation: link

Examples

SDL-specific CMake options

SDL can be customized through (platform-specific) CMake options. The following table shows generic options that are available for most platforms. At the end of SDL CMake configuration, a table shows all CMake options along with its detected value.

CMake option Valid values Description
-DSDL_SHARED= ON/OFF Build SDL shared library (not all platforms support this) (libSDL3.so/libSDL3.dylib/SDL3.dll)
-DSDL_STATIC= ON/OFF Build SDL static library (libSDL3.a/SDL3-static.lib)
-DSDL_TEST_LIBRARY= ON/OFF Build SDL test library (libSDL3_test.a/SDL3_test.lib)
-DSDL_TESTS= ON/OFF Build SDL test programs (requires -DSDL_TEST_LIBRARY=ON)
-DSDL_DISABLE_INSTALL= ON/OFF Don't create a SDL install target
-DSDL_DISABLE_INSTALL_DOCS= ON/OFF Don't install the SDL documentation
-DSDL_INSTALL_TESTS= ON/OFF Install the SDL test programs

Help, it doesn't work!

Below, a SDL3 CMake project can be found that builds 99.9% of time (assuming you have internet connectivity). When you have a problem with building or using SDL, please modify it until it reproduces your issue.

cmake_minimum_required(VERSION 3.16)
project(sdl_issue)

# !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
# !!!!!!                                                                            !!!!!!
# !!!!!!     This CMake script is not using "CMake best practices".                 !!!!!!
# !!!!!!                 Don't use it in your project.                              !!!!!!
# !!!!!!                                                                            !!!!!!
# !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

# 1. Try system SDL3 package first
find_package(SDL3 QUIET)
if(SDL3_FOUND)
    message(STATUS "Using SDL3 via find_package")
endif()

# 2. Try using a vendored SDL library
if(NOT SDL3_FOUND AND EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL/CMakeLists.txt")
    add_subdirectory(SDL)
    message(STATUS "Using SDL3 via add_subdirectory")
    set(SDL3_FOUND TRUE)
endif()

# 3. Download SDL, and use that.
if(NOT SDL3_FOUND)
    include(FetchContent)
    set(SDL_SHARED TRUE CACHE BOOL "Build a SDL shared library (if available)")
    set(SDL_STATIC TRUE CACHE BOOL "Build a SDL static library (if available)")
    FetchContent_Declare(
        SDL
        GIT_REPOSITORY https://github.com/libsdl-org/SDL.git
        GIT_TAG main  # Replace this with a particular git tag or git hash
        GIT_SHALLOW TRUE
        GIT_PROGRESS TRUE
    )
    message(STATUS "Using SDL3 via FetchContent")
    FetchContent_MakeAvailable(SDL)
    set_property(DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/_deps/sdl-src" PROPERTY EXCLUDE_FROM_ALL TRUE)
endif()

file(WRITE main.c [===========================================[
/**
 * Modify this source such that it reproduces your problem.
 */

/* START of source modifications */

#include <SDL3/SDL.h>
/*
 * SDL3/SDL_main.h is explicitly not included such that a terminal window would appear on Windows.
 */

int main(int argc, char *argv[]) {
    (void)argc;
    (void)argv;

    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
        SDL_Log("SDL_Init failed (%s)", SDL_GetError());
        return 1;
    }

    SDL_Window *window = NULL;
    SDL_Renderer *renderer = NULL;

    if (SDL_CreateWindowAndRenderer(640, 480, 0, &window, &renderer) < 0) {
        SDL_Log("SDL_CreateWindowAndRenderer failed (%s)", SDL_GetError());
        SDL_Quit();
        return 1;
    }
    SDL_SetWindowTitle(window, "SDL issue");

    while (1) {
        int finished = 0;
        SDL_Event event;
        while (SDL_PollEvent(&event)) {
            if (event.type == SDL_EVENT_QUIT) {
                finished = 1;
                break;
            }
        }
        if (finished) {
            break;
        }

        SDL_SetRenderDrawColor(renderer, 80, 80, 80, SDL_ALPHA_OPAQUE);
        SDL_RenderClear(renderer);
        SDL_RenderPresent(renderer);
    }

    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);

    SDL_Quit();
    return 0;
}

/* END of source modifications */

]===========================================])

add_executable(sdl_issue main.c)

target_link_libraries(sdl_issue PRIVATE SDL3::SDL3)
# target_link_libraries(sdl_issue PRIVATE SDL3::SDL3-shared)
# target_link_libraries(sdl_issue PRIVATE SDL3::SDL3-static)

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