ext-SDL/test/CMakeLists.txt

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CMake
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cmake_minimum_required(VERSION 3.0)
project(SDL3_test)
enable_testing()
include("${CMAKE_CURRENT_LIST_DIR}/../cmake/sdlplatform.cmake")
SDL_DetectCMakePlatform()
include(CheckCCompilerFlag)
include(CheckIncludeFile)
include(CMakeParseArguments)
include(CMakePushCheckState)
include(GNUInstallDirs)
set(SDL_TESTS_LINK_SHARED_DEFAULT ON)
if(WINDOWS)
# Avoid missing dll error by linking to static SDL library,
# alternatively, copy dll to build directory in a post build event.
set(SDL_TESTS_LINK_SHARED_DEFAULT OFF)
endif()
if(EMSCRIPTEN OR N3DS OR PS2 OR PSP OR RISCOS OR VITA)
set(SDL_TESTS_LINK_SHARED_DEFAULT OFF)
endif()
option(SDL_TESTS_LINK_SHARED "link tests to shared SDL library" ${SDL_TESTS_LINK_SHARED_DEFAULT})
if(SDL_TESTS_LINK_SHARED)
set(sdl_name_component SDL3)
else()
set(sdl_name_component SDL3-static)
endif()
if(NOT TARGET SDL3::${sdl_name_component})
find_package(SDL3 3.0.0 REQUIRED COMPONENTS ${sdl_name_component} SDL3_main SDL3_test)
endif()
# CMake incorrectly detects opengl32.lib being present on MSVC ARM64
if(NOT MSVC OR NOT CMAKE_GENERATOR_PLATFORM STREQUAL "ARM64")
# Prefer GLVND, if present
set(OpenGL_GL_PREFERENCE GLVND)
find_package(OpenGL)
endif()
set(SDL_TEST_EXECUTABLES)
set(SDL_TESTS_NONINTERACTIVE)
add_library(sdltests_utils OBJECT
testutils.c
)
target_link_libraries(sdltests_utils PRIVATE SDL3::${sdl_name_component})
file(GLOB RESOURCE_FILES *.bmp *.wav *.hex moose.dat utf8.txt)
macro(add_sdl_test_executable TARGET)
cmake_parse_arguments(AST "NONINTERACTIVE;NEEDS_RESOURCES;TESTUTILS" "" "" ${ARGN})
set(SOURCES ${AST_UNPARSED_ARGUMENTS})
if(AST_TESTUTILS)
list(APPEND SOURCES $<TARGET_OBJECTS:sdltests_utils>)
endif()
if(AST_NEEDS_RESOURCES)
list(APPEND SOURCES ${RESOURCE_FILES})
endif()
add_executable(${TARGET} ${SOURCES})
target_link_libraries(${TARGET} PRIVATE SDL3::SDL3_main SDL3::SDL3_test SDL3::${sdl_name_component})
list(APPEND SDL_TEST_EXECUTABLES ${TARGET})
if(AST_NONINTERACTIVE)
list(APPEND SDL_TESTS_NONINTERACTIVE ${TARGET})
endif()
if(AST_NEEDS_RESOURCES)
if(PSP OR PS2)
add_custom_command(TARGET ${TARGET} POST_BUILD
COMMAND ${CMAKE_COMMAND} ARGS -E make_directory $<TARGET_FILE_DIR:${TARGET}>/sdl-${TARGET}
COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${RESOURCE_FILES} $<TARGET_FILE_DIR:${TARGET}>/sdl-${TARGET})
else()
add_custom_command(TARGET ${TARGET} POST_BUILD
COMMAND ${CMAKE_COMMAND} ARGS -E copy_if_different ${RESOURCE_FILES} $<TARGET_FILE_DIR:${TARGET}>)
endif()
if(APPLE)
