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Update to latest SDL for macOS/Windows builds #783
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It's an empty library on macOS anyway
All we needed to do was specify where they were...
The frameworks now have a cmake config
There is one now
This will allow using find_package
We now find them where they're extracted
VS is going through the config path now
The old check was used for the macOS framework workaround, which was removed. This check should allow including a local copy of SDL2
I don't think anyone is using the android support, and this requires manually prebuilding the libs multiple times. Instead, you can include SDL in a subdir (add_subdirectory) or use FetchContent. (Now that we have the right checks)
Awesome stuff, thank you! |
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This started as an attempt to work around build failures on macOS, then turned into "I wonder if I can clean this up by updating"... and then resulted in android boilerplate for some reason.
First three are fixes and could be split if we just want fixes for now. Then, macOS/Windows (VS+MinGW) SDL versions are updated which allows some simplification as they both support
find_package
now.There's some cleanup to make macOS frameworks slightly less special, the VS script doesn't create two copies of the headers/libs and the MinGW script no longer needs to patch the config.
2c89fb1 and 96a175f allow including SDL sources before the SDK, which is handy for platforms that don't have a prebuilt version available.
Oh, and I actually updated the docs this time. (Fixing the SDL download links as well)
(Probably replaces #483)