3 Commits

Author SHA1 Message Date
7db5f56e81 [cmake] export automatically raylib definitions and compile/link options (#5179) 2025-09-12 13:07:46 +02:00
Ray
8d3a4b8dd5 REVIEWED: Renamed PLATFORM_DESKTOP_SDL3 to USING_VERSION_SDL3 #5175
Avoid using a new platform flag to address one platform version
2025-09-12 13:03:28 +02:00
Ray
d0c39db6c2 Update rlgl.h 2025-09-12 13:02:13 +02:00
5 changed files with 40 additions and 109 deletions

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@ -19,9 +19,18 @@ join_paths(libdir_for_pc_file "\${exec_prefix}" "${CMAKE_INSTALL_LIBDIR}")
join_paths(includedir_for_pc_file "\${prefix}" "${CMAKE_INSTALL_INCLUDEDIR}")
configure_file(../raylib.pc.in raylib.pc @ONLY)
configure_file(../cmake/raylib-config-version.cmake raylib-config-version.cmake @ONLY)
configure_file(../cmake/raylib-config.cmake raylib-config.cmake @ONLY)
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/raylib.pc DESTINATION "${CMAKE_INSTALL_LIBDIR}/pkgconfig")
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/raylib-config-version.cmake DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/raylib")
install(FILES ${PROJECT_SOURCE_DIR}/../cmake/raylib-config.cmake DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/raylib")
install(FILES
"${CMAKE_CURRENT_BINARY_DIR}/raylib-config-version.cmake"
"${CMAKE_CURRENT_BINARY_DIR}/raylib-config.cmake"
DESTINATION ${CMAKE_INSTALL_LIBDIR}/cmake/raylib
)
install(EXPORT raylib-targets
FILE raylib-targets.cmake
DESTINATION ${CMAKE_INSTALL_LIBDIR}/cmake/raylib
)
# populates raylib_{FOUND, INCLUDE_DIRS, LIBRARIES, LDFLAGS, DEFINITIONS}
include(PopulateConfigVariablesLocally)

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@ -1,81 +1,2 @@
# - Try to find raylib
# Options:
# raylib_USE_STATIC_LIBS - ON by default
# raylib_VERBOSE - OFF by default
# Once done, this defines a raylib target that can be passed to
# target_link_libraries as well as following variables:
#
# raylib_FOUND - System has raylib installed
# raylib_INCLUDE_DIRS - The include directories for the raylib header(s)
# raylib_LIBRARIES - The libraries needed to use raylib
# raylib_LDFLAGS - The linker flags needed with raylib
# raylib_DEFINITIONS - Compiler switches required for using raylib
option(raylib_USE_STATIC_LIBS "Use static libs" ON)
option(raylib_VERBOSE "Show raylib verbose messages" OFF)
if (NOT TARGET raylib)
set(XPREFIX PC_RAYLIB)
find_package(PkgConfig QUIET)
pkg_check_modules(${XPREFIX} QUIET raylib)
if (raylib_USE_STATIC_LIBS)
set(XPREFIX ${XPREFIX}_STATIC)
endif()
set(raylib_DEFINITIONS ${${XPREFIX}_CFLAGS})
find_path(raylib_INCLUDE_DIR
NAMES raylib.h
HINTS ${${XPREFIX}_INCLUDE_DIRS} ${raylib_DIR}/../../../include/
)
if (raylib_USE_STATIC_LIBS)
set(RAYLIB_NAMES libraylib.a raylib.lib)
else ()
set(RAYLIB_NAMES raylib)
endif ()
find_library(raylib_LIBRARY
NAMES ${RAYLIB_NAMES}
HINTS ${${XPREFIX}_LIBRARY_DIRS} ${raylib_DIR}/../../
)
set(raylib_LIBRARIES ${raylib_LIBRARY})
set(raylib_INCLUDE_DIRS ${raylib_INCLUDE_DIR})
set(raylib_LDFLAGS ${${XPREFIX}_LDFLAGS})
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(raylib DEFAULT_MSG
raylib_LIBRARY
raylib_INCLUDE_DIR
)
mark_as_advanced(raylib_LIBRARY raylib_INCLUDE_DIR)
if (raylib_USE_STATIC_LIBS)
add_library(raylib STATIC IMPORTED GLOBAL)
else()
add_library(raylib SHARED IMPORTED GLOBAL)
endif()
string (REPLACE ";" " " raylib_LDFLAGS "${raylib_LDFLAGS}")
