mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-12-04 15:22:26 -05:00
f52a2a6406
subrepo: subdir: "OTRGui" merged: "a6066a251" upstream: origin: "https://github.com/HarbourMasters/otrgui.git" branch: "master" commit: "a6066a251" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
220 lines
7.7 KiB
Batchfile
220 lines
7.7 KiB
Batchfile
@echo off
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REM Change your executable name here
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set GAME_NAME=game.exe
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REM Set your sources here (relative paths!)
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REM Example with two source folders:
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REM set SOURCES=src\*.c src\submodule\*.c
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set SOURCES=core_basic_window.c
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REM Set your raylib\src location here (relative path!)
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set RAYLIB_SRC=..\..\src
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REM Set the target platform for the compiler (Ex: x86 or x64)
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set TARGET_PLATFORM=x86
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REM About this build script: it does many things, but in essence, it's
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REM very simple. It has 3 compiler invocations: building raylib (which
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REM is not done always, see logic by searching "Build raylib"), building
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REM src/*.c files, and linking together those two. Each invocation is
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REM wrapped in an if statement to make the -qq flag work, it's pretty
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REM verbose, sorry.
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REM To skip to the actual building part of the script, search for ":BUILD"
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REM Checks if cl is available and skips to the argument loop if it is
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REM (Prevents calling vcvarsall every time you run this script)
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WHERE cl >nul 2>nul
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IF %ERRORLEVEL% == 0 goto READ_ARGS
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REM Activate the msvc build environment if cl isn't available yet
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IF EXIST "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvarsall.bat" (
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set VC_INIT="C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvarsall.bat"
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) ELSE IF EXIST "C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvarsall.bat" (
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set VC_INIT="C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvarsall.bat"
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) ELSE IF EXIST "C:\Program Files (x86)\Microsoft Visual C++ Build Tools\vcbuildtools.bat" (
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set VC_INIT="C:\Program Files (x86)\Microsoft Visual C++ Build Tools\vcbuildtools.bat"
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) ELSE (
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REM Initialize your vc environment here if the defaults don't work
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REM set VC_INIT="C:\your\path\here\vcvarsall.bat"
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REM And then remove/comment out the following two lines
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echo "Couldn't find vcvarsall.bat or vcbuildtools.bat, please set it manually."
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exit /B
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)
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echo Setting up the msvc build environment, this could take some time but the next builds should be faster
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REM Remove everything after %TARGET_PLATFORM% if you want to see
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REM the vcvarsall.bat or vcbuildtools.bat output
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call %VC_INIT% %TARGET_PLATFORM% > NUL 2>&1
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:READ_ARGS
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REM For the ! variable notation
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setlocal EnableDelayedExpansion
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REM For shifting, which the command line argument parsing needs
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setlocal EnableExtensions
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:ARG_LOOP
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set ARG=%1
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if "!ARG!" == "" ( goto BUILD )
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IF NOT "x!ARG!" == "x!ARG:h=!" (
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goto HELP
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)
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IF NOT "x!ARG!" == "x!ARG:d=!" (
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set BUILD_DEBUG=1
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)
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IF NOT "x!ARG!" == "x!ARG:u=!" (
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set UPX_IT=1
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)
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IF NOT "x!ARG!" == "x!ARG:r=!" (
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set RUN_AFTER_BUILD=1
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)
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IF NOT "x!ARG!" == "x!ARG:c=!" (
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set BUILD_ALL=1
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)
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IF NOT "x!ARG!" == "x!ARG:qq=!" (
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set QUIET=1
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set REALLY_QUIET=1
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) ELSE IF NOT "x!ARG!" == "x!ARG:q=!" (
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IF DEFINED QUIET (
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set REALLY_QUIET=1
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) ELSE (
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set QUIET=1
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)
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)
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IF NOT "x!ARG!" == "x!ARG:v=!" (
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set VERBOSE=1
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)
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IF NOT "%1" == "" (
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shift /1
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goto ARG_LOOP
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)
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:HELP
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echo Usage: build-windows.bat [-hdurcqqv]
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echo -h Show this information
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echo -d Faster builds that have debug symbols, and enable warnings
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echo -u Run upx* on the executable after compilation (before -r)
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echo -r Run the executable after compilation
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echo -c Remove the temp\{debug,release} directory, ie. full recompile
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