SDL3-CS/External/build.sh

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#!/bin/bash
set -e
pushd "$(dirname "$0")"
# Check if environment variables are defined
if [[ -z $NAME || -z $RUNNER_OS || -z $FLAGS || -z $BUILD_TYPE ]]; then
echo "One or more required environment variables are not defined."
exit 1
fi
if [[ $RUNNER_OS == 'Windows' ]]; then
SUDO=""
else
SUDO=$(which sudo || exit 0)
fi
if [[ -n $ANDROID_ABI ]]; then
BUILD_PLATFORM="Android"
else
BUILD_PLATFORM="$RUNNER_OS"
fi
export DEBIAN_FRONTEND=noninteractive
if [[ $BUILD_PLATFORM != 'Android' ]]; then
NATIVE_PATH="$NAME"
if [[ $BUILD_PLATFORM == 'Linux' ]]; then
# Setup Linux dependencies
if [[ $TARGET_APT_ARCH == :i386 ]]; then
$SUDO dpkg --add-architecture i386
fi
$SUDO apt-get update -y -qq
if [[ $NAME != 'linux-x86' && $NAME != 'linux-x64' ]]; then
GCC="gcc"
GPP="g++"
else
GCC="gcc-multilib"
GPP="g++-multilib"
fi
$SUDO apt-get install -y \
$GCC \
$GPP \
git \
cmake \
ninja-build \
wayland-scanner++ \
wayland-protocols \
meson \
pkg-config$TARGET_APT_ARCH \
libasound2-dev$TARGET_APT_ARCH \
libdbus-1-dev$TARGET_APT_ARCH \
libegl1-mesa-dev$TARGET_APT_ARCH \
libgl1-mesa-dev$TARGET_APT_ARCH \
libgles2-mesa-dev$TARGET_APT_ARCH \
libglu1-mesa-dev$TARGET_APT_ARCH \
libgtk-3-dev$TARGET_APT_ARCH \
libibus-1.0-dev$TARGET_APT_ARCH \
libpango1.0-dev$TARGET_APT_ARCH \
libpulse-dev$TARGET_APT_ARCH \
libsndio-dev$TARGET_APT_ARCH \
libudev-dev$TARGET_APT_ARCH \
libwayland-dev$TARGET_APT_ARCH \
libx11-dev$TARGET_APT_ARCH \
libxcursor-dev$TARGET_APT_ARCH \
libxext-dev$TARGET_APT_ARCH \
libxi-dev$TARGET_APT_ARCH \
libxinerama-dev$TARGET_APT_ARCH \
libxkbcommon-dev$TARGET_APT_ARCH \
libxrandr-dev$TARGET_APT_ARCH \
libxss-dev$TARGET_APT_ARCH \
libxt-dev$TARGET_APT_ARCH \
libxv-dev$TARGET_APT_ARCH \
libxxf86vm-dev$TARGET_APT_ARCH \
libdrm-dev$TARGET_APT_ARCH \
libgbm-dev$TARGET_APT_ARCH \
libpulse-dev$TARGET_APT_ARCH \
libpipewire-0.3-dev$TARGET_APT_ARCH \
libdecor-0-dev$TARGET_APT_ARCH
fi
else
if [[ -z $ANDROID_HOME || -z $NDK_VER || -z $PLATFORM_VER || -z $ANDROID_ABI ]]; then
echo "One or more required environment variables are not defined."
exit 1
fi
NATIVE_PATH="android/$ANDROID_ABI"
export ANDROID_NDK_HOME="$ANDROID_HOME/ndk/$NDK_VER"
export FLAGS="$FLAGS -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK_HOME/build/cmake/android.toolchain.cmake \
-DANDROID_HOME=$ANDROID_HOME \
-DANDROID_PLATFORM=$PLATFORM_VER \
-DANDROID_ABI=$ANDROID_ABI \
-DCMAKE_POSITION_INDEPENDENT_CODE=ON \
-DCMAKE_FIND_ROOT_PATH_MODE_PACKAGE=BOTH \
-DCMAKE_INSTALL_INCLUDEDIR=include \
-DCMAKE_INSTALL_LIBDIR=lib \
-DCMAKE_INSTALL_DATAROOTDIR=share \
-DSDL_ANDROID_JAR=OFF"
$SUDO apt-get install -y \
git \
cmake \
ninja-build \
meson
fi
if [[ $RUNNER_OS == 'Linux' ]]; then
git config --global --add safe.directory $PWD/SDL
git config --global --add safe.directory $PWD/SDL_image
git config --global --add safe.directory $PWD/SDL_ttf
git config --global --add safe.directory $PWD/SDL_mixer
fi
CMAKE_INSTALL_PREFIX="$PWD/install_output"
rm -rf $CMAKE_INSTALL_PREFIX
if [[ $BUILD_PLATFORM == 'Android' ]]; then
OUTPUT_LIB="lib/libSDL3variant.so"
elif [[ $BUILD_PLATFORM == 'Windows' ]]; then
OUTPUT_LIB="bin/SDL3variant.dll"
elif [[ $BUILD_PLATFORM == 'Linux' ]]; then
OUTPUT_LIB="lib/libSDL3variant.so"
elif [[ $BUILD_PLATFORM == 'macOS' ]]; then
OUTPUT_LIB="lib/libSDL3variant.dylib"
