spacebox/demo/box/Makefile

270 lines
13 KiB
Makefile

# /\ +------------------------------------------------------+
# ____/ \____ /| - Open source game framework licensed to freely use, |
# \ / / | copy, modify and sell without restriction |
# +--\ ^__^ /--+ | |
# | ~/ \~ | | - created for <https://foam.shampoo.ooo> |
# | ~~~~~~~~~~~~ | +------------------------------------------------------+
# | SPACE ~~~~~ | /
# | ~~~~~~~ BOX |/
# +--------------+
#
# These are build targets for the box demo for Linux, Android, Windows, and web. There is also outdated code for OS X
# at the end of the file that is broken. The Android build also has not been tested in a bit.
#
# Modify variables as necessary to match the system this is running on and run make for the appropriate target, for
# example `make Box-linux.x86_64` for a Linux executable and `make Box-windows_32bit.exe" for Windows.
#######################
# Location parameters #
#######################
# Location of source files for the demo
SRC_DIR := .
# Locations of [SPACEBOX] source and dependencies required to be compiled from source. These locations are configured to match
# the structure of the [SPACEBOX] repository but can be modified as necessary.
SB_DIR := ../..
SB_SRC_DIR := $(SB_DIR)/src
SB_LIB_DIR := $(SB_DIR)/lib
SDLGFX2_DIR := $(SB_LIB_DIR)/sdl2-gfx
GLEW_DIR := $(SB_LIB_DIR)/glew
# C and C++ compiler commands
CC := clang
CXX := clang++
# Location of SDL config program
SDLCONFIG := ~/local/sdl/bin/sdl2-config
# Edit to point to the location of BPmono.ttf
CREATE_FONT_SYMLINK := ln -nsf $(SB_DIR)/"BPmono.ttf" .
#############################
# Based on above parameters #
#############################
# Use SDL's utility program to get compilation and linker flags
SDL_CFLAGS = $(shell $(SDLCONFIG) --cflags)
SDL_LFLAGS := $(shell $(SDLCONFIG) --libs)
# Get all SPACEBOX header files, and get a list of object targets by replacing the .cpp suffix with .o
SB_H_FILES := $(wildcard $(addprefix $(SB_SRC_DIR)/,*.hpp))
SB_O_FILES := $(patsubst %.cpp, %.o, $(wildcard $(addprefix $(SB_SRC_DIR)/,*.cpp)))
SRC_O_FILES := $(SRC_DIR)/BoxDemo.o
#################################################################
# Targets for building [SPACEBOX], dependencies and demo source #
#################################################################
$(SDLGFX2_DIR)/%.o: $(SDLGFX2_DIR)/%.c $(SDLGFX2_DIR)/%.h
$(GLEW_DIR)/%.o: $(GLEW_DIR)/%.c $(GLEW_DIR)/%.h
$(CC) $< $(CFLAGS) -c -o $@
$(SB_SRC_DIR)/extension.o: $(addprefix $(SB_SRC_DIR)/,Box.hpp Segment.hpp Color.hpp filesystem.hpp Pixels.hpp Log.hpp)
$(SB_SRC_DIR)/Node.o: $(addprefix $(SB_SRC_DIR)/,Game.hpp Configuration.hpp Delegate.hpp Display.hpp Input.hpp Box.hpp Audio.hpp Log.hpp)
$(SB_SRC_DIR)/Game.o: $(addprefix $(SB_SRC_DIR)/,extension.hpp Node.hpp Recorder.hpp Input.hpp Configuration.hpp Delegate.hpp Audio.hpp Log.hpp)
$(SB_SRC_DIR)/Animation.o: $(addprefix $(SB_SRC_DIR)/,Node.hpp Timer.hpp)
$(SB_SRC_DIR)/Recorder.o: $(addprefix $(SB_SRC_DIR)/,Node.hpp Game.hpp Configuration.hpp Delegate.hpp Animation.hpp extension.hpp)
$(SB_SRC_DIR)/Input.o: $(addprefix $(SB_SRC_DIR)/,Node.hpp Animation.hpp Configuration.hpp Delegate.hpp)
