cmake_minimum_required(VERSION 3.0.0) project(sdl12_compat) add_library(SDL SHARED "src/SDL12_compat.c") target_include_directories(SDL PUBLIC "/usr/local/include/SDL2") # !!! FIXME target_include_directories(SDL PUBLIC "/usr/X11/include") # !!! FIXME add_definitions("-D_THREAD_SAFE") # !!! FIXME if(APPLE) set_target_properties(SDL PROPERTIES MACOSX_RPATH 1 OUTPUT_NAME "SDL-1.2.0" ) elseif(UNIX AND NOT ANDROID) set_target_properties(SDL PROPERTIES VERSION "1.2.50" SOVERSION "0" OUTPUT_NAME "SDL-1.2") else() set_target_properties(SDL PROPERTIES VERSION "1.2.50" SOVERSION "0" OUTPUT_NAME "SDL") endif() if(MSVC) # Don't try to link with the default set of libraries. set_target_properties(SDL PROPERTIES LINK_FLAGS_RELEASE "/NODEFAULTLIB") set_target_properties(SDL PROPERTIES LINK_FLAGS_DEBUG "/NODEFAULTLIB") set_target_properties(SDL PROPERTIES STATIC_LIBRARY_FLAGS "/NODEFAULTLIB") endif() # test programs... macro(test_program _NAME _SRCS) add_executable(${_NAME} ${_SRCS}) target_include_directories(${_NAME} PUBLIC "/usr/local/include/SDL") # !!! FIXME target_include_directories(${_NAME} PUBLIC "/usr/X11/include") # !!! FIXME target_link_libraries(${_NAME} SDL) endmacro() test_program(testsprite "test/testsprite.c")