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C++/OpenGL Application Development with Visual Studio Code - (Tutorial 2 - Configuring VSCode)

New issue. Conversation 0 Commits 1 Checks 0 Files changed. Copy link Quote reply. Mac build improvements …. The goal is to link them statically. The two remaining libs that need static linking are PNG and wX.

For wX things are more complicated. The default build of wX does not include static libs, I will need to submit a PR for Homebrew to change the default build to include both dynamic and static versions. Mac build improvements Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment. Linked issues. Add this suggestion to a batch that can be applied as a single commit.GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.

If nothing happens, download GitHub Desktop and try again. If nothing happens, download Xcode and try again. If nothing happens, download the GitHub extension for Visual Studio and try again. Low-level C components are wrapped in Rust code to make them more idiomatic and abstract away inappropriate manual memory management.

If you want a library compatible with earlier versions of SDL, please see here. Below 2. If you experience this issue because you are on a LTS machine for instance, Ubuntu Since 0.

While this should work for any architecture, you will need a C compiler like gccclangor MS's own compiler to use this feature properly. Arch example: Arch doesn't have separate regular and development packages, everything goes together. On OSX, it's a good idea to install these via homebrew.

If you're having issues with either homebrew or macports, see here. To build and test the sdl2 crate with this feature, use:. To depend on the sdl2 crate with this feature enabled, put the following in your project's Cargo.

Alternatively, you can re-export the feature in your package by putting the following in your Cargo. When you're shipping your game make sure to copy SDL2. If you want to use the static-link feature with the windows-gnu toolchain, then you will also need the following libraries:. These files are not currently included with the windows-gnu toolchain, but can be downloaded here. Copy them to your toolchain's lib directory the same one you copied the SDL. This means that if you want to use the static-link feature with the windows-msvc toolchain, you have to either.

If you're using cargo to manage your project, you can download through Crates.

sdl2 static link

Those features need their respective libraries, which can be found at these locations : the install process is the same as SDL2. A somewhat outdated version of this binding can be found here. Some examples require some features, you can enable them like so:. In the sdlrender module, Texture has by default lifetimes to prevent it from out-living its parent TextureCreator. This removes the lifetimes on the Texture s, at the cost of optional manual memory management. If you want to manually destroy the Texture s you use, you can call the destroy method of your Texture s, but beware that it should not be called if none of the parents Canvas or TextureCreator are alive.GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community. Already on GitHub? Sign in to your account. To prevent issues like this arising. The alternative solution of having an appbundle is icky because citra is meant to be run from the command line. Skip to content. Dismiss Join GitHub today GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.

Sign up. New issue. MerryMage wants to merge 1 commit into citra-emu : master from MerryMage : sdl2-static. Conversation 0 Commits 1 Checks 0 Files changed. Copy link Quote reply. MerryMage force-pushed the MerryMage:sdl2-static branch from to 6abd68c Mar 6, MerryMage closed this Mar 6, MerryMage deleted the MerryMage:sdl2-static branch Mar 6, MerryMage restored the MerryMage:sdl2-static branch Mar 9, MerryMage deleted the MerryMage:sdl2-static branch Mar 9, MerryMage mentioned this pull request Mar 14, OS X: Use dylibbundler to include dylibs required by citra in nightly build Sign up for free to join this conversation on GitHub.

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Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community. Already on GitHub? Sign in to your account. Hey I used to test SDL2 with the below code. Steps to reproduce: Create a console project in Visual Studio Copy paste the code below in the consoleApplication code.

SDL2 - 2. BTW the desired output for above code in new project is error unless of course one explicitly adds SDLmain. The error message should be like "unresolved symbol: main" but in OP's case Boost intervenes. Aha, codicodi found the issue. Basically, SDL2 is designed to implement main for you by default. Because this would conflict with other libraries, you need to manually opt-in to that behavior.

Using SDL2 with CMake

You can either add SDL2main. This is poorly explained in the docs. Why is "SDL2main" inside of a "manual-link" subfolder? Such improvisation requires modification of search paths.

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sdl2 static link

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You signed out in another tab or window.Search everywhere only in this topic. Advanced Search. Classic List Threaded. Joshua Granick. Static linking SDL2 for Windows.

