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 There is also outdated code for OS X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