# Make sure resource files get installed into macOS/iOS .app bundles.
set_target_properties(${TARGET} PROPERTIES RESOURCE "${RESOURCE_FILES}")
endif()
endif()
if(WINDOWS)
# CET support was added in VS 16.7
if(MSVC_VERSION GREATER 1926 AND CMAKE_GENERATOR_PLATFORM MATCHES "Win32|x64")
set_property(TARGET ${TARGET} APPEND_STRING PROPERTY LINK_FLAGS " -CETCOMPAT")
endif()
elseif(PSP)
target_link_libraries(${TARGET} PRIVATE GL)
endif()
if(OPENGL_FOUND)
target_compile_definitions(${TARGET} PRIVATE HAVE_OPENGL)
endif()
endmacro()
check_include_file(signal.h HAVE_SIGNAL_H)
if(HAVE_SIGNAL_H)
add_definitions(-DHAVE_SIGNAL_H)
endif()
check_include_file(libudev.h HAVE_LIBUDEV_H)
if(HAVE_LIBUDEV_H)
add_definitions(-DHAVE_LIBUDEV_H)
endif()
add_sdl_test_executable(checkkeys checkkeys.c)
add_sdl_test_executable(checkkeysthreads checkkeysthreads.c)
add_sdl_test_executable(loopwave NEEDS_RESOURCES TESTUTILS loopwave.c)
add_sdl_test_executable(loopwavequeue NEEDS_RESOURCES TESTUTILS loopwavequeue.c)
add_sdl_test_executable(testsurround testsurround.c)
add_sdl_test_executable(testresample NEEDS_RESOURCES testresample.c)
add_sdl_test_executable(testaudioinfo testaudioinfo.c)
file(GLOB TESTAUTOMATION_SOURCE_FILES testautomation*.c)
add_sdl_test_executable(testautomation NEEDS_RESOURCES ${TESTAUTOMATION_SOURCE_FILES})
add_sdl_test_executable(testmultiaudio NEEDS_RESOURCES TESTUTILS testmultiaudio.c)
add_sdl_test_executable(testaudiohotplug NEEDS_RESOURCES TESTUTILS testaudiohotplug.c)
add_sdl_test_executable(testaudiocapture testaudiocapture.c)
add_sdl_test_executable(testatomic NONINTERACTIVE testatomic.c)
add_sdl_test_executable(testintersections testintersections.c)
add_sdl_test_executable(testrelative testrelative.c)
add_sdl_test_executable(testhittesting testhittesting.c)
add_sdl_test_executable(testdraw2 testdraw2.c)
add_sdl_test_executable(testdrawchessboard testdrawchessboard.c)
add_sdl_test_executable(testdropfile testdropfile.c)
add_sdl_test_executable(testerror NONINTERACTIVE testerror.c)
if(LINUX AND TARGET sdl-build-options)
add_sdl_test_executable(testevdev NONINTERACTIVE testevdev.c)
target_include_directories(testevdev BEFORE PRIVATE $<TARGET_PROPERTY:sdl-build-options,INTERFACE_INCLUDE_DIRECTORIES>)
target_include_directories(testevdev BEFORE PRIVATE ${SDL3_SOURCE_DIR}/src)
endif()
add_sdl_test_executable(testfile testfile.c)
add_sdl_test_executable(testgamecontroller NEEDS_RESOURCES TESTUTILS testgamecontroller.c)
add_sdl_test_executable(testgeometry TESTUTILS testgeometry.c)
add_sdl_test_executable(testgesture testgesture.c)
add_sdl_test_executable(testgl2 testgl2.c)
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add_sdl_test_executable(testgles testgles.c)
add_sdl_test_executable(testgles2 testgles2.c)
add_sdl_test_executable(testgles2_sdf TESTUTILS testgles2_sdf.c)