set_target_properties(raylib
PROPERTIES
IMPORTED_LOCATION "${raylib_LIBRARIES}"
IMPORTED_IMPLIB "${raylib_LIBRARIES}"
INTERFACE_INCLUDE_DIRECTORIES "${raylib_INCLUDE_DIRS}"
INTERFACE_LINK_LIBRARIES "${raylib_LDFLAGS}"
INTERFACE_COMPILE_OPTIONS "${raylib_DEFINITIONS}"
)
if (raylib_VERBOSE)
message(STATUS "raylib_FOUND: ${raylib_FOUND}")
message(STATUS "raylib_INCLUDE_DIRS: ${raylib_INCLUDE_DIRS}")
message(STATUS "raylib_LIBRARIES: ${raylib_LIBRARIES}")
message(STATUS "raylib_LDFLAGS: ${raylib_LDFLAGS}")
message(STATUS "raylib_DEFINITIONS: ${raylib_DEFINITIONS}")
endif()
endif()
@PACKAGE_INIT@
include("${CMAKE_CURRENT_LIST_DIR}/raylib-targets.cmake")

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@ -91,7 +91,7 @@ if (BUILD_SHARED_LIBS)
set_property(TARGET raylib PROPERTY C_VISIBILITY_PRESET hidden)
endif ()
target_link_libraries(raylib "${LIBS_PRIVATE}")
target_link_libraries(raylib PRIVATE $<BUILD_INTERFACE:${LIBS_PRIVATE}>)
# Sets some compile time definitions for the pre-processor
# If CUSTOMIZE_BUILD option is on you will not use config.h by default

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@ -85,8 +85,8 @@
#endif
#if ((defined(SDL_MAJOR_VERSION) && (SDL_MAJOR_VERSION == 3)) && (defined(SDL_MINOR_VERSION) && (SDL_MINOR_VERSION >= 1)))
#ifndef PLATFORM_DESKTOP_SDL3
#define PLATFORM_DESKTOP_SDL3
#ifndef USING_VERSION_SDL3
#define USING_VERSION_SDL3
#endif
#endif
@ -255,7 +255,7 @@ static const int CursorsLUT[] = {
};
// SDL3 Migration Layer made to avoid 'ifdefs' inside functions when we can
#if defined(PLATFORM_DESKTOP_SDL3)
#if defined(USING_VERSION_SDL3)
// SDL3 Migration:
// SDL_WINDOW_FULLSCREEN_DESKTOP has been removed,
@ -429,7 +429,7 @@ void *SDL_GetClipboardData(const char *mime_type, size_t *size)
return NULL;
}
#endif // PLATFORM_DESKTOP_SDL3
#endif // USING_VERSION_SDL3
//----------------------------------------------------------------------------------
// Module Internal Functions Declaration
@ -463,7 +463,7 @@ void ToggleFullscreen(void)
const int monitor = SDL_GetWindowDisplayIndex(platform.window);
const int monitorCount = SDL_GetNumVideoDisplays();
#if defined(PLATFORM_DESKTOP_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
#if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
if ((monitor > 0) && (monitor <= monitorCount))
#else
if ((monitor >= 0) && (monitor < monitorCount))
@ -491,7 +491,7 @@ void ToggleBorderlessWindowed(void)
const int monitor = SDL_GetWindowDisplayIndex(platform.window);
const int monitorCount = SDL_GetNumVideoDisplays();
#if defined(PLATFORM_DESKTOP_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
#if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
if ((monitor > 0) && (monitor <= monitorCount))
#else
if ((monitor >= 0) && (monitor < monitorCount))
@ -548,7 +548,7 @@ void SetWindowState(unsigned int flags)
const int monitor = SDL_GetWindowDisplayIndex(platform.window);
const int monitorCount = SDL_GetNumVideoDisplays();
#if defined(PLATFORM_DESKTOP_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
#if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
if ((monitor > 0) && (monitor <= monitorCount))
#else
if ((monitor >= 0) && (monitor < monitorCount))
@ -612,7 +612,7 @@ void SetWindowState(unsigned int flags)
const int monitor = SDL_GetWindowDisplayIndex(platform.window);
const int monitorCount = SDL_GetNumVideoDisplays();
