| --- | |
| short-description: A simple GUI tutorial | |
| ... | |
| # Building a simple SDL2 app from scratch | |
| This page shows from the ground up how to define and build an SDL2 gui | |
| application using nothing but Meson. The document is written for | |
| Windows, as it is the most complex platform, but the same basic ideas | |
| should work on Linux and macOS as well. | |
| The sample application is written in plain C as SDL 2 is also written | |
| in C. If you prefer C++ instead, the conversion is fairly simple and | |
| is left as an exercise to the reader. | |
| This document assumes that you have already installed both Visual | |
| Studio and Meson. | |
| # Set up the build directory | |
| First you need to create an empty directory for all your stuff. The | |
| Visual Studio toolchain is a bit unusual in that it requires you to | |
| run your builds from a specific shell. This can be found by opening | |
| the application menu and then choosing `Visual Studio <year> -> x86_64 | |
| native tools command prompt`. | |
| It will put you in a weird directory, so you need to go to your home | |
| directory: | |
| cd \users\yourusername | |
| Typically you'd type `cd \users\` and then press the tabulator key to | |
| make the shell autocomplete the username. Once that is done you can | |
| create the directory. | |
| mkdir sdldemo | |
| cd sdldemo | |
| # Creating the sample program | |
| Now we need to create a source file and a Meson build definition file. | |
| We're not going to use SDL at all, but instead start with a simple | |
| program that only prints some text. Once we have it working we can | |
| extend it to do graphics. The source goes into a file `sdlprog.c` and | |
| has the following contents: | |
| ```c | |
| #include <stdio.h> | |
| int main(int argc, char **argv) { | |
| printf("App is running.\n"); | |
| return 0; | |
| } | |
| ``` | |
| The build definition goes to a file called `meson.build` and looks | |
| like this: | |
| ```meson | |
| project('sdldemo', 'c') | |
| executable('sdlprog', 'sdlprog.c') | |
| ``` | |
| With this done we can start the build with the following command: | |
| meson setup builddir | |
| Here `builddir` is the _build directory_, everything that is generated | |
| during the build is put in that directory. When run, it should look | |
| like this. | |
|  | |
| The program is compiled with this: | |
| meson compile -C builddir | |
| The `-C` argument tells Meson where the configured build directory is. | |
| The program will be in the build directory and can be run like this: | |
| builddir\sdlprog | |
| The output should look like this. | |
|  | |
| # Upgrading the program to use SDL | |
| The code needed to start SDL is a bit more complicated and we're not | |
| going to go into how it works. Merely replace the contents of | |
| `sdlprog.c` with the following: | |
| ```c | |
| #include "SDL.h" | |
| int main(int argc, char *argv[]) | |
| { | |
| SDL_Window *window; | |
| SDL_Renderer *renderer; | |
| SDL_Surface *surface; | |
| SDL_Event event; | |
| if (SDL_Init(SDL_INIT_VIDEO) < 0) { | |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s", SDL_GetError()); | |
| return 3; | |
| } | |
| if (SDL_CreateWindowAndRenderer(320, 240, SDL_WINDOW_RESIZABLE, &window, &renderer)) { | |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window and renderer: %s", SDL_GetError()); | |
| return 3; | |
| } | |
| while (1) { | |
| SDL_PollEvent(&event); | |
| if (event.type == SDL_QUIT) { | |
| break; | |
| } | |
| SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00); | |
| SDL_RenderClear(renderer); | |
| SDL_RenderPresent(renderer); | |
| } | |
| SDL_DestroyRenderer(renderer); | |
| SDL_DestroyWindow(window); | |
| SDL_Quit(); | |
| return 0; | |
| } | |
| ``` | |
| Let's try to compile this by running `meson compile -C builddir` again. | |
|  | |
| That fails. The reason for this is that we don't actually have SDL | |
| currently available. We need to obtain it somehow. In more technical | |
| terms SDL2 is an _external dependency_ and obtaining it is called | |
| _dependency resolution_. | |
| Meson has a web service for downloading and building (if needed) | |
| dependencies called a WrapDB. It provides SDL2 so we can use it | |
| directly. First we need to create a `subprojects` directory because in | |
| Meson all subprojects like these must be stored in that directory for | |
| consistency. | |
| mkdir subprojects | |
| Then we can install the dependency: | |
| meson wrap install sdl2 | |
| It looks like this: | |
|  | |
| As a final step we need to update our build definition file to use the | |
| newly obtained dependency. | |
| ```meson | |
| project('sdldemo', 'c', | |
| default_options: 'default_library=static') | |
| sdl2_dep = dependency('sdl2') | |
| executable('sdlprog', 'sdlprog.c', | |
| win_subsystem: 'windows', | |
| dependencies: sdl2_dep) | |
| ``` | |
| **NOTE:** If you're on Windows you need to include the sdl2main dependency as well; To do so you can modify the above build script like so: | |
| ```meson | |
| project('sdldemo', 'c', | |
| default_options: 'default_library=static') | |
| sdl2_dep = dependency('sdl2') | |
| sdl2_main_dep = dependency('sdl2main') | |
| executable('sdlprog', 'sdlprog.c', | |
| win_subsystem: 'windows', | |
| dependencies: [sdl2_dep, sdl2_main_dep]) | |
| ``` | |
| In addition to the dependency this has a few other changes. First we | |
| specify that we want to build helper libraries statically. For simple | |
| projects like these it makes things simpler. We also need to tell | |
| Meson that the program we are building is a Windows GUI | |
| application rather than a console application. | |
| This is all we need to do and can now run `meson compile` again. First | |
| the system downloads and configures SDL2: | |
|  | |
| A bit later the compilation exits successfully. | |
|  | |
| # Program is done | |
| Now we can run the application with | |
| builddir\sdlprog | |
| The end result is a black SDL window. | |
|  |