nixpkgs/pkgs/development/libraries/SDL2/default.nix
Matthew Bauer d665b8ccf3 SDL{,2}: support building for android
This should be picking up the OpenGL ES headers provided by the NDK.
More testing is needed.
2019-02-24 17:00:48 -05:00

113 lines
4.0 KiB
Nix

{ stdenv, config, libGLSupported, fetchurl, pkgconfig
, openglSupport ? libGLSupported, libGL
, alsaSupport ? stdenv.isLinux && !stdenv.hostPlatform.isAndroid, alsaLib
, x11Support ? !stdenv.isCygwin && !stdenv.hostPlatform.isAndroid
, libX11, xorgproto, libICE, libXi, libXScrnSaver, libXcursor
, libXinerama, libXext, libXxf86vm, libXrandr
, waylandSupport ? stdenv.isLinux && !stdenv.hostPlatform.isAndroid
, wayland, wayland-protocols, libxkbcommon
, dbusSupport ? stdenv.isLinux && !stdenv.hostPlatform.isAndroid, dbus
, udevSupport ? false, udev
, ibusSupport ? false, ibus
, pulseaudioSupport ? config.pulseaudio or stdenv.isLinux && !stdenv.hostPlatform.isAndroid
, libpulseaudio
, AudioUnit, Cocoa, CoreAudio, CoreServices, ForceFeedback, OpenGL
, audiofile, cf-private, libiconv
}:
# NOTE: When editing this expression see if the same change applies to
# SDL expression too
with stdenv.lib;
stdenv.mkDerivation rec {
name = "SDL2-${version}";
version = "2.0.9";
src = fetchurl {
url = "https://www.libsdl.org/release/${name}.tar.gz";
sha256 = "1c94ndagzkdfqaa838yqg589p1nnqln8mv0hpwfhrkbfczf8cl95";
};
outputs = [ "out" "dev" ];
outputBin = "dev"; # sdl-config
patches = [ ./find-headers.patch ];
nativeBuildInputs = [ pkgconfig ];
propagatedBuildInputs = dlopenPropagatedBuildInputs;
dlopenPropagatedBuildInputs = [ ]
# Propagated for #include <GLES/gl.h> in SDL_opengles.h.
++ optional openglSupport libGL
# Propagated for #include <X11/Xlib.h> and <X11/Xatom.h> in SDL_syswm.h.
++ optionals x11Support [ libX11 xorgproto ];
dlopenBuildInputs = [ ]
++ optionals alsaSupport [ alsaLib audiofile ]
++ optional dbusSupport dbus
++ optional pulseaudioSupport libpulseaudio
++ optional udevSupport udev
++ optionals waylandSupport [ wayland wayland-protocols libxkbcommon ]
++ optionals x11Support [ libICE libXi libXScrnSaver libXcursor libXinerama libXext libXrandr libXxf86vm ];
buildInputs = [ libiconv ]
++ dlopenBuildInputs
++ optional ibusSupport ibus
++ optionals stdenv.isDarwin [
AudioUnit Cocoa CoreAudio CoreServices ForceFeedback OpenGL
# Needed for NSDefaultRunLoopMode symbols.
cf-private
];
enableParallelBuilding = true;
configureFlags = [
"--disable-oss"
] ++ optional (!x11Support) "--without-x"
++ optional alsaSupport "--with-alsa-prefix=${alsaLib.out}/lib"
++ optional stdenv.isDarwin "--disable-sdltest";
postInstall = ''
moveToOutput lib/libSDL2main.a "$dev"
rm $out/lib/*.a
moveToOutput bin/sdl2-config "$dev"
'';
# SDL is weird in that instead of just dynamically linking with
# libraries when you `--enable-*` (or when `configure` finds) them
# it `dlopen`s them at runtime. In principle, this means it can
# ignore any missing optional dependencies like alsa, pulseaudio,
# some x11 libs, wayland, etc if they are missing on the system
# and/or work with wide array of versions of said libraries. In
# nixpkgs, however, we don't need any of that. Moreover, since we
# don't have a global ld-cache we have to stuff all the propagated
# libraries into rpath by hand or else some applications that use
# SDL API that requires said libraries will fail to start.
#
# You can grep SDL sources with `grep -rE 'SDL_(NAME|.*_SYM)'` to
# list the symbols used in this way.
postFixup = let
rpath = makeLibraryPath (dlopenPropagatedBuildInputs ++ dlopenBuildInputs);
in optionalString (stdenv.hostPlatform.extensions.sharedLibrary == ".so") ''
for lib in $out/lib/*.so* ; do
if ! [[ -L "$lib" ]]; then
patchelf --set-rpath "$(patchelf --print-rpath $lib):${rpath}" "$lib"
fi
done
'';
setupHook = ./setup-hook.sh;
passthru = { inherit openglSupport; };
meta = with stdenv.lib; {
description = "A cross-platform multimedia library";
homepage = http://www.libsdl.org/;
license = licenses.zlib;
platforms = platforms.all;
maintainers = with maintainers; [ cpages ];
};
}