Using SDL2 with CMake

SDL2 is the newest version of the Simple Directmedia Layer API. It can be used together with CMake to build a cross platform multimedia application. In this blog post I will describe the necessary steps to use SDL2 with CMake on both Linux (Ubuntu 17.04) and Windows.

You need to create a CMakeLists.txt file for your project that includes SDL2 and compiles a simple program.

You can use the following code:

cmake_minimum_required(VERSION 3.7)

project(SDL2Test)

find_package(SDL2 REQUIRED)
include_directories(${SDL2_INCLUDE_DIRS})

add_executable(SDL2Test Main.cpp)
target_link_libraries(SDL2Test ${SDL2_LIBRARIES})

Linux

Setting up SDL2 with CMake under Ubuntu Linux is pretty easy. All you need to do is install the required dependencies first.

sudo apt install cmake libsdl2-dev g++

Now you can use cmake to generate your Makefiles and build your project. To include SDL2 headers you just use #include "SDL.h". The correct include paths have been set up by cmake. For Linux nothing else is required.

Windows

For Windows you have to download the development package SDL2-devel-2.0.5-VC.zip and extract it to some location on your hard disk.

You can create Visual Studio project files with the CMake GUI under windows but when you hit configure it will fail because it will not find the SDL2 Library.

In the configuration window you will see a SDL2_DIR variable. You will have to point that to the location where you extracted the SDL2 development package.

Before you can reconfigure you also have to create a file sdl2-config.cmake where you extracted the development libraries and put the following content:

set(SDL2_INCLUDE_DIRS "${CMAKE_CURRENT_LIST_DIR}/include")

# Support both 32 and 64 bit builds
if (${CMAKE_SIZEOF_VOID_P} MATCHES 8)
  set(SDL2_LIBRARIES "${CMAKE_CURRENT_LIST_DIR}/lib/x64/SDL2.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x64/SDL2main.lib")
else ()
  set(SDL2_LIBRARIES "${CMAKE_CURRENT_LIST_DIR}/lib/x86/SDL2.lib;${CMAKE_CURRENT_LIST_DIR}/lib/x86/SDL2main.lib")
endif ()

string(STRIP "${SDL2_LIBRARIES}" SDL2_LIBRARIES)

After that you now should be able to reconfigure successfully and generate the Visual Studio project files.

Alternative

An alternative to the config file is a FindSDL2.cmake module. CMake comes with one that works for SDL1.2, it can be adapted to work with SDL2. Here is the full content for the one that I am using:

# Distributed under the OSI-approved BSD 3-Clause License.  See accompanying
# file Copyright.txt or https://cmake.org/licensing for details.

#.rst:
# FindSDL2
# -------
#
# Locate SDL2 library
#
# This module defines
#
# ::
#
#   SDL2_LIBRARY, the name of the library to link against
#   SDL2_FOUND, if false, do not try to link to SDL
#   SDL2_INCLUDE_DIR, where to find SDL.h
#   SDL2_VERSION_STRING, human-readable string containing the version of SDL
#
#
#
# This module responds to the flag:
#
# ::
#
#   SDL2_BUILDING_LIBRARY
#     If this is defined, then no SDL2_main will be linked in because
#     only applications need main().
#     Otherwise, it is assumed you are building an application and this
#     module will attempt to locate and set the proper link flags
#     as part of the returned SDL2_LIBRARY variable.
#
#
#
# Don't forget to include SDLmain.h and SDLmain.m your project for the
# OS X framework based version.  (Other versions link to -lSDLmain which
# this module will try to find on your behalf.) Also for OS X, this
# module will automatically add the -framework Cocoa on your behalf.
#
#
#
# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your
# configuration and no SDL2_LIBRARY, it means CMake did not find your SDL
# library (SDL.dll, libsdl.so, SDL.framework, etc).  Set
# SDL2_LIBRARY_TEMP to point to your SDL library, and configure again.
# Similarly, if you see an empty SDLMAIN_LIBRARY, you should set this
# value as appropriate.  These values are used to generate the final
# SDL2_LIBRARY variable, but when these values are unset, SDL2_LIBRARY
# does not get created.
#
#
#
# $SDL2DIR is an environment variable that would correspond to the
# ./configure --prefix=$SDL2DIR used in building SDL.  l.e.galup 9-20-02
#
# Modified by Eric Wing.  Added code to assist with automated building
# by using environmental variables and providing a more
# controlled/consistent search behavior.  Added new modifications to
# recognize OS X frameworks and additional Unix paths (FreeBSD, etc).
# Also corrected the header search path to follow "proper" SDL
# guidelines.  Added a search for SDLmain which is needed by some
# platforms.  Added a search for threads which is needed by some
# platforms.  Added needed compile switches for MinGW.
#
# On OSX, this will prefer the Framework version (if found) over others.
# People will have to manually change the cache values of SDL2_LIBRARY to
# override this selection or set the CMake environment
# CMAKE_INCLUDE_PATH to modify the search paths.
#
# Note that the header path has changed from SDL/SDL.h to just SDL.h
# This needed to change because "proper" SDL convention is #include
# "SDL.h", not <SDL/SDL.h>.  This is done for portability reasons
# because not all systems place things in SDL/ (see FreeBSD).

