Integrating SDL3_mixer Library with CMake on Windows & Ubuntu (SDL_Renderer) Интеграция C++-библиотеки SDL3_mixer с CMake под Windows и Ubuntu (SDL_Renderer)
A step-by-step guide to configuring and integrating the SDL3_mixer satellite library and SDL_Renderer in your CMake projects on Windows and Ubuntu. Пошаговое руководство по настройке и интеграции вспомогательной библиотеки SDL3_mixer и SDL_Renderer в проекты CMake под Windows и Ubuntu.
Step 1: Create Project Directory & Assets Folder Шаг 1: Создание директории проекта и папки ресурсов
Create a workspace folder, a new project directory, and an assets folder for your audio assets:
Создайте рабочую папку, новую директорию проекта и папку assets для аудиофайлов:
Windows (Command Prompt / PowerShell)
mkdir C:\projects\sdl3-mixer-test
mkdir C:\projects\sdl3-mixer-test\assets
cd C:\projects\sdl3-mixer-test
Ubuntu (Terminal)
mkdir -p ~/projects/sdl3-mixer-test/assets
cd ~/projects/sdl3-mixer-test
assets/ directory (path: assets/song18.mp3).
Пожалуйста, скачайте song18.mp3 и поместите его непосредственно в папку assets/ (путь: assets/song18.mp3).
Step 2: Create Source Files (main.cpp & CMakeLists.txt) Шаг 2: Создание исходных файлов (main.cpp и CMakeLists.txt)
You can create these files using Notepad / Sublime Text on Windows, or nano in Ubuntu terminal:
Вы можете создать эти файлы через Блокнот / Sublime Text в Windows или с помощью nano в терминале Ubuntu:
Windows (Terminal / Notepad)
notepad main.cpp
notepad CMakeLists.txt
Ubuntu (Terminal / Nano)
nano main.cpp
nano CMakeLists.txt
1A. File Contents for main.cpp (Classic Loop) 1A. Содержимое файла main.cpp (Классический цикл)
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3_mixer/SDL_mixer.h>
int main(int argc, char* argv[]) {
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
SDL_Log("SDL Initialization failed: %s", SDL_GetError());
return -1;
}
if (!MIX_Init()) {
SDL_Log("MIX_Init failed: %s", SDL_GetError());
SDL_Quit();
return -1;
}
SDL_Window* window = SDL_CreateWindow("SDL3_mixer Example Window (Classic)", 800, 450, 0);
if (!window) {
SDL_Log("Window creation failed: %s", SDL_GetError());
MIX_Quit();
SDL_Quit();
return -1;
}
SDL_Renderer* renderer = SDL_CreateRenderer(window, NULL);
if (!renderer) {
SDL_Log("Renderer creation failed: %s", SDL_GetError());
SDL_DestroyWindow(window);
MIX_Quit();
SDL_Quit();
return -1;
}
MIX_Mixer* mixer = MIX_CreateMixerDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL);
if (!mixer) {
SDL_Log("Couldn't create mixer: %s", SDL_GetError());
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
MIX_Quit();
SDL_Quit();
return -1;
}
MIX_Audio* audio = MIX_LoadAudio(mixer, "assets/song18.mp3", false);
if (!audio) {
SDL_Log("Failed to load audio: %s", SDL_GetError());
MIX_DestroyMixer(mixer);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
MIX_Quit();
SDL_Quit();
return -1;
}
if (!MIX_PlayAudio(mixer, audio)) {
SDL_Log("Failed to play audio: %s", SDL_GetError());
}
bool running = true;
while (running) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_EVENT_QUIT) {
running = false;
} else if (event.type == SDL_EVENT_KEY_DOWN) {
if (event.key.key == SDLK_SPACE && mixer) {
if (MIX_GetMixerGain(mixer) > 0.0f) {
MIX_SetMixerGain(mixer, 0.0f);
} else {
MIX_SetMixerGain(mixer, 1.0f);
}
}
}
}
SDL_SetRenderDrawColor(renderer, 230, 245, 235, 255);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
}
MIX_DestroyAudio(audio);
MIX_DestroyMixer(mixer);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
MIX_Quit();
SDL_Quit();
return 0;
}
1B. File Contents for main.cpp (SDL3 Callbacks API) 1B. Содержимое файла main.cpp (SDL3 Callbacks API)
#define SDL_MAIN_USE_CALLBACKS 1
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3_mixer/SDL_mixer.h>
struct AppState {
SDL_Window* window = nullptr;
SDL_Renderer* renderer = nullptr;
MIX_Mixer* mixer = nullptr;
MIX_Audio* audio = nullptr;
};
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[]) {
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
SDL_Log("SDL Initialization failed: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (!MIX_Init()) {
SDL_Log("MIX_Init failed: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
AppState* state = new AppState();
*appstate = state;
state->window = SDL_CreateWindow("SDL3_mixer Example Window (Callbacks)", 800, 450, 0);
if (!state->window) {
SDL_Log("Window creation failed: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
state->renderer = SDL_CreateRenderer(state->window, NULL);
if (!state->renderer) {
SDL_Log("Renderer creation failed: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
state->mixer = MIX_CreateMixerDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL);
if (!state->mixer) {
SDL_Log("Couldn't create mixer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
state->audio = MIX_LoadAudio(state->mixer, "assets/song18.mp3", false);
if (!state->audio) {
SDL_Log("Failed to load audio: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (!MIX_PlayAudio(state->mixer, state->audio)) {
SDL_Log("Failed to play audio: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event) {
auto* state = static_cast<AppState*>(appstate);
if (event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS;
} else if (event->type == SDL_EVENT_KEY_DOWN) {
if (event->key.key == SDLK_SPACE && state && state->mixer) {
if (MIX_GetMixerGain(state->mixer) > 0.0f) {
MIX_SetMixerGain(state->mixer, 0.0f);
} else {
MIX_SetMixerGain(state->mixer, 1.0f);
}
}
}
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppIterate(void* appstate) {
auto* state = static_cast<AppState*>(appstate);
SDL_SetRenderDrawColor(state->renderer, 230, 245, 235, 255);
SDL_RenderClear(state->renderer);
SDL_RenderPresent(state->renderer);
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void* appstate, SDL_AppResult result) {
if (appstate) {
auto* state = static_cast<AppState*>(appstate);
if (state->audio) {
MIX_DestroyAudio(state->audio);
}
if (state->mixer) {
MIX_DestroyMixer(state->mixer);
}
if (state->renderer) {
SDL_DestroyRenderer(state->renderer);
}
if (state->window) {
SDL_DestroyWindow(state->window);
}
delete state;
}
MIX_Quit();
SDL_Quit();
}
Option 1A uses the traditional main() event loop. Option 1B uses the new SDL3 recommended Callbacks API (via SDL_MAIN_USE_CALLBACKS). The Callbacks API hands main loop control over to the OS, preventing window rendering freezes during drag/resize operations and enabling seamless cross-platform support across WebAssembly, iOS, and Android.
