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			15 KiB
		
	
	
	
		
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			365 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
# CMake
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[www.cmake.org](https://www.cmake.org/)
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The CMake build system is supported with the following environments:
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* Android
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* Emscripten
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* FreeBSD
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* Haiku
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* Linux
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* macOS, iOS, tvOS, and visionOS with support for XCode
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* Microsoft Visual Studio
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* MinGW and Msys
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* NetBSD
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* Nintendo 3DS
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* PlayStation 2
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* PlayStation Portable
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* PlayStation Vita
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* RISC OS
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## Building SDL on Windows
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Assuming you're in the SDL source directory, building and installing to C:/SDL can be done with:
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```sh
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cmake -S . -B build
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cmake --build build --config RelWithDebInfo
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cmake --install build --config RelWithDebInfo --prefix C:/SDL
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```
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## Building SDL on UNIX
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SDL will build with very few dependencies, but for full functionality you should install the packages detailed in [README-linux.md](README-linux.md).
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Assuming you're in the SDL source directory, building and installing to /usr/local can be done with:
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```sh
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cmake -S . -B build
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cmake --build build
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sudo cmake --install build --prefix /usr/local
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```
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## Building SDL on macOS
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Assuming you're in the SDL source directory, building and installing to ~/SDL can be done with:
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```sh
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cmake -S . -B build -DSDL_FRAMEWORK=ON -DCMAKE_OSX_ARCHITECTURES="arm64;x86_64"
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cmake --build build
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cmake --install build --prefix ~/SDL
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```
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## Building SDL tests
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You can build the SDL test programs by adding `-DSDL_TESTS=ON` to the first cmake command above:
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```sh
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cmake -S . -B build -DSDL_TESTS=ON
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```
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and then building normally. The test programs will be built and can be run from `build/test/`.
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## Building SDL examples
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You can build the SDL example programs by adding `-DSDL_EXAMPLES=ON` to the first cmake command above:
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```sh
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cmake -S . -B build -DSDL_EXAMPLES=ON
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```
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and then building normally. The example programs will be built and can be run from `build/examples/`.
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## Including SDL in your project
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SDL can be included in your project in 2 major ways:
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- using a system SDL library, provided by your (UNIX) distribution or a package manager
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- using a vendored SDL library: this is SDL copied or symlinked in a subfolder.
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The following CMake script supports both, depending on the value of `MYGAME_VENDORED`.
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```cmake
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cmake_minimum_required(VERSION 3.5)
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project(mygame)
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# Create an option to switch between a system sdl library and a vendored SDL library
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option(MYGAME_VENDORED "Use vendored libraries" OFF)
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if(MYGAME_VENDORED)
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    # This assumes you have added SDL as a submodule in vendored/SDL
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    add_subdirectory(vendored/SDL EXCLUDE_FROM_ALL)
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else()
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    # 1. Look for a SDL3 package,
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    # 2. look for the SDL3-shared component, and
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    # 3. fail if the shared component cannot be found.
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    find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3-shared)
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endif()
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# Create your game executable target as usual
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add_executable(mygame WIN32 mygame.c)
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# Link to the actual SDL3 library.
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target_link_libraries(mygame PRIVATE SDL3::SDL3)
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```
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### A system SDL library
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For CMake to find SDL, it must be installed in [a default location CMake is looking for](https://cmake.org/cmake/help/latest/command/find_package.html#config-mode-search-procedure).
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The following components are available, to be used as an argument of `find_package`.
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| Component name | Description                                                                                                                                                      |
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|----------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------|
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| SDL3-shared    | The SDL3 shared library, available through the `SDL3::SDL3-shared` target                                                                                        |
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| SDL3-static    | The SDL3 static library, available through the `SDL3::SDL3-static` target                                                                                        |
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| SDL3_test      | The SDL3_test static library, available through the `SDL3::SDL3_test` target                                                                                     |
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| 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. |
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| Headers        | The SDL3 headers, available through the `SDL3::Headers` target. This component is always available.                                                              |
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SDL's CMake support guarantees a `SDL3::SDL3` target.