$(SB_SRC_DIR)/Configuration.o: $(addprefix $(SB_SRC_DIR)/,Node.hpp Animation.hpp Log.hpp)
$(SB_SRC_DIR)/Delegate.o: $(addprefix $(SB_SRC_DIR)/,Node.hpp Game.hpp Input.hpp)
$(SB_SRC_DIR)/Display.o: $(addprefix $(SB_SRC_DIR)/,Node.hpp Game.hpp Box.hpp Configuration.hpp Delegate.hpp Log.hpp)
$(SB_SRC_DIR)/Box.o: $(addprefix $(SB_SRC_DIR)/,extension.hpp Segment.hpp)
$(SB_SRC_DIR)/Segment.o: $(addprefix $(SB_SRC_DIR)/,extension.hpp Box.hpp)
$(SB_SRC_DIR)/Pixels.o: $(addprefix $(SB_SRC_DIR)/,Box.hpp extension.hpp Log.hpp)
$(SB_SRC_DIR)/Audio.o: $(addprefix $(SB_SRC_DIR)/,Node.hpp Display.hpp Configuration.hpp Box.hpp filesystem.hpp extension.hpp)
$(SB_SRC_DIR)/GLObject.o: $(addprefix $(SB_SRC_DIR)/,Log.hpp)
$(SB_SRC_DIR)/Texture.o: $(addprefix $(SB_SRC_DIR)/,GLObject.hpp filesystem.hpp Log.hpp)
$(SB_SRC_DIR)/VBO.o: $(addprefix $(SB_SRC_DIR)/,Log.hpp GLObject.hpp Attributes.hpp extension.hpp)
$(SB_SRC_DIR)/Attributes.o: $(addprefix $(SB_SRC_DIR)/,Log.hpp extension.hpp)
$(SRC_DIR)/BoxDemo.o: $(SB_H_FILES)
%.o: %.cpp %.hpp
$(CXX) $(CXXFLAGS) $< -c -o $@
#########
# Linux #
#########
Box-linux.x86_64: CFLAGS = -Wall -Wextra -g -O3 -c -I$(SB_LIB_DIR) -I$(SB_SRC_DIR) $(SDL_CFLAGS)
Box-linux.x86_64: CXXFLAGS = $(CFLAGS) --std=c++17
Box-linux.x86_64: LFLAGS = $(SDL_LFLAGS) -Wl,--enable-new-dtags -lpthread -lGL -lGLESv2 -lSDL2_image -lSDL2_ttf -lSDL2_mixer -lstdc++fs
Box-linux.x86_64: $(GLEW_DIR)/glew.o $(addprefix $(SDLGFX2_DIR)/,SDL2_rotozoom.o SDL2_gfxPrimitives.o) $(SB_O_FILES) $(SRC_O_FILES)
$(CREATE_FONT_SYMLINK)
$(CXX) $^ $(LFLAGS) -D__LINUX__ -o $@
#######
# Web #
#######
# Use Emscripten to output JavaScript file
EMSCRIPTENHOME = $(HOME)/ext/software/emsdk/upstream/emscripten
EMSCRIPTEN_CFLAGS = -O1 -Wall -s USE_SDL=2 -s USE_SDL_IMAGE=2 -s SDL2_IMAGE_FORMATS="['png', 'jpg']" -s USE_SDL_TTF=2 -s USE_SDL_MIXER=2 \
-I $(SB_LIB_DIR) -I $(SB_SRC_DIR)
EMSCRIPTEN_LFLAGS = -s MIN_WEBGL_VERSION=2 -s EXPORTED_FUNCTIONS="['_main']" -s ALLOW_MEMORY_GROWTH=1 -s FULL_ES3=1 -s LLD_REPORT_UNDEFINED
EMSCRIPTEN_PRELOADS = --preload-file "BPmono.ttf"@/ --preload-file "shaders/"@/"shaders/" --preload-file "config.json"@/ --preload-file "resource/"@/"resource/"
box_demo.js: CC = $(EMSCRIPTENHOME)/emcc
box_demo.js: CXX = $(EMSCRIPTENHOME)/em++
box_demo.js: CFLAGS = $(EMSCRIPTEN_CFLAGS)
box_demo.js: CXXFLAGS = $(CFLAGS) --std=c++17
box_demo.js: $(addprefix $(SDLGFX2_DIR),SDL2_rotozoom.o SDL2_gfxPrimitives.o) $(SB_O_FILES) $(SRC_O_FILES) index.html config.json resource/* shaders/*
$(CREATE_FONT_SYMLINK)
$(CXX) $(filter %.o,$^) $(CXXFLAGS) $(EMSCRIPTEN_LFLAGS) $(EMSCRIPTEN_PRELOADS) -o box_demo.js
###########
# Android #
###########
# Detailed info on how this build target was created is in README.md at the root of the repository. It requires the Android SDK and the source packages
# for SDL, SDL_image, SDL_mixer, and SDL_ttf. The paths below should be customized. The icon creation requires Imagemagick's convert tool from
# <https://imagemagick.org/>. The project source files are assumed to be just `$(SRC_DIR)/*.cpp`. If that is not the case, the revise_skeleton.sh script
