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Added SDL2 optional checks to CMake + barebones SDL2 input
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@ -69,6 +69,13 @@ list(APPEND CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/externals/cmake-modules")
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find_package(OpenGL REQUIRED)
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find_package(OpenGL REQUIRED)
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include_directories(${OPENGL_INCLUDE_DIR})
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include_directories(${OPENGL_INCLUDE_DIR})
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find_package(SDL2)
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if (SDL2_FOUND)
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include_directories(${SDL2_INCLUDE_DIRS})
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else()
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message(STATUS "SDL2 not found. SDL joystick support disabled.")
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endif()
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option(ENABLE_GLFW "Enable the GLFW frontend" ON)
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option(ENABLE_GLFW "Enable the GLFW frontend" ON)
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if (ENABLE_GLFW)
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if (ENABLE_GLFW)
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if (WIN32)
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if (WIN32)
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180
externals/cmake-modules/FindSDL2.cmake
vendored
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180
externals/cmake-modules/FindSDL2.cmake
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# Locate SDL2 library
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# This module defines
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# SDL2_LIBRARY, the name of the library to link against
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# SDL2_FOUND, if false, do not try to link to SDL2
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# SDL2_INCLUDE_DIR, where to find SDL.h
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#
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# This module responds to the the flag:
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# SDL2_BUILDING_LIBRARY
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# If this is defined, then no SDL2_main will be linked in because
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# only applications need main().
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# Otherwise, it is assumed you are building an application and this
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# module will attempt to locate and set the the proper link flags
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# as part of the returned SDL2_LIBRARY variable.
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#
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# Don't forget to include SDL2main.h and SDL2main.m your project for the
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# OS X framework based version. (Other versions link to -lSDL2main which
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# this module will try to find on your behalf.) Also for OS X, this
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# module will automatically add the -framework Cocoa on your behalf.
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#
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#
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# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
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# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
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# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
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# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
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# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
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# as appropriate. These values are used to generate the final SDL2_LIBRARY
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# variable, but when these values are unset, SDL2_LIBRARY does not get created.
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#
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#
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# $SDL2DIR is an environment variable that would
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# correspond to the ./configure --prefix=$SDL2DIR
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# used in building SDL2.
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# l.e.galup 9-20-02
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#
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# Modified by Eric Wing.
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# Added code to assist with automated building by using environmental variables
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# and providing a more controlled/consistent search behavior.
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# Added new modifications to recognize OS X frameworks and
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# additional Unix paths (FreeBSD, etc).
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# Also corrected the header search path to follow "proper" SDL2 guidelines.
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# Added a search for SDL2main which is needed by some platforms.
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# Added a search for threads which is needed by some platforms.
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# Added needed compile switches for MinGW.
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#
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# On OSX, this will prefer the Framework version (if found) over others.
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# People will have to manually change the cache values of
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# SDL2_LIBRARY to override this selection or set the CMake environment
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# CMAKE_INCLUDE_PATH to modify the search paths.
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#
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# Note that the header path has changed from SDL2/SDL.h to just SDL.h
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# This needed to change because "proper" SDL2 convention
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# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
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# reasons because not all systems place things in SDL2/ (see FreeBSD).
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#
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# Ported by Johnny Patterson. This is a literal port for SDL2 of the FindSDL.cmake
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# module with the minor edit of changing "SDL" to "SDL2" where necessary. This
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# was not created for redistribution, and exists temporarily pending official
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# SDL2 CMake modules.
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#=============================================================================
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# Copyright 2003-2009 Kitware, Inc.
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#
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# Distributed under the OSI-approved BSD License (the "License");
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# see accompanying file Copyright.txt for details.
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#
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# This software is distributed WITHOUT ANY WARRANTY; without even the
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# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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# See the License for more information.
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#=============================================================================
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# (To distribute this file outside of CMake, substitute the full
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# License text for the above reference.)
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FIND_PATH(SDL2_INCLUDE_DIR SDL.h
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HINTS
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$ENV{SDL2DIR}
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PATH_SUFFIXES include/SDL2 include
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PATHS
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~/Library/Frameworks
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/Library/Frameworks
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/usr/local/include/SDL2
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/usr/include/SDL2
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/sw # Fink
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/opt/local # DarwinPorts
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/opt/csw # Blastwave
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/opt
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)
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#MESSAGE("SDL2_INCLUDE_DIR is ${SDL2_INCLUDE_DIR}")
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FIND_LIBRARY(SDL2_LIBRARY_TEMP
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NAMES SDL2
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HINTS
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$ENV{SDL2DIR}
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PATH_SUFFIXES lib64 lib
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PATHS
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/sw
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/opt/local
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/opt/csw
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/opt
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)
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#MESSAGE("SDL2_LIBRARY_TEMP is ${SDL2_LIBRARY_TEMP}")
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IF(NOT SDL2_BUILDING_LIBRARY)
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IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
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# Non-OS X framework versions expect you to also dynamically link to
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# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
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# seem to provide SDL2main for compatibility even though they don't
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# necessarily need it.