add_sdl_test_executable(testhaptic testhaptic.c)
add_sdl_test_executable(testhotplug testhotplug.c)
add_sdl_test_executable(testrumble testrumble.c)
add_sdl_test_executable(testthread NONINTERACTIVE testthread.c)
add_sdl_test_executable(testiconv NEEDS_RESOURCES TESTUTILS testiconv.c)
add_sdl_test_executable(testime NEEDS_RESOURCES TESTUTILS testime.c)
add_sdl_test_executable(testjoystick testjoystick.c)
add_sdl_test_executable(testkeys testkeys.c)
add_sdl_test_executable(testloadso testloadso.c)
add_sdl_test_executable(testlocale NONINTERACTIVE testlocale.c)
add_sdl_test_executable(testlock testlock.c)
add_sdl_test_executable(testmouse testmouse.c)
if(APPLE)
add_sdl_test_executable(testnative NEEDS_RESOURCES TESTUTILS
testnative.c
testnativecocoa.m
testnativex11.c
)
cmake_push_check_state()
check_c_compiler_flag(-Wno-error=deprecated-declarations HAVE_WNO_ERROR_DEPRECATED_DECLARATIONS)
cmake_pop_check_state()
if(HAVE_WNO_ERROR_DEPRECATED_DECLARATIONS)
set_property(SOURCE "testnativecocoa.m" APPEND_STRING PROPERTY COMPILE_FLAGS " -Wno-error=deprecated-declarations")
endif()
elseif(WINDOWS)
add_sdl_test_executable(testnative NEEDS_RESOURCES TESTUTILS testnative.c testnativew32.c)
elseif(HAVE_X11)
add_sdl_test_executable(testnative NEEDS_RESOURCES TESTUTILS testnative.c testnativex11.c)
target_link_libraries(testnative PRIVATE X11)
endif()
add_sdl_test_executable(testoverlay2 NEEDS_RESOURCES TESTUTILS testoverlay2.c testyuv_cvt.c)
add_sdl_test_executable(testplatform NONINTERACTIVE testplatform.c)
add_sdl_test_executable(testpower NONINTERACTIVE testpower.c)
add_sdl_test_executable(testfilesystem NONINTERACTIVE testfilesystem.c)
add_sdl_test_executable(testrendertarget NEEDS_RESOURCES TESTUTILS testrendertarget.c)
add_sdl_test_executable(testscale NEEDS_RESOURCES TESTUTILS testscale.c)
add_sdl_test_executable(testsem testsem.c)
add_sdl_test_executable(testsensor testsensor.c)
add_sdl_test_executable(testshader NEEDS_RESOURCES testshader.c)
add_sdl_test_executable(testshape NEEDS_RESOURCES testshape.c)
add_sdl_test_executable(testsprite2 NEEDS_RESOURCES TESTUTILS testsprite2.c)
add_sdl_test_executable(testspriteminimal NEEDS_RESOURCES TESTUTILS testspriteminimal.c)
add_sdl_test_executable(teststreaming NEEDS_RESOURCES TESTUTILS teststreaming.c)
add_sdl_test_executable(testtimer NONINTERACTIVE testtimer.c)
add_sdl_test_executable(testurl testurl.c)
add_sdl_test_executable(testver NONINTERACTIVE testver.c)
add_sdl_test_executable(testviewport NEEDS_RESOURCES TESTUTILS testviewport.c)
add_sdl_test_executable(testwm2 testwm2.c)
add_sdl_test_executable(testyuv NEEDS_RESOURCES testyuv.c testyuv_cvt.c)
add_sdl_test_executable(torturethread torturethread.c)
add_sdl_test_executable(testrendercopyex NEEDS_RESOURCES TESTUTILS testrendercopyex.c)
add_sdl_test_executable(testmessage testmessage.c)