# must be edited.
SDL_SRC := $(HOME)/ext/software/SDL2-2.26.3
SDL_IMAGE_SRC := $(HOME)/ext/software/SDL2_image-2.6.2-android
SDL_MIXER_SRC := $(HOME)/ext/software/SDL2_mixer-2.6.2-android
SDL_TTF_SRC := $(HOME)/ext/software/SDL2_ttf-2.20.1-android
SDL_ANDROID_PROJECT := $(SDL_SRC)/android-project
ANDROID_MK := app/jni/src/Android.mk
ANDROID_APP_MK := app/jni/Application.mk
ANDROID_MANIFEST := app/src/main/AndroidManifest.xml
ANDROID_SDK := $(HOME)/local/Android
ANDROID_PACKAGE := ooo.shampoo.spacebox
ANDROID_BUILD_DIR := build/android/$(ANDROID_PACKAGE)
ANDROID_CLASS := BoxDemo
ANDROID_CLASS_DIR := app/src/main/java/$(subst .,/,$(ANDROID_PACKAGE))
# The skeleton for the Android build is based on the SDL android-project. The libraries are symlinked in. If the script that rewrites the skeleton
# has changed, start with a fresh skeleton.
$(ANDROID_BUILD_DIR): $(SDL_SRC)/android-project/ $(SB_SRC_DIR)/android/revise_skeleton.sh
-mkdir -p $(ANDROID_BUILD_DIR)
rsync -ar $(SDL_SRC)/android-project/ $(ANDROID_BUILD_DIR)
ln -nsf $(SDL_SRC) $(ANDROID_BUILD_DIR)/app/jni/SDL
ln -nsf $(SDL_IMAGE_SRC) $(ANDROID_BUILD_DIR)/app/jni/SDL2_image
ln -nsf $(SDL_MIXER_SRC) $(ANDROID_BUILD_DIR)/app/jni/SDL2_mixer
ln -nsf $(SDL_TTF_SRC) $(ANDROID_BUILD_DIR)/app/jni/SDL2_ttf
$(SB_SRC_DIR)/android/revise_skeleton.sh $(ANDROID_PACKAGE) $(ANDROID_BUILD_DIR) $(ANDROID_MANIFEST) $(ANDROID_APP_MK) $(ANDROID_MK) $(ANDROID_CLASS) \
$(ANDROID_APP_NAME) $(ANDROID_MIN_TARGET) $(ANDROID_NDK) "Box Demo" "18" "22.1.7171670" $(SB_SRC_DIR) $(SB_LIB_DIR) $(SRC_DIR)
# Extend the SDLActivity class
$(ANDROID_BUILD_DIR)/$(ANDROID_CLASS_DIR)/$(ANDROID_CLASS).java: $(SB_SRC_DIR)/android/main_class.sh
$(SB_SRC_DIR)/android/main_class.sh $(ANDROID_PACKAGE) $(ANDROID_CLASS) $(ANDROID_BUILD_DIR)/$(ANDROID_CLASS_DIR)
# Generate icon
$(ANDROID_BUILD_DIR)/app/src/main/res/mipmap-anydpi-v26/ic_launcher.xml: $(SB_SRC_DIR)/android/generate_icon.sh $(SB_DIR)/icon
$(SB_SRC_DIR)/android/generate_icon.sh $(ANDROID_BUILD_DIR) "../../icon/foreground.png" "../../icon/background.png"
# Custom assets
$(ANDROID_BUILD_DIR)/app/src/main/assets: config.json resource/* shaders/*