fi
# Use the correct CMAKE_PREFIX_PATH for SDL_image and SDL_ttf, probably due differences in Cmake versions.
if [[ $BUILD_PLATFORM == 'Android' ]]; then
CMAKE_PREFIX_PATH="$CMAKE_INSTALL_PREFIX"
elif [[ $BUILD_PLATFORM == 'Windows' ]]; then
CMAKE_PREFIX_PATH="$CMAKE_INSTALL_PREFIX/cmake/"
elif [[ $BUILD_PLATFORM == 'Linux' ]]; then
CMAKE_PREFIX_PATH="$CMAKE_INSTALL_PREFIX/lib/cmake/"
elif [[ $BUILD_PLATFORM == 'macOS' ]]; then
CMAKE_PREFIX_PATH="$CMAKE_INSTALL_PREFIX/lib/cmake/"
fi
run_cmake() {
LIB_NAME=$1
LIB_OUTPUT=$2
pushd $LIB_NAME
git reset --hard HEAD || echo "Failed to clean up the repository"
if [[ $BUILD_PLATFORM == 'Windows' && $LIB_NAME == 'SDL' ]]; then
echo "Patching SDL to not include gameinput.h"
sed -i 's/#include <gameinput.h>/#_include <gameinput.h>/g' CMakeLists.txt
fi
rm -rf build
cmake -B build $FLAGS -DCMAKE_BUILD_TYPE=$BUILD_TYPE -DSDL_SHARED=ON -DSDL_STATIC=OFF "${@:3}"
cmake --build build/ --config $BUILD_TYPE --verbose
cmake --install build/ --prefix $CMAKE_INSTALL_PREFIX --config $BUILD_TYPE
# Move build lib into correct folders
cp $CMAKE_INSTALL_PREFIX/$LIB_OUTPUT ../../native/$NATIVE_PATH
popd
}
run_cmake SDL ${OUTPUT_LIB/variant/}
run_cmake SDL_ttf ${OUTPUT_LIB/variant/_ttf} -DCMAKE_PREFIX_PATH=$CMAKE_PREFIX_PATH -DCMAKE_POLICY_VERSION_MINIMUM=3.5 -DSDLTTF_VENDORED=ON
# -DSDLIMAGE_AVIF=OFF is used because windows requires special setup to build avif support (nasm)
# TODO: Add support for avif on windows (VisualC script uses dynamic imports)
run_cmake SDL_image ${OUTPUT_LIB/variant/_image} -DCMAKE_PREFIX_PATH=$CMAKE_PREFIX_PATH -DSDLIMAGE_AVIF=OFF -DSDLIMAGE_DEPS_SHARED=OFF -DSDLIMAGE_VENDORED=ON
# -DSDLMIXER_MP3_MPG123=OFF is used because upstream build is broken. Fallback to dr_mp3.
# See: https://github.com/libsdl-org/SDL_mixer/pull/744#issuecomment-3180682130
# Fixing using the proposed solution causes more issues.
#
# -DSDLMIXER_FLAC_LIBFLAC=OFF is used because the build fails on android-x86. Fallback to dr_flac.
# See: https://github.com/libsdl-org/SDL_mixer/issues/745
run_cmake SDL_mixer ${OUTPUT_LIB/variant/_mixer} -DCMAKE_PREFIX_PATH=$CMAKE_PREFIX_PATH -DSDLMIXER_MP3_MPG123=OFF -DSDLMIXER_FLAC_LIBFLAC=OFF -DSDLMIXER_DEPS_SHARED=OFF -DSDLMIXER_VENDORED=ON
popd