#if defined(PLATFORM_DESKTOP_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
#if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
if ((monitor > 0) && (monitor <= monitorCount))
#else
if ((monitor >= 0) && (monitor < monitorCount))
@ -850,7 +850,7 @@ void SetWindowMonitor(int monitor)
const int screenHeight = CORE.Window.screen.height;
SDL_Rect usableBounds;
#if defined(PLATFORM_DESKTOP_SDL3) // Different style for success checking
#if defined(USING_VERSION_SDL3) // Different style for success checking
if (SDL_GetDisplayUsableBounds(monitor, &usableBounds))
#else
if (SDL_GetDisplayUsableBounds(monitor, &usableBounds) == 0)
@ -966,7 +966,7 @@ Vector2 GetMonitorPosition(int monitor)
{
SDL_Rect displayBounds;
#if defined(PLATFORM_DESKTOP_SDL3)
#if defined(USING_VERSION_SDL3)
if (SDL_GetDisplayUsableBounds(monitor, &displayBounds))
#else
if (SDL_GetDisplayUsableBounds(monitor, &displayBounds) == 0)
@ -1098,7 +1098,7 @@ Vector2 GetWindowScaleDPI(void)
{
Vector2 scale = { 1.0f, 1.0f };
#ifndef PLATFORM_DESKTOP_SDL3
#ifndef USING_VERSION_SDL3
// NOTE: SDL_GetWindowDisplayScale was only added on SDL3
// see https://wiki.libsdl.org/SDL3/SDL_GetWindowDisplayScale
// TODO: Implement the window scale factor calculation manually
@ -1184,7 +1184,7 @@ Image GetClipboardImage(void)
// Show mouse cursor
void ShowCursor(void)
{
#if defined(PLATFORM_DESKTOP_SDL3)
#if defined(USING_VERSION_SDL3)
SDL_ShowCursor();
#else
SDL_ShowCursor(SDL_ENABLE);
@ -1195,7 +1195,7 @@ void ShowCursor(void)
// Hides mouse cursor
void HideCursor(void)
{
#if defined(PLATFORM_DESKTOP_SDL3)
#if defined(USING_VERSION_SDL3)
SDL_HideCursor();
#else
SDL_ShowCursor(SDL_DISABLE);
@ -1208,7 +1208,7 @@ void EnableCursor(void)
{
SDL_SetRelativeMouseMode(SDL_FALSE);
#if defined(PLATFORM_DESKTOP_SDL3)
#if defined(USING_VERSION_SDL3)
// SDL_ShowCursor() has been split into three functions: SDL_ShowCursor(), SDL_HideCursor(), and SDL_CursorVisible()
SDL_ShowCursor();
#else
@ -1309,7 +1309,7 @@ const char *GetKeyName(int key)
static void UpdateTouchPointsSDL(SDL_TouchFingerEvent event)
{
#if defined(PLATFORM_DESKTOP_SDL3) // SDL3
#if defined(USING_VERSION_SDL3) // SDL3
int count = 0;
SDL_Finger **fingers = SDL_GetTouchFingers(event.touchID, &count);
CORE.Input.Touch.pointCount = count;
@ -1436,7 +1436,7 @@ void PollInputEvents(void)
CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
#if defined(PLATFORM_DESKTOP_SDL3)
#if defined(USING_VERSION_SDL3)
// const char *data; /**< The text for SDL_EVENT_DROP_TEXT and the file name for SDL_EVENT_DROP_FILE, NULL for other events */
// Event memory is now managed by SDL, so you should not free the data in SDL_EVENT_DROP_FILE, and if you want to hold onto the text in SDL_EVENT_TEXT_EDITING and SDL_EVENT_TEXT_INPUT events, you should make a copy of it. SDL_TEXTINPUTEVENT_TEXT_SIZE is no longer necessary and has been removed.
strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.data);
@ -1451,7 +1451,7 @@ void PollInputEvents(void)
{
CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
#if defined(PLATFORM_DESKTOP_SDL3)
#if defined(USING_VERSION_SDL3)
strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.data);
#else
strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.file);
@ -1466,7 +1466,7 @@ void PollInputEvents(void)
// Window events are also polled (Minimized, maximized, close...)