add_sdl_test_executable(testdisplayinfo testdisplayinfo.c)
add_sdl_test_executable(testqsort NONINTERACTIVE testqsort.c)
add_sdl_test_executable(testbounds testbounds.c)
add_sdl_test_executable(testcustomcursor testcustomcursor.c)
add_sdl_test_executable(controllermap NEEDS_RESOURCES TESTUTILS controllermap.c)
add_sdl_test_executable(testvulkan testvulkan.c)
add_sdl_test_executable(testoffscreen testoffscreen.c)
cmake_push_check_state()
check_c_compiler_flag(-Wformat-overflow HAVE_WFORMAT_OVERFLOW)
if(HAVE_WFORMAT_OVERFLOW)
target_compile_definitions(testautomation PRIVATE HAVE_WFORMAT_OVERFLOW)
endif()
check_c_compiler_flag(-Wformat HAVE_WFORMAT)
if(HAVE_WFORMAT)
target_compile_definitions(testautomation PRIVATE HAVE_WFORMAT)
endif()
check_c_compiler_flag(-Wformat-extra-args HAVE_WFORMAT_EXTRA_ARGS)
if(HAVE_WFORMAT_EXTRA_ARGS)
target_compile_definitions(testautomation PRIVATE HAVE_WFORMAT_EXTRA_ARGS)
endif()
cmake_pop_check_state()
if(SDL_DUMMYAUDIO)
list(APPEND SDL_TESTS_NONINTERACTIVE
testaudioinfo
testsurround
)
endif()
if(SDL_DUMMYVIDEO)
list(APPEND SDL_TESTS_NONINTERACTIVE
testkeys
testbounds
testdisplayinfo
)
endif()
if(OPENGL_FOUND)
if(TARGET OpenGL::GL)
target_link_libraries(testshader PRIVATE OpenGL::GL)
target_link_libraries(testgl2 PRIVATE OpenGL::GL)
else()
if(EMSCRIPTEN AND OPENGL_gl_LIBRARY STREQUAL "nul")
set(OPENGL_gl_LIBRARY GL)
endif()
# emscripten's FindOpenGL.cmake does not create OpenGL::GL
target_link_libraries(testshader PRIVATE ${OPENGL_gl_LIBRARY})
target_link_libraries(testgl2 PRIVATE ${OPENGL_gl_LIBRARY})
endif()
endif()
if(EMSCRIPTEN)
set_property(TARGET testshader APPEND_STRING PROPERTY LINK_FLAGS " -sLEGACY_GL_EMULATION")
endif()
if(PSP)
# Build EBOOT files if building for PSP
foreach(APP ${SDL_TEST_EXECUTABLES})
create_pbp_file(
TARGET ${APP}
TITLE SDL-${APP}
ICON_PATH NULL
BACKGROUND_PATH NULL
PREVIEW_PATH NULL
)
add_custom_command(
TARGET ${APP} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E make_directory
$<TARGET_FILE_DIR:${ARG_TARGET}>/sdl-${APP}
)
add_custom_command(
TARGET ${APP} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E rename
$<TARGET_FILE_DIR:${ARG_TARGET}>/EBOOT.PBP
$<TARGET_FILE_DIR:${ARG_TARGET}>/sdl-${APP}/EBOOT.PBP
)
if(BUILD_PRX)
add_custom_command(
TARGET ${APP} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy
$<TARGET_FILE_DIR:${ARG_TARGET}>/${APP}
$<TARGET_FILE_DIR:${ARG_TARGET}>/sdl-${APP}/${APP}
)
add_custom_command(
TARGET ${APP} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E rename
$<TARGET_FILE_DIR:${ARG_TARGET}>/${APP}.prx
$<TARGET_FILE_DIR:${ARG_TARGET}>/sdl-${APP}/${APP}.prx
)
endif()
add_custom_command(
TARGET ${APP} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E remove
$<TARGET_FILE_DIR:${ARG_TARGET}>/PARAM.SFO
)
endforeach()
endif()
if(N3DS)
set(ROMFS_DIR "${CMAKE_CURRENT_BINARY_DIR}/romfs")
file(COPY ${RESOURCE_FILES} DESTINATION "${ROMFS_DIR}")