if(NOT SDL2_DIR)
  set(SDL2_DIR "" CACHE PATH "SDL2 directory")
endif()

find_path(SDL2_INCLUDE_DIR SDL.h
  HINTS
    ENV SDL2DIR
    ${SDL2_DIR}
  PATH_SUFFIXES SDL2
                # path suffixes to search inside ENV{SDL2DIR}
                include/SDL2 include
)

if(CMAKE_SIZEOF_VOID_P EQUAL 8)
  set(VC_LIB_PATH_SUFFIX lib/x64)
else()
  set(VC_LIB_PATH_SUFFIX lib/x86)
endif()

find_library(SDL2_LIBRARY_TEMP
  NAMES SDL2
  HINTS
    ENV SDL2DIR
    ${SDL2_DIR}
  PATH_SUFFIXES lib ${VC_LIB_PATH_SUFFIX}
)

# Hide this cache variable from the user, it's an internal implementation
# detail. The documented library variable for the user is SDL2_LIBRARY
# which is derived from SDL2_LIBRARY_TEMP further below.
set_property(CACHE SDL2_LIBRARY_TEMP PROPERTY TYPE INTERNAL)

if(NOT SDL2_BUILDING_LIBRARY)
  if(NOT SDL2_INCLUDE_DIR MATCHES ".framework")
    # Non-OS X framework versions expect you to also dynamically link to
    # SDLmain. This is mainly for Windows and OS X. Other (Unix) platforms
    # seem to provide SDLmain for compatibility even though they don't
    # necessarily need it.
    find_library(SDL2MAIN_LIBRARY
      NAMES SDL2main
      HINTS
        ENV SDL2DIR
        ${SDL2_DIR}
      PATH_SUFFIXES lib ${VC_LIB_PATH_SUFFIX}
      PATHS
      /sw
      /opt/local
      /opt/csw
      /opt
    )
  endif()
endif()

# SDL may require threads on your system.
# The Apple build may not need an explicit flag because one of the
# frameworks may already provide it.
# But for non-OSX systems, I will use the CMake Threads package.
if(NOT APPLE)
  find_package(Threads)
endif()

# MinGW needs an additional link flag, -mwindows
# It's total link flags should look like -lmingw32 -lSDLmain -lSDL -mwindows
if(MINGW)
  set(MINGW32_LIBRARY mingw32 "-mwindows" CACHE STRING "link flags for MinGW")
endif()

if(SDL2_LIBRARY_TEMP)
  # For SDLmain
  if(SDL2MAIN_LIBRARY AND NOT SDL2_BUILDING_LIBRARY)
    list(FIND SDL2_LIBRARY_TEMP "${SDLMAIN_LIBRARY}" _SDL2_MAIN_INDEX)
    if(_SDL2_MAIN_INDEX EQUAL -1)
      set(SDL2_LIBRARY_TEMP "${SDLMAIN_LIBRARY}" ${SDL2_LIBRARY_TEMP})
    endif()
    unset(_SDL2_MAIN_INDEX)
  endif()