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Neither `SDL3::SDL3-shared` nor `SDL3::SDL3-static` are guaranteed to exist.
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### Using a vendored SDL
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This only requires a copy of SDL in a subdirectory + `add_subdirectory`.
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Alternatively, use [FetchContent](https://cmake.org/cmake/help/latest/module/FetchContent.html).
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Depending on the configuration, the same targets as a system SDL package are available.
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## CMake configuration options
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### Build optimized library
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By default, CMake provides 4 build types: `Debug`, `Release`, `RelWithDebInfo` and `MinSizeRel`.
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The main difference(s) between these are the optimization options and the generation of debug info.
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To configure SDL as an optimized `Release` library, configure SDL with:
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```sh
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cmake ~/SDL -DCMAKE_BUILD_TYPE=Release
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```
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To build it, run:
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```sh
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cmake --build . --config Release
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```
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### Shared or static
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By default, only a dynamic (=shared) SDL library is built and installed.
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The options `-DSDL_SHARED=` and `-DSDL_STATIC=` accept boolean values to change this.
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Exceptions exist:
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- some platforms don't support dynamic libraries, so only `-DSDL_STATIC=ON` makes sense.
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- a static Apple framework is not supported
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### Man pages
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Configuring with `-DSDL_INSTALL_DOCS=TRUE` installs man pages.
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We recommend package managers of unix distributions to install SDL3's man pages.
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This adds an extra build-time dependency on Perl.
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### Pass custom compile options to the compiler
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- Use [`CMAKE_<LANG>_FLAGS`](https://cmake.org/cmake/help/latest/variable/CMAKE_LANG_FLAGS.html) to pass extra
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flags to the compiler.
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- Use [`CMAKE_EXE_LINKER_FLAGS`](https://cmake.org/cmake/help/latest/variable/CMAKE_EXE_LINKER_FLAGS.html) to pass extra option to the linker for executables.
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- Use [`CMAKE_SHARED_LINKER_FLAGS`](https://cmake.org/cmake/help/latest/variable/CMAKE_SHARED_LINKER_FLAGS.html) to pass extra options to the linker for shared libraries.
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#### Examples
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- build a SDL library optimized for (more) modern x64 microprocessor architectures.
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  With gcc or clang:
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    ```sh
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    cmake ~/sdl -DCMAKE_C_FLAGS="-march=x86-64-v3" -DCMAKE_CXX_FLAGS="-march=x86-64-v3"
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    ```
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  With Visual C:
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    ```sh
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    cmake .. -DCMAKE_C_FLAGS="/ARCH:AVX2" -DCMAKE_CXX_FLAGS="/ARCH:AVX2"
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    ```
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### Apple
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CMake documentation for cross building for Apple:
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[link](https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html#cross-compiling-for-ios-tvos-visionos-or-watchos)
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#### iOS/tvOS/visionOS
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CMake 3.14+ natively includes support for iOS, tvOS and watchOS. visionOS requires CMake 3.28+.
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SDL binaries may be built using Xcode or Make, possibly among other build-systems.
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When using a compatible version of CMake, it should be possible to:
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- build SDL dylibs, both static and dynamic dylibs
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- build SDL frameworks, only shared
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- build SDL test apps
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#### Frameworks
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Configure with `-DSDL_FRAMEWORK=ON` to build a SDL framework instead of a dylib shared library.
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Only shared frameworks are supported, no static ones.
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#### Platforms
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Use `-DCMAKE_SYSTEM_NAME=<value>` to configure the platform. CMake can target only one platform at a time.
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| Apple platform  | `CMAKE_SYSTEM_NAME` value |
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|-----------------|---------------------------|
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| macOS (MacOS X) | `Darwin`                  |
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| iOS             | `iOS`                     |
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| tvOS            | `tvOS`                    |
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| visionOS        | `visionOS`                |
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| watchOS         | `watchOS`                 |
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#### Universal binaries
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A universal binaries, can be built by configuring CMake with
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`-DCMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures>`.