foreach(APP ${SDL_TEST_EXECUTABLES})
get_target_property(TARGET_BINARY_DIR ${APP} BINARY_DIR)
set(SMDH_FILE "${TARGET_BINARY_DIR}/${APP}.smdh")
ctr_generate_smdh("${SMDH_FILE}"
NAME "SDL-${APP}"
DESCRIPTION "SDL3 Test suite"
AUTHOR "SDL3 Contributors"
ICON "${CMAKE_CURRENT_SOURCE_DIR}/n3ds/logo48x48.png"
)
ctr_create_3dsx(
${APP}
ROMFS "${ROMFS_DIR}"
SMDH "${SMDH_FILE}"
)
endforeach()
endif()
if(RISCOS)
set(SDL_TEST_EXECUTABLES_AIF)
foreach(APP ${SDL_TEST_EXECUTABLES})
set_property(TARGET ${APP} APPEND_STRING PROPERTY LINK_FLAGS " -static")
add_custom_command(
OUTPUT ${APP},ff8
COMMAND elf2aif ${APP} ${APP},ff8
DEPENDS ${APP}
)
add_custom_target(${APP}-aif ALL DEPENDS ${APP},ff8)
list(APPEND SDL_TEST_EXECUTABLES_AIF ${CMAKE_CURRENT_BINARY_DIR}/${APP},ff8)
endforeach()
endif()
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
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# Set Apple App ID / Bundle ID. This is needed to launch apps on some Apple
# platforms (iOS, for example).
if(APPLE)
if(CMAKE_VERSION VERSION_LESS "3.7.0")
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
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# CMake's 'BUILDSYSTEM_TARGETS' property is only available in
# CMake 3.7 and above.
message(WARNING "Unable to set Bundle ID for Apple .app builds due to old CMake (pre 3.7).")
else()
foreach(CURRENT_TARGET ${SDL_TEST_EXECUTABLES})
set_target_properties("${CURRENT_TARGET}" PROPERTIES
MACOSX_BUNDLE_GUI_IDENTIFIER "org.libsdl.${CURRENT_TARGET}"
MACOSX_BUNDLE_BUNDLE_VERSION "${SDL_VERSION}"
MACOSX_BUNDLE_SHORT_VERSION_STRING "${SDL_VERSION}"
)
CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
2019-08-27 15:07:43 +00:00
endforeach()
endif()
endif()
set(TESTS_ENVIRONMENT
SDL_AUDIODRIVER=dummy
SDL_VIDEODRIVER=dummy
)
foreach(TESTCASE ${SDL_TESTS_NONINTERACTIVE})
add_test(
NAME ${TESTCASE}
COMMAND ${TESTCASE}
WORKING_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}
)
set_tests_properties(${TESTCASE}
PROPERTIES
ENVIRONMENT "${TESTS_ENVIRONMENT}"
TIMEOUT 10
)
if(SDL_INSTALL_TESTS)
set(exe ${TESTCASE})
set(installedtestsdir "${CMAKE_INSTALL_FULL_LIBEXECDIR}/installed-tests/SDL3")
configure_file(template.test.in "${exe}.test" @ONLY)
install(
FILES "${CMAKE_CURRENT_BINARY_DIR}/${exe}.test"
DESTINATION ${CMAKE_INSTALL_DATADIR}/installed-tests/SDL3
)
endif()
endforeach()
set_tests_properties(testthread PROPERTIES TIMEOUT 40)
set_tests_properties(testtimer PROPERTIES TIMEOUT 60)
if(SDL_INSTALL_TESTS)
if(RISCOS)
install(
FILES ${SDL_TEST_EXECUTABLES_AIF}
DESTINATION ${CMAKE_INSTALL_LIBEXECDIR}/installed-tests/SDL3
)
else()
install(
TARGETS ${SDL_TEST_EXECUTABLES}
DESTINATION ${CMAKE_INSTALL_LIBEXECDIR}/installed-tests/SDL3
)
endif()
install(
FILES ${RESOURCE_FILES}
DESTINATION ${CMAKE_INSTALL_LIBEXECDIR}/installed-tests/SDL3
)
endif()