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Add detailed documentation on building with MinGW64 (#11780)
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@@ -6,10 +6,14 @@ Read ./docs/README-visualc.md
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## Windows building with mingw-w64 for x86:
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Read [README-windows.md](docs/README-windows.md) for more information on building with MinGW64.
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Run: `cmake -S . -B build -DCMAKE_TOOLCHAIN_FILE=build-scripts/cmake-toolchain-mingw64-i686.cmake && cmake --build build && cmake --install build`
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## Windows building with mingw-w64 for x64:
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Read [README-windows.md](docs/README-windows.md).
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Run: `cmake -S . -B build -DCMAKE_TOOLCHAIN_FILE=build-scripts/cmake-toolchain-mingw64-x86_64.cmake && cmake --build build && cmake --install build`
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## macOS with Xcode:
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@@ -16,6 +16,60 @@ Studio solution.
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Details are here: https://github.com/libsdl-org/SDL/issues/5186
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## MinGW-w64 compiler support
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SDL can be built with MinGW-w64 and CMake. First, you need to install and set up the MSYS2 environment, which provides the MinGW-w64 toolchain. Install MSYS2, typically to `C:\msys64`, and follow the instructions on the MSYS2 wiki to use the MinGW-w64 shell to update all components in the MSYS2 environment. This generally amounts to running `pacman -Syuu` from the mingw64 shell, but refer to MSYS2's documentation for more details. Once the MSYS2 environment has been updated, install the x86_64 MinGW toolchain from the mingw64 shell with the command `pacman -S mingw-w64-x86_64-toolchain`. (You can additionally install `mingw-w64-i686-toolchain` if you intend to build 32-bit binaries as well. The remainder of this section assumes you only want to build 64-bit binaries.)
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To build and install SDL, you can use PowerShell or any CMake-compatible IDE. First, install CMake, Ninja, and Git. These tools can be installed using any number of tools, such as the MSYS2's `pacman`, `winget`, `Chocolatey`, or by manually downloading and running the installers. Clone SDL to an appropriate location with `git` and run the following commands from the root of the cloned repository:
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```sh
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mkdir build
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cmake -S . -B build -G Ninja -DCMAKE_TOOLCHAIN_FILE=build-scripts/cmake-toolchain-mingw64-x86_64.cmake
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cmake --build build --parallel
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cmake --install build --prefix C:/Libraries
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```
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This installs SDL to `C:\Libraries`. You can specify another directory of your choice as desired. Ensure that your `CMAKE_PREFIX_PATH` includes `C:\Libraries` when you want to build against this copy of SDL. The simplest way to do this is to pass it to CMake as an option at configuration time:
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```sh
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cmake .. -G Ninja -DCMAKE_PREFIX_PATH=C:/Libraries
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```
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You will also need to configure CMake to use the MinGW-w64 toolchain to build your own project. Here is a minimal toolchain file that you could use for this purpose:
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```
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set(CMAKE_SYSTEM_NAME Windows)
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set(CMAKE_SYSTEM_PROCESSOR x86_64)
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find_program(CMAKE_C_COMPILER NAMES x86_64-w64-mingw32-gcc REQUIRED)
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find_program(CMAKE_CXX_COMPILER NAMES x86_64-w64-mingw32-g++ REQUIRED)
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find_program(CMAKE_RC_COMPILER NAMES x86_64-w64-mingw32-windres windres REQUIRED)
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```
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Save this in your project and refer to it at configuration time with the option `-DCMAKE_TOOLCHAIN_FILE`.
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On Windows, you also need to copy `SDL3.dll` to an appropriate directory so that the game can find it at runtime. For guidance, see [README-cmake.md](README-cmake.md#how-do-i-copy-a-sdl3-dynamic-library-to-another-location).
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Below is a minimal `CMakeLists.txt` file to build your game linked against a system SDL that was built with the MinGW-w64 toolchain. See [README-cmake.md](README-cmake.md) for more details on including SDL in your CMake project.
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```cmake
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cmake_minimum_required(VERSION 3.15)
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project(mygame)
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find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3-shared)
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add_executable(mygame WIN32 mygame.c)
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target_link_libraries(mygame PRIVATE SDL3::SDL3)
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# On Windows, copy SDL3.dll to the build directory
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if(WIN32)
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add_custom_command(
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TARGET mygame POST_BUILD
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COMMAND "${CMAKE_COMMAND}" -E copy $<TARGET_FILE:SDL3::SDL3-shared> $<TARGET_FILE_DIR:mygame>
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VERBATIM
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)
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endif()
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```
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## OpenGL ES 2.x support
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