#ifndef PLATFORM_DESKTOP_SDL3
#ifndef USING_VERSION_SDL3
// SDL3 states:
// The SDL_WINDOWEVENT_* events have been moved to top level events, and SDL_WINDOWEVENT has been removed
// In general, handling this change just means checking for the individual events instead of first checking for SDL_WINDOWEVENT
@ -1497,7 +1497,7 @@ void PollInputEvents(void)
CORE.Window.currentFbo.height = height;
CORE.Window.resizedLastFrame = true;
#ifndef PLATFORM_DESKTOP_SDL3
#ifndef USING_VERSION_SDL3
// Manually detect if the window was maximized (due to SDL2 restore being unreliable on some platforms) to remove the FLAG_WINDOW_MAXIMIZED accordingly
if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0)
{
@ -1538,7 +1538,7 @@ void PollInputEvents(void)
if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
}
#ifdef PLATFORM_DESKTOP_SDL3
#ifdef USING_VERSION_SDL3
if ((SDL_GetWindowFlags(platform.window) & SDL_WINDOW_MAXIMIZED) == 0)
{
if ((CORE.Window.flags & SDL_WINDOW_MAXIMIZED) > 0) CORE.Window.flags &= ~SDL_WINDOW_MAXIMIZED;
@ -1564,7 +1564,7 @@ void PollInputEvents(void)
if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) == 0) CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED;
} break;
#ifndef PLATFORM_DESKTOP_SDL3
#ifndef USING_VERSION_SDL3
default: break;
}
} break;
@ -1573,7 +1573,7 @@ void PollInputEvents(void)
// Keyboard events
case SDL_KEYDOWN:
{
#if defined(PLATFORM_DESKTOP_SDL3)
#if defined(USING_VERSION_SDL3)
// SDL3 Migration: The following structures have been removed: * SDL_Keysym
KeyboardKey key = ConvertScancodeToKey(event.key.scancode);
#else
@ -1604,7 +1604,7 @@ void PollInputEvents(void)
case SDL_KEYUP:
{
#if defined(PLATFORM_DESKTOP_SDL3)
#if defined(USING_VERSION_SDL3)
KeyboardKey key = ConvertScancodeToKey(event.key.scancode);
#else
KeyboardKey key = ConvertScancodeToKey(event.key.keysym.scancode);
@ -1620,7 +1620,7 @@ void PollInputEvents(void)
if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
{
// Add character (codepoint) to the queue
#if defined(PLATFORM_DESKTOP_SDL3)
#if defined(USING_VERSION_SDL3)
size_t textLen = strlen(event.text.text);
unsigned int codepoint = (unsigned int)SDL_StepUTF8(&event.text.text, &textLen);
#else
@ -1991,7 +1991,7 @@ int InitPlatform(void)
}
// Init window
#if defined(PLATFORM_DESKTOP_SDL3)
#if defined(USING_VERSION_SDL3)
platform.window = SDL_CreateWindow(CORE.Window.title, CORE.Window.screen.width, CORE.Window.screen.height, flags);
#else
platform.window = SDL_CreateWindow(CORE.Window.title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, CORE.Window.screen.width, CORE.Window.screen.height, flags);
@ -2085,7 +2085,7 @@ int InitPlatform(void)
CORE.Storage.basePath = SDL_GetBasePath(); // Alternative: GetWorkingDirectory();
//----------------------------------------------------------------------------
#if defined(PLATFORM_DESKTOP_SDL3)
#if defined(USING_VERSION_SDL3)
TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (SDL3): Initialized successfully");
#else
TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (SDL2): Initialized successfully");

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@ -870,6 +870,7 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
#elif defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: OpenGL ES 2.0 can be enabled on Desktop platforms,
// in that case, functions are loaded from a custom glad for OpenGL ES 2.0
// TODO: OpenGL ES 2.0 support shouldn't be platform-dependant, neither require GLAD
#if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
#define GLAD_GLES2_IMPLEMENTATION
#include "external/glad_gles2.h"