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For example `-DCMAKE_OSX_ARCHITECTURES="arm64;x86_64"` will build binaries that run on both Intel cpus and Apple silicon.
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SDL supports following Apple architectures:
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| Platform                   | `CMAKE_OSX_ARCHITECTURES` value |
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|----------------------------|---------------------------------|
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| 64-bit ARM (Apple Silicon) | `arm64`                         |
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| x86_64                     | `x86_64`                        |
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| 32-bit ARM                 | `armv7s`                        |
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CMake documentation: [link](https://cmake.org/cmake/help/latest/variable/CMAKE_OSX_ARCHITECTURES.html)
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#### Simulators and/or non-default macOS platform SDK
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Use `-DCMAKE_OSX_SYSROOT=<value>` to configure a different platform SDK.
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The value can be either the name of the SDK, or a full path to the sdk (e.g. `/full/path/to/iPhoneOS.sdk`).
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| SDK                  | `CMAKE_OSX_SYSROOT` value |
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|----------------------|---------------------------|
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| iphone               | `iphoneos`                |
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| iphonesimulator      | `iphonesimulator`         |
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| appleTV              | `appletvos`               |
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| appleTV simulator    | `appletvsimulator`        |
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| visionOS             | `xr`                      |
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| visionOS simulator   | `xrsimulator`             |
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| watchOS              | `watchos`                 |
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| watchOS simulator    | `watchsimulator`          |
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Append with a version number to target a specific SDK revision: e.g. `iphoneos12.4`, `appletvos12.4`.
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CMake documentation: [link](https://cmake.org/cmake/help/latest/variable/CMAKE_OSX_SYSROOT.html)
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#### Examples
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- for macOS, building a dylib and/or static library for x86_64 and arm64:
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    ```bash
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    cmake ~/sdl -DCMAKE_SYSTEM_NAME=Darwin -DCMAKE_OSX_ARCHITECTURES="x86_64;arm64" -DCMAKE_OSX_DEPLOYMENT_TARGET=10.11
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- for macOS, building an universal framework for x86_64 and arm64:
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    ```bash
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    cmake ~/sdl -DSDL_FRAMEWORK=ON -DCMAKE_SYSTEM_NAME=Darwin -DCMAKE_OSX_ARCHITECTURES="x86_64;arm64" -DCMAKE_OSX_DEPLOYMENT_TARGET=10.11
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- for iOS-Simulator, using the latest, installed SDK:
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    ```bash
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    cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=9.0
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    ```
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- for iOS-Device, using the latest, installed SDK, 64-bit only
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    ```bash
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    cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=9.0
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    ```
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- for iOS-Device, using the latest, installed SDK, mixed 32/64 bit
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    ```cmake
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    cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" -DCMAKE_OSX_DEPLOYMENT_TARGET=9.0
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    ```
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- for iOS-Device, using a specific SDK revision (iOS 12.4, in this example):
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    ```cmake
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    cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64
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    ```
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- for iOS-Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles):
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    ```cmake
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    cmake ~/sdl -DSDL_TESTS=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=9.0
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    ```
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- for tvOS-Simulator, using the latest, installed SDK:
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    ```cmake
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    cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=9.0
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    ```
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- for tvOS-Device, using the latest, installed SDK:
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    ```cmake
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    cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvos -DCMAKE_OSX_ARCHITECTURES=arm64` -DCMAKE_OSX_DEPLOYMENT_TARGET=9.0
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    ```
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- for QNX/aarch64, using the latest, installed SDK:
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    ```cmake
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    cmake ~/sdl -DCMAKE_TOOLCHAIN_FILE=~/sdl/build-scripts/cmake-toolchain-qnx-aarch64le.cmake -DSDL_X11=0
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    ```
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## SDL-specific CMake options
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SDL can be customized through (platform-specific) CMake options.