-mkdir -p $(ANDROID_BUILD_DIR)/app/src/main/assets
rsync -ar resource shaders config.json $(ANDROID_BUILD_DIR)/app/src/main/assets
# Run gradle and generate an APK
$(ANDROID_BUILD_DIR)/app-debug.apk: $(ANDROID_BUILD_DIR) $(ANDROID_BUILD_DIR)/$(ANDROID_CLASS_DIR)/$(ANDROID_CLASS).java \
$(ANDROID_BUILD_DIR)/app/src/main/res/mipmap-anydpi-v26/ic_launcher.xml $(ANDROID_BUILD_DIR)/app/src/main/assets
ANDROID_SDK_ROOT=$(ANDROID_SDK) $(ANDROID_BUILD_DIR)/gradlew -p $(ANDROID_BUILD_DIR) build
ln -nsf app/build/outputs/apk/debug/app-debug.apk $(ANDROID_BUILD_DIR)
ln -nsf app/build/outputs/apk/debug/app-release-unsigned.apk $(ANDROID_BUILD_DIR)
###########
# Windows #
###########
# Set the paths to the directories for the SDL MinGW libraries. See the main README.md for details.
SDL_MINGW_ROOT := $(HOME)/ext/software/SDL2-mingw
SDL_MINGW := $(SDL_MINGW_ROOT)/SDL2-2.24.2/i686-w64-mingw32
SDL_IMG_MINGW := $(SDL_MINGW_ROOT)/SDL2_image-2.5.2/i686-w64-mingw32
SDL_TTF_MINGW := $(SDL_MINGW_ROOT)/SDL2_ttf-2.0.15/i686-w64-mingw32
SDL_MIXER_MINGW := $(SDL_MINGW_ROOT)/SDL2_mixer-2.5.2/i686-w64-mingw32
# Set the compiler to the MinGW compilers. See the main README.md for details.
Box-windows_32bit.exe: CC = i686-w64-mingw32-gcc-posix
Box-windows_32bit.exe: CXX = i686-w64-mingw32-g++-posix
Box-windows_32bit.exe: CFLAGS = -Wall -Wextra -g -O3 -c -DGLEW_STATIC -I$(SB_LIB_DIR) -I$(SB_SRC_DIR) \
-I$(SDL_MINGW)/include/SDL2 -I$(SDL_IMG_MINGW)/include/SDL2 -I$(SDL_TTF_MINGW)/include/SDL2 -I$(SDL_MIXER_MINGW)/include/SDL2
Box-windows_32bit.exe: CXXFLAGS = $(CFLAGS) --std=c++17
Box-windows_32bit.exe: LFLAGS = -lpthread -lstdc++fs \
-L$(SDL_MINGW)/lib -L$(SDL_IMG_MINGW)/lib -L$(SDL_TTF_MINGW)/lib -L$(SDL_MIXER_MINGW)/lib -lmingw32 -lSDL2_image \
-lSDL2_ttf -lSDL2_mixer -lSDL2main -lSDL2 -lopengl32 -static-libstdc++ -static-libgcc
# Compile into the Windows build directory. Zip the executable, config files, shaders, resource folder, and DLLs together into a ZIP archive
# and move in into the build directory.
#
# The libwinpthread-1.dll path should be edited if necessary. The zip utility must be installed on the system. The /tmp directory must also exist.