We have done this for SDL 1. Having an additional "main" defined won't work either I think perhaps? Is this an old, deprecated define? Thank you so much for your help! Vittorio Giovara. Afaik SDL2 doesn't link with any c library at all and static linking on windows has been somewhat broken.

In reply to this post by Joshua Granick. If the attachment made it though, it contains a batch file gmail didn't let me send it as a. Just rename it. Download the SDL 2 source and extract it beside those files. If you run build. I have some x86 specific options to suppress warnings, but changing them over to x64 to make a bit build should work perfectly.

Static linking SDL2 for Windows

Other than that, it might be helpful if we can see how you fit things together. Thank you!You will need to download the source code first for most of them, unless prebuilt binaries are available. SDL 1. Some of these installation instructions happen to work with 1. Static linking SDL 2. You are completely allowed to do that. You may not statically link SDL 1. SDL supports most popular flavors of Unix: Linux 2. Do you need to compile SDL yourself?

It's possible your distribution's package manager already did it for you! Debian-based systems including Ubuntu can simply do "sudo apt-get install libsdl Red Hat-based systems including Fedora can simply do "sudo yum install SDL2" to get the library installed system-wide, or "sudo yum install SDL2-devel" to get headers and other build requirements ready for compiling your own SDL programs.

Gentoo users can "sudo emerge libsdl2" to get everything they need. If you're compiling SDL yourself, here's what we refer to as "the Unix way" of building: Get a copy of the source code, either from Mercurial or an official tarball or whatever. Make a separate build directory SDL will refuse to build in the base of the source tree. Run the configure script to set things up. Run "make" to compile SDL.

Run "make install" to install your new SDL build on the system. You can change this to a different location with the --prefix option to the configure script. In fact, there are a LOT of good options you can use with configure! Be sure to check out its --help option for details. SDL tries to do the right thing by default, though, so you can usually get away with no options at all.

A good rule of thumb for Linux is the number of cores plus two, so you use all the processing resources possible, and if a process or two is competing for the disk, those two extra jobs might be able to put the otherwise-idle CPU cores to work in the meantime so on a four-core system? Try "make -j6". An experimental!

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It works on similar principles to the configure script, but you might find that you enjoy it more, if this is the sort of thing you generally enjoy in the first place. Driving that is left as an exercise for the reader.

sdl2 static link

This means it is possible to build an SDL that has support for all sorts of targets built in, and it will examine the system at runtime to decide what should be used for example, if Xlib isn't available, it might try to load Wayland support, etc. In that respect, if you plan to ship the SDL binary that you build, it is to your benefit to make sure your system has development headers for as many targets as possible, regardless of what you plan to personally use, so your final library is as robust as possible.

SteamOS SteamOS is literally a Linux system, and uses the same binaries you distribute to generic Linux Steam users, so generally speaking, all the other Linux advice applies.

sdl2 static link

The Steam Client will set up the dynamic loader path so that a known-good copy of SDL is available to any program that needs it before launching a game.

Steam provides both SDL 1. Link against SDL as normal, and expect it to be available on the player's system. This allows Valve to make fixes and improvements to their SDL and those fixes to flow on to your game. In fact, it's not a bad idea to just copy the SDL build out of the Steam Runtime if you plan to ship a Linux game for non-Steam platforms, too, since you know it's definitely built sanely. As of SDL 2. MingW64 is still supported and despite the name, can also build bit binaries.We have done this for SDL 1.

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Having an additional "main" defined won't work either I think perhaps? Is this an old, deprecated define? Thank you so much for your help! If the attachment made it though, it contains a batch file gmail didn't let me send it as a. Just rename it. Download the SDL 2 source and extract it beside those files.

If you run build. I have some x86 specific options to suppress warnings, but changing them over to x64 to make a bit build should work perfectly. Other than that, it might be helpful if we can see how you fit things together. Thank you! I have opted to continue to use CMake, because eventually I'd hope we'll be able to build SDL2 without patches or modifications.

First, we added this to our CMakeLists. Setting this to zero still resulting in missing symbols when linking. Commenting out the define resulted in success. Perhaps it would not be too difficult to integrate some changes into the project, so it can compile statically out of the box for the next version? Thank you again for all your hard work -- I know how much it can take to build and support an open-source project. Joshua Granick Guest. Posted: Tue Sep 17, am.

Vittorio Giovara Guest. Norfanin Joined: 21 Jan Posted: Tue Sep 17, pm.