Add SDL2 to iOS
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@ -654,7 +654,7 @@ if(NOT SERVER_ONLY)
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if(NOT USE_GLES2)
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target_link_libraries(supertuxkart ${OPENGL_gl_LIBRARY} ${GLEW_LIBRARIES})
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elseif (IOS)
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target_link_libraries(supertuxkart "-framework OpenGLES -framework UIKit -framework CoreMotion -framework Foundation -framework GLKit")
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target_link_libraries(supertuxkart "-framework QuartzCore -framework CoreGraphics -framework AVFoundation -framework AudioToolbox -framework Metal -framework GameController -framework OpenGLES -framework UIKit -framework CoreAudio -framework CoreMotion -framework Foundation -framework GLKit")
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else()
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target_link_libraries(supertuxkart GLESv2)
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endif()
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@ -7,7 +7,7 @@
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# You can also use -DCMAKE_XCODE_ATTRIBUTE_DEVELOPMENT_TEAM=xxxxxxxxxx to specify team
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# Increase every upload to App store
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SET(IOS_BUILD_VERSION 10)
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SET(IOS_BUILD_VERSION 13)
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# Get SDK path
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execute_process(COMMAND xcodebuild -version -sdk iphoneos Path
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@ -56,6 +56,8 @@ set(CURL_INCLUDE_DIR ${DEPS_PATH}/ios_arm64/dependencies/include CACHE STRING ""
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set(OPENSSL_CRYPTO_LIBRARY ${DEPS_PATH}/ios_arm64/dependencies/lib/libcrypto.a;${DEPS_PATH}/ios_simulator64/dependencies/lib/libcrypto.a CACHE STRING "")
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set(OPENSSL_INCLUDE_DIR ${DEPS_PATH}/ios_arm64/dependencies/include CACHE STRING "")
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set(LIBRESOLV_LIBRARY ${CMAKE_OSX_SYSROOT_IOS}/usr/lib/libresolv.tbd;${CMAKE_OSX_SYSROOT_SIMULATOR}/usr/lib/libresolv.tbd CACHE STRING "")
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set(SDL2_LIBRARY ${DEPS_PATH}/ios_arm64/dependencies/lib/libSDL2.a;${DEPS_PATH}/ios_simulator64/dependencies/lib/libSDL2.a CACHE STRING "")
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set(SDL2_INCLUDEDIR ${DEPS_PATH}/ios_arm64/dependencies/include CACHE STRING "")
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# Standard config
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set(CMAKE_SYSTEM_VERSION ${SDK_VERSION} CACHE INTERNAL "")
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@ -92,6 +94,10 @@ set(CMAKE_C_OSX_CURRENT_VERSION_FLAG "-current_version ")
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set(CMAKE_CXX_OSX_COMPATIBILITY_VERSION_FLAG "${CMAKE_C_OSX_COMPATIBILITY_VERSION_FLAG}")
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set(CMAKE_CXX_OSX_CURRENT_VERSION_FLAG "${CMAKE_C_OSX_CURRENT_VERSION_FLAG}")
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# For archive
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fembed-bitcode")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fembed-bitcode")
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# Fixed variables in iOS STK
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set(CMAKE_XCODE_ATTRIBUTE_ENABLE_BITCODE YES CACHE INTERNAL "")
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set(CMAKE_XCODE_ATTRIBUTE_CLANG_ENABLE_OBJC_ARC NO CACHE INTERNAL "")
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@ -20,6 +20,7 @@ SET(CMAKE_FIND_ROOT_PATH ${PROJECT_SOURCE_DIR}/dependencies-ios ${CCTOOLS_PREFIX
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set(FREETYPE_INCLUDE_DIRS ${PROJECT_SOURCE_DIR}/dependencies-ios/include/freetype2)
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set(CURL_LIBRARY "${PROJECT_SOURCE_DIR}/dependencies-ios/lib/libcurl.a;${PROJECT_SOURCE_DIR}/dependencies-ios/lib/libssl.a")
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set(PNG_LIBRARY ${PROJECT_SOURCE_DIR}/dependencies-ios/lib/libpng16.a)
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set(SDL2_LIBRARY ${PROJECT_SOURCE_DIR}/dependencies-ios/lib/libSDL2.a)
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# adjust the default behaviour of the FIND_XXX() commands:
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# search headers and libraries in the target environment, search
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@ -88,7 +88,9 @@ InputManager::InputManager() : m_mode(BOOTSTRAP),
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m_master_player_only = false;
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m_timer = 0;
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#ifndef SERVER_ONLY
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SDL_SetMainReady();
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SDL_SetHint(SDL_HINT_NO_SIGNAL_HANDLERS, "1");
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SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
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if (SDL_Init(SDL_INIT_GAMECONTROLLER) != 0)
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{
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Log::error("InputManager", "Unable to initialize SDL: %s",
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