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FIND_LIBRARY(SDL2MAIN_LIBRARY
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NAMES SDL2main
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HINTS
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$ENV{SDL2DIR}
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PATH_SUFFIXES lib64 lib
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PATHS
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/sw
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/opt/local
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/opt/csw
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/opt
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)
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ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
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ENDIF(NOT SDL2_BUILDING_LIBRARY)
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# SDL2 may require threads on your system.
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# The Apple build may not need an explicit flag because one of the
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# frameworks may already provide it.
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# But for non-OSX systems, I will use the CMake Threads package.
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IF(NOT APPLE)
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FIND_PACKAGE(Threads)
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ENDIF(NOT APPLE)
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# MinGW needs an additional library, mwindows
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# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows
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# (Actually on second look, I think it only needs one of the m* libraries.)
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IF(MINGW)
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SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
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ENDIF(MINGW)
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SET(SDL2_FOUND "NO")
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IF(SDL2_LIBRARY_TEMP)
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# For SDL2main
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IF(NOT SDL2_BUILDING_LIBRARY)
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IF(SDL2MAIN_LIBRARY)
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SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP})
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ENDIF(SDL2MAIN_LIBRARY)
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ENDIF(NOT SDL2_BUILDING_LIBRARY)
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# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
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# CMake doesn't display the -framework Cocoa string in the UI even
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# though it actually is there if I modify a pre-used variable.
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# I think it has something to do with the CACHE STRING.
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# So I use a temporary variable until the end so I can set the
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# "real" variable in one-shot.
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IF(APPLE)
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SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
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ENDIF(APPLE)
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# For threads, as mentioned Apple doesn't need this.
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# In fact, there seems to be a problem if I used the Threads package
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# and try using this line, so I'm just skipping it entirely for OS X.
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IF(NOT APPLE)
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SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
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ENDIF(NOT APPLE)
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# For MinGW library
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IF(MINGW)
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SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
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ENDIF(MINGW)
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# Set the final string here so the GUI reflects the final state.
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SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
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# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
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SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "")
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SET(SDL2_FOUND "YES")
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ENDIF(SDL2_LIBRARY_TEMP)
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INCLUDE(FindPackageHandleStandardArgs)
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FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2
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REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)
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@ -1,3 +1,7 @@
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set(SRCS input_common.cpp)
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set(SRCS input_common.cpp)
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if(SDL2_FOUND)
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set(SRCS sdl_input/sdl_input.cpp)
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endif()
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add_library(input_common STATIC ${SRCS})
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add_library(input_common STATIC ${SRCS})
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46
src/input_common/sdl_input/sdl_input.cpp
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46
src/input_common/sdl_input/sdl_input.cpp
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// Copyright 2015 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "input_common/sdl_input/sdl_input.h"
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namespace InputCommon {
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SDLController::SDLController() {
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name = "SDL2::NONE";
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j_pad = nullptr;
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index = 0;
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}
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SDLController::~SDLController() {
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ShutDown();
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}
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bool SDLController::Init() {
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//Attempt to initialize SDL with joystick only
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if(SDL_Init(SDL_INIT_JOYSTICK) != 0) {
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return false;
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}
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//Attempt to open joystick with SDL
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//TODO - Use DiscoverDevice to generate a list of available joysticks, then open the correct index
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j_pad = SDL_JoystickOpen(index);
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if(j_pad == nullptr) {
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return false;
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}
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}
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void SDLController::DiscoverDevices() {}
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void SDLController::ShutDown() {
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//Attempt to close joystick with SDL
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if(j_pad != nullptr) {
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SDL_JoystickClose(j_pad);
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}
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}
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void SDLController::Poll() {}
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}//namespace
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43
src/input_common/sdl_input/sdl_input.h
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43
src/input_common/sdl_input/sdl_input.h
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// Copyright 2015 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <SDL2/SDL.h>
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#include <iostream>
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#include "input_common/input_common.h"
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namespace InputCommon {
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class SDLController : virtual public ControllerBase {
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public:
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SDLController();
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~SDLController();
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///Initializes input via SDL2
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bool Init();
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///Grabs a list of devices supported by the backend
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void DiscoverDevices();
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///Grab and process input via SDL2
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void Poll();
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///Shuts down all joysticks opened by SDL2
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void ShutDown();
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///SDL event used for polling
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SDL_Event input_event;
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private:
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std::string name;
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SDL_Joystick* j_pad;
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///Index of joystick, used for opening/closing a joystick
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int index;
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};
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} //namespace
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