ref: 5d970e860c14bf4081ec93eb181d60f24c7b6cc3
dir: /external/SDL2/test/CMakeLists.txt/
cmake_minimum_required(VERSION 2.8.11) project(SDL2 C) # Global settings for all of the test targets # FIXME: is this wrong? remove_definitions(-DUSING_GENERATED_CONFIG_H) link_libraries(SDL2_test SDL2-static) # FIXME: Parent directory CMakeLists.txt only sets these for mingw/cygwin, # but we need them for VS as well. if(WINDOWS) link_libraries(SDL2main) add_definitions(-Dmain=SDL_main) endif() add_executable(checkkeys checkkeys.c) add_executable(loopwave loopwave.c) add_executable(loopwavequeue loopwavequeue.c) add_executable(testresample testresample.c) add_executable(testaudioinfo testaudioinfo.c) file(GLOB TESTAUTOMATION_SOURCE_FILES testautomation*.c) add_executable(testautomation ${TESTAUTOMATION_SOURCE_FILES}) add_executable(testmultiaudio testmultiaudio.c) add_executable(testaudiohotplug testaudiohotplug.c) add_executable(testaudiocapture testaudiocapture.c) add_executable(testatomic testatomic.c) add_executable(testintersections testintersections.c) add_executable(testrelative testrelative.c) add_executable(testhittesting testhittesting.c) add_executable(testdraw2 testdraw2.c) add_executable(testdrawchessboard testdrawchessboard.c) add_executable(testdropfile testdropfile.c) add_executable(testerror testerror.c) add_executable(testfile testfile.c) add_executable(testgamecontroller testgamecontroller.c) add_executable(testgesture testgesture.c) add_executable(testgl2 testgl2.c) add_executable(testgles testgles.c) add_executable(testgles2 testgles2.c) add_executable(testhaptic testhaptic.c) add_executable(testhotplug testhotplug.c) add_executable(testrumble testrumble.c) add_executable(testthread testthread.c) add_executable(testiconv testiconv.c) add_executable(testime testime.c) add_executable(testjoystick testjoystick.c) add_executable(testkeys testkeys.c) add_executable(testloadso testloadso.c) add_executable(testlock testlock.c) if(APPLE) add_executable(testnative testnative.c testnativecocoa.m testnativex11.c) elseif(WINDOWS) add_executable(testnative testnative.c testnativew32.c) elseif(UNIX) add_executable(testnative testnative.c testnativex11.c) endif() add_executable(testoverlay2 testoverlay2.c testyuv_cvt.c) add_executable(testplatform testplatform.c) add_executable(testpower testpower.c) add_executable(testfilesystem testfilesystem.c) add_executable(testrendertarget testrendertarget.c) add_executable(testscale testscale.c) add_executable(testsem testsem.c) add_executable(testshader testshader.c) add_executable(testshape testshape.c) add_executable(testsprite2 testsprite2.c) add_executable(testspriteminimal testspriteminimal.c) add_executable(teststreaming teststreaming.c) add_executable(testtimer testtimer.c) add_executable(testver testver.c) add_executable(testviewport testviewport.c) add_executable(testwm2 testwm2.c) add_executable(testyuv testyuv.c testyuv_cvt.c) add_executable(torturethread torturethread.c) add_executable(testrendercopyex testrendercopyex.c) add_executable(testmessage testmessage.c) add_executable(testdisplayinfo testdisplayinfo.c) add_executable(testqsort testqsort.c) add_executable(testbounds testbounds.c) add_executable(testcustomcursor testcustomcursor.c) add_executable(controllermap controllermap.c) add_executable(testvulkan testvulkan.c) add_executable(testoffscreen testoffscreen.c) # HACK: Dummy target to cause the resource files to be copied to the build directory. # Need to make it an executable so we can use the TARGET_FILE_DIR generator expression. # This is needed so they get copied to the correct Debug/Release subdirectory in Xcode. file(WRITE ${CMAKE_CURRENT_BINARY_DIR}/resources_dummy.c "int main(int argc, const char **argv){ return 1; }\n") add_executable(SDL2_test_resoureces ${CMAKE_CURRENT_BINARY_DIR}/resources_dummy.c) file(GLOB RESOURCE_FILES *.bmp *.wav) foreach(RESOURCE_FILE ${RESOURCE_FILES}) add_custom_command(TARGET SDL2_test_resoureces POST_BUILD COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${RESOURCE_FILE} $<TARGET_FILE_DIR:SDL2_test_resoureces>) endforeach(RESOURCE_FILE) file(COPY ${RESOURCE_FILES} DESTINATION ${CMAKE_CURRENT_BINARY_DIR}) # TODO: Might be easier to make all targets depend on the resources...? set(NEEDS_RESOURCES testscale testrendercopyex controllermap testyuv testgamecontroller testshape testshader testnative testspriteminimal testautomation testcustomcursor testrendertarget testsprite2 loopwave loopwavequeue testresample testaudiohotplug testmultiaudio ) foreach(APP IN LISTS NEEDS_RESOURCES) add_dependencies(${APP} SDL2_test_resoureces) if(APPLE) # Make sure resource files get installed into macOS/iOS .app bundles. target_sources(${APP} PRIVATE "${RESOURCE_FILES}") set_target_properties(${APP} PROPERTIES RESOURCE "${RESOURCE_FILES}") endif() endforeach() # Set Apple App ID / Bundle ID. This is needed to launch apps on some Apple # platforms (iOS, for example). if(APPLE) if(${CMAKE_VERSION} VERSION_LESS "3.7.0") # CMake's 'BUILDSYSTEM_TARGETS' property is only available in # CMake 3.7 and above. message(WARNING "Unable to set Bundle ID for Apple .app builds due to old CMake (pre 3.7).") else() get_property(TARGETS DIRECTORY ${CMAKE_CURRENT_LIST_DIR} PROPERTY BUILDSYSTEM_TARGETS) foreach(CURRENT_TARGET IN LISTS TARGETS) get_property(TARGET_TYPE TARGET ${CURRENT_TARGET} PROPERTY TYPE) if(TARGET_TYPE STREQUAL "EXECUTABLE") set_target_properties("${CURRENT_TARGET}" PROPERTIES MACOSX_BUNDLE_GUI_IDENTIFIER "org.libsdl.${CURRENT_TARGET}" MACOSX_BUNDLE_BUNDLE_VERSION "${SDL_VERSION}" MACOSX_BUNDLE_SHORT_VERSION_STRING "${SDL_VERSION}" ) endif() endforeach() endif() endif()