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The following table shows generic options that are available for most platforms.
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At the end of SDL CMake configuration, a table shows all CMake options along with its detected value.
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| CMake option                  | Valid values | Description                                                                                         |
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|-------------------------------|--------------|-----------------------------------------------------------------------------------------------------|
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| `-DSDL_SHARED=`               | `ON`/`OFF`   | Build SDL shared library (not all platforms support this) (`libSDL3.so`/`libSDL3.dylib`/`SDL3.dll`) |
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| `-DSDL_STATIC=`               | `ON`/`OFF`   | Build SDL static library (`libSDL3.a`/`SDL3-static.lib`)                                            |
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| `-DSDL_TEST_LIBRARY=`         | `ON`/`OFF`   | Build SDL test library (`libSDL3_test.a`/`SDL3_test.lib`)                                           |
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| `-DSDL_TESTS=`                | `ON`/`OFF`   | Build SDL test programs (**requires `-DSDL_TEST_LIBRARY=ON`**)                                      |
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| `-DSDL_DISABLE_INSTALL=`      | `ON`/`OFF`   | Don't create a SDL install target                                                                   |
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| `-DSDL_DISABLE_INSTALL_DOCS=` | `ON`/`OFF`   | Don't install the SDL documentation                                                                 |
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| `-DSDL_INSTALL_TESTS=`        | `ON`/`OFF`   | Install the SDL test programs                                                                       |
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### Incompatibilities
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#### `SDL_LIBC=OFF` and sanitizers
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Building with `-DSDL_LIBC=OFF` will make it impossible to use the sanitizer, such as the address sanitizer.
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Configure your project with `-DSDL_LIBC=ON` to make use of sanitizers.
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## CMake FAQ
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### CMake fails to build without X11 or Wayland support
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Install the required system packages prior to running CMake.
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See [README-linux](linux#build-dependencies) for the list of dependencies on Linux.
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Other unix operationg systems should provide similar packages.
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If you **really** don't need to show windows, add `-DSDL_UNIX_CONSOLE_BUILD=ON` to the CMake configure command.
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### How do I copy a SDL3 dynamic library to another location?
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Use [CMake generator expressions](https://cmake.org/cmake/help/latest/manual/cmake-generator-expressions.7.html#target-dependent-expressions).
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Generator expressions support multiple configurations, and are evaluated during build system generation time.
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On Windows, the following example copies `SDL3.dll` to the directory where `mygame.exe` is built.
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```cmake
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if(WIN32)
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    add_custom_command(
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        TARGET mygame POST_BUILD
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        COMMAND "${CMAKE_COMMAND}" -E copy $<TARGET_FILE:SDL3::SDL3-shared> $<TARGET_FILE_DIR:mygame>
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        VERBATIM
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    )
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endif()
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```
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On Unix systems, `$<TARGET_FILE:...>` will refer to the dynamic library (or framework),
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and you might need to use `$<TARGET_SONAME_FILE:tgt>` instead.
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Most often, you can avoid copying libraries by configuring your project with absolute [`CMAKE_LIBRARY_OUTPUT_DIRECTORY`](https://cmake.org/cmake/help/latest/variable/CMAKE_LIBRARY_OUTPUT_DIRECTORY.html)
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and [`CMAKE_RUNTIME_OUTPUT_DIRECTORY`](https://cmake.org/cmake/help/latest/variable/CMAKE_RUNTIME_OUTPUT_DIRECTORY.html) paths.
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When using a multi-config generator (such as Visual Studio or Ninja Multi-Config), eventually add `/$<CONFIG>` to both paths.
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### Linking against a static SDL library fails due to relocation errors
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On unix platforms, all code that ends up in shared libraries needs to be built as relocatable (=position independent) code.
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However, by default CMake builds static libraries as non-relocatable.
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Configuring SDL with `-DCMAKE_POSITION_INDEPENDENT_CODE=ON` will result in a static `libSDL3.a` library
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which you can link against to create a shared library.
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