Box-windows_32bit.exe: $(GLEW_DIR)/glew.o $(addprefix $(SDLGFX2_DIR)/,SDL2_rotozoom.o SDL2_gfxPrimitives.o) $(SB_O_FILES) $(SRC_O_FILES) config.json
$(CREATE_FONT_SYMLINK)
mkdir ${basename $@}
$(CXX) $(filter-out config.json, $^) $(LFLAGS) -o ${basename $@}/$@
cp $(SDL_MINGW)/bin/*.dll $(SDL_IMG_MINGW)/bin/*.dll $(SDL_TTF_MINGW)/bin/*.dll $(SDL_MIXER_MINGW)/bin/*.dll ${basename $@}
cp /usr/i686-w64-mingw32/lib/libwinpthread-1.dll ${basename $@}
cp -r resource/ shaders/ config.json ${basename $@}
zip -r ${@:exe=zip} ${basename $@}
mv ${basename $@} /tmp
rm -rf /tmp/${basename $@}
######################
# Clean object files #
######################
.PHONY = clean clean-all
clean:
-find $(SRC_DIR) -iname "*.o" -delete
rm -f BPmono.ttf
rm -f Box-linux.x86_64
rm -f Box-windows_32bit.zip
clean-all: clean
-find $(SB_SRC_DIR) -iname "*.o" -delete
-find $(SB_LIB_DIR) -iname "*.o" -delete
#############
# compiledb #
#############
# Generate a clang JSON compilation database file. This can be useful for example for code completion. It requires a
# compiledb binary (https://pypi.org/project/compiledb/). It should be generated manually every time a file is added,
# renamed, or the compilation flags change. The generated database is based on the Linux build.
PATH_TO_COMPILEDB = $(HOME)/.local/bin/compiledb
compile_commands.json:
-$(PATH_TO_COMPILEDB) -n make box -k
############################################################################################
# WARNING: these targets are out of date and only here for reference until they're updated #
############################################################################################
BUILDDIR := build
SOFTWARE_ROOT := /home/frank/ext/software
SDLHOME := $(SOFTWARE_ROOT)/SDL2-2.0.14
SDL_IMG_HOME := $(SOFTWARE_ROOT)/SDL2_image-2.0.5
SDL_TTF_HOME := $(SOFTWARE_ROOT)/SDL2_ttf-2.0.15
PROJECTHOME := $(shell pwd)
SDLEMLIBSHOME := $(SDLHOME)/build/em/build/.libs
APPDIR := Main.app/Contents
SYSFWPATH := /Library/Frameworks
osx :
g++ -I $(SYSFWPATH)/SDL2.framework/Headers $(INC) \
-I $(SYSFWPATH)/SDL2_image.framework/Headers -Wl,-rpath,$(SYSFWPATH) \
-framework SDL2 -framework SDL2_image -framework OpenGL main.cpp sdl2-gfx/SDL2_rotozoom.c \
-o main
osx-bundle :
if [ ! -d "$(APPDIR)" ]; then mkdir -p $(APPDIR); fi;
if [ ! -d "$(APPDIR)" ]; then mkdir $(APPDIR); fi;
if [ ! -d "$(APPDIR)/MacOS" ]; then mkdir $(APPDIR)/MacOS; fi;
if [ ! -d "$(APPDIR)/Frameworks" ]; then mkdir $(APPDIR)/Frameworks; fi;
if [ ! -d "$(APPDIR)/Resources" ]; then mkdir $(APPDIR)/Resources; fi;
touch $(APPDIR)/Info.plist
cp -r $(SYSFWPATH)/SDL2.framework $(APPDIR)/Frameworks
cp -r $(SYSFWPATH)/SDL2_image.framework $(APPDIR)/Frameworks
g++ -I $(SYSFWPATH)/SDL2.framework/Headers -I $(SYSFWPATH)/SDL2_image.framework/Headers \
-Wl,-rpath,@executable_path/../Frameworks -Wl,-rpath,$(SYSFWPATH) \
-framework SDL2 -framework SDL2_image -framework OpenGL main.cpp -o $(APPDIR)/MacOS/main