  # For OS X, SDL uses Cocoa as a backend so it must link to Cocoa.
  # CMake doesn't display the -framework Cocoa string in the UI even
  # though it actually is there if I modify a pre-used variable.
  # I think it has something to do with the CACHE STRING.
  # So I use a temporary variable until the end so I can set the
  # "real" variable in one-shot.
  if(APPLE)
    set(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
  endif()

  # For threads, as mentioned Apple doesn't need this.
  # In fact, there seems to be a problem if I used the Threads package
  # and try using this line, so I'm just skipping it entirely for OS X.
  if(NOT APPLE)
    set(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
  endif()

  # For MinGW library
  if(MINGW)
    set(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
  endif()

  # Set the final string here so the GUI reflects the final state.
  set(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL Library can be found")
endif()

if(SDL2_INCLUDE_DIR AND EXISTS "${SDL2_INCLUDE_DIR}/SDL2_version.h")
  file(STRINGS "${SDL2_INCLUDE_DIR}/SDL2_version.h" SDL2_VERSION_MAJOR_LINE REGEX "^#define[ \t]+SDL2_MAJOR_VERSION[ \t]+[0-9]+$")
  file(STRINGS "${SDL2_INCLUDE_DIR}/SDL2_version.h" SDL2_VERSION_MINOR_LINE REGEX "^#define[ \t]+SDL2_MINOR_VERSION[ \t]+[0-9]+$")
  file(STRINGS "${SDL2_INCLUDE_DIR}/SDL2_version.h" SDL2_VERSION_PATCH_LINE REGEX "^#define[ \t]+SDL2_PATCHLEVEL[ \t]+[0-9]+$")
  string(REGEX REPLACE "^#define[ \t]+SDL2_MAJOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_VERSION_MAJOR "${SDL2_VERSION_MAJOR_LINE}")
  string(REGEX REPLACE "^#define[ \t]+SDL2_MINOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_VERSION_MINOR "${SDL2_VERSION_MINOR_LINE}")
  string(REGEX REPLACE "^#define[ \t]+SDL2_PATCHLEVEL[ \t]+([0-9]+)$" "\\1" SDL2_VERSION_PATCH "${SDL2_VERSION_PATCH_LINE}")
  set(SDL2_VERSION_STRING ${SDL2_VERSION_MAJOR}.${SDL2_VERSION_MINOR}.${SDL2_VERSION_PATCH})
  unset(SDL2_VERSION_MAJOR_LINE)
  unset(SDL2_VERSION_MINOR_LINE)
  unset(SDL2_VERSION_PATCH_LINE)
  unset(SDL2_VERSION_MAJOR)
  unset(SDL2_VERSION_MINOR)
  unset(SDL2_VERSION_PATCH)
endif()

set(SDL2_LIBRARIES ${SDL2_LIBRARY} ${SDL2MAIN_LIBRARY})
set(SDL2_INCLUDE_DIRS ${SDL2_INCLUDE_DIR})

include(FindPackageHandleStandardArgs)

FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL
                                  REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR
                                  VERSION_VAR SDL2_VERSION_STRING)

In order to use it you have to place it somewhere in your project for instance into a cmake subdirectory. Then you have to modify the CMake module path so that it can be found.

set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/")

Test App

You can create a test application to verify that everything works. You could for instance use the following code for that which renders a black window.

#include "SDL.h"


int main(int argc, char *argv[])
{
  SDL_Init(SDL_INIT_VIDEO);

  SDL_Window *window = SDL_CreateWindow(
    "SDL2Test",
    SDL_WINDOWPOS_UNDEFINED,
    SDL_WINDOWPOS_UNDEFINED,
    640,
    480,
    0
  );

  SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_SOFTWARE);
  SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
  SDL_RenderClear(renderer);
  SDL_RenderPresent(renderer);

  SDL_Delay(3000);

  SDL_DestroyWindow(window);
  SDL_Quit();

  return 0;
}

If you also want to use SDL2_image check out my other post Using SDL2_image with CMake.

There is also a complete project in my github repository here.