diff --git a/INSTALL.md b/INSTALL.md index b8b0afb293..26ce60a20f 100644 --- a/INSTALL.md +++ b/INSTALL.md @@ -6,10 +6,14 @@ Read ./docs/README-visualc.md ## Windows building with mingw-w64 for x86: +Read [README-windows.md](docs/README-windows.md) for more information on building with MinGW64. + Run: `cmake -S . -B build -DCMAKE_TOOLCHAIN_FILE=build-scripts/cmake-toolchain-mingw64-i686.cmake && cmake --build build && cmake --install build` ## Windows building with mingw-w64 for x64: +Read [README-windows.md](docs/README-windows.md). + Run: `cmake -S . -B build -DCMAKE_TOOLCHAIN_FILE=build-scripts/cmake-toolchain-mingw64-x86_64.cmake && cmake --build build && cmake --install build` ## macOS with Xcode: diff --git a/docs/README-windows.md b/docs/README-windows.md index ced972eeb5..ff94ecf0ff 100644 --- a/docs/README-windows.md +++ b/docs/README-windows.md @@ -16,6 +16,60 @@ Studio solution. Details are here: https://github.com/libsdl-org/SDL/issues/5186 +## MinGW-w64 compiler support + +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.) + +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: + +```sh +mkdir build +cmake -S . -B build -G Ninja -DCMAKE_TOOLCHAIN_FILE=build-scripts/cmake-toolchain-mingw64-x86_64.cmake +cmake --build build --parallel +cmake --install build --prefix C:/Libraries +``` + +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: + +```sh +cmake .. -G Ninja -DCMAKE_PREFIX_PATH=C:/Libraries +``` + +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: + +``` +set(CMAKE_SYSTEM_NAME Windows) +set(CMAKE_SYSTEM_PROCESSOR x86_64) + +find_program(CMAKE_C_COMPILER NAMES x86_64-w64-mingw32-gcc REQUIRED) +find_program(CMAKE_CXX_COMPILER NAMES x86_64-w64-mingw32-g++ REQUIRED) +find_program(CMAKE_RC_COMPILER NAMES x86_64-w64-mingw32-windres windres REQUIRED) +``` + +Save this in your project and refer to it at configuration time with the option `-DCMAKE_TOOLCHAIN_FILE`. + +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). + +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. + +```cmake +cmake_minimum_required(VERSION 3.15) +project(mygame) + +find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3-shared) + +add_executable(mygame WIN32 mygame.c) +target_link_libraries(mygame PRIVATE SDL3::SDL3) + +# On Windows, copy SDL3.dll to the build directory +if(WIN32) + add_custom_command( + TARGET mygame POST_BUILD + COMMAND "${CMAKE_COMMAND}" -E copy $ $ + VERBATIM + ) +endif() +``` ## OpenGL ES 2.x support