Вариант 1A использует традиционный цикл событий main(). Вариант 1B использует новый рекомендуемый в SDL3 Callbacks API (через SDL_MAIN_USE_CALLBACKS). Callbacks API передаёт управление основным циклом операционной системе, что предотвращает зависание рендеринга при перетаскивании или изменении размера окна и обеспечивает нативную кроссплатформенность для WebAssembly, iOS и Android.
2. File Contents for CMakeLists.txt 2. Содержимое файла CMakeLists.txt
cmake_minimum_required(VERSION 3.21)
# Default to Debug if CMAKE_BUILD_TYPE is not set via command line
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE "Debug")
endif()
project(sdl3_mixer_test CXX)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
# -----------------------------------------------------------------------------
# Locate SDL3 and SDL3_mixer Packages via Custom Paths
# -----------------------------------------------------------------------------
if(WIN32)
# Points to the directory containing SDL3Config.cmake and SDL3_mixerConfig.cmake
set(SDL3_DIR "C:/libs/sdl3-3.4.16-mingw/lib/cmake/SDL3")
set(SDL3_mixer_DIR "C:/libs/sdl3-mixer-3.2.4-mingw/lib/cmake/SDL3_mixer")
else()
set(SDL3_DIR "$ENV{HOME}/libs/sdl3-3.4.16-ubuntu/lib/cmake/SDL3")
set(SDL3_mixer_DIR "$ENV{HOME}/libs/sdl3-mixer-3.2.4-ubuntu/lib/cmake/SDL3_mixer")
endif()
find_package(SDL3 REQUIRED CONFIG)
find_package(SDL3_mixer REQUIRED CONFIG)
# -----------------------------------------------------------------------------
# Target Definition
# -----------------------------------------------------------------------------
set(PROJECT_SOURCES
main.cpp
)
add_executable(app ${PROJECT_SOURCES})
# Link SDL3 and SDL3_mixer statically (automatically brings in include dirs and system libraries)
target_link_libraries(app PRIVATE SDL3::SDL3-static SDL3_mixer::SDL3_mixer-static)
# Automatically copy assets directory to output directory post-build
add_custom_command(
TARGET app POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_CURRENT_SOURCE_DIR}/assets
$<TARGET_FILE_DIR:app>/assets
)
# -----------------------------------------------------------------------------
# Platform-Specific Compiler & Linker Flags
# -----------------------------------------------------------------------------
if(WIN32)
target_compile_options(app PRIVATE -Os)
target_link_options(app PRIVATE -static -s -static-libgcc)
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
target_link_options(app PRIVATE -mconsole)
else()
target_link_options(app PRIVATE -mwindows)
endif()
endif()
Step 3: Create Build & Execution Scripts Шаг 3: Создание скриптов сборки и запуска
Windows (MinGW / Batch Scripts)
config-exe.bat
cmake -G Ninja -S . -B dist/win
build-exe.bat
cmake --build dist/win
run-exe.bat
@echo off
.\dist\win\app.exe
Run the scripts sequentially in Command Prompt or PowerShell: Последовательно запустите скрипты в командной строке или PowerShell:
config-exe.bat
build-exe.bat
run-exe.bat
Ubuntu (Bash Scripts)
config-bin.sh
#!/usr/bin/env bash
set -e
cmake -G Ninja -S . -B dist/linux
build-bin.sh
#!/usr/bin/env bash
set -e
cmake --build dist/linux
run-bin.sh
#!/usr/bin/env bash
set -e
./dist/linux/app
Grant execute permissions on Ubuntu before running: Предоставьте права на выполнение в Ubuntu перед запуском:
chmod +x config-bin.sh build-bin.sh run-bin.sh
./config-bin.sh
./build-bin.sh
./run-bin.sh
Step 4: Expected Output Шаг 4: Ожидаемый результат
After running the build and execution scripts, a window will appear, and the background music track song18.mp3 will play automatically on startup (press Space to toggle audio volume on or off), with the window title:
После запуска скриптов сборки и выполнения появится окно, и фоновая музыка song18.mp3 заиграет автоматически при запуске (нажмите Пробел для включения или выключения звука), с заголовком:
SDL3_mixer Example Window (Classic)
or (if using the Callbacks API version): или (если используется версия с Callbacks API):
SDL3_mixer Example Window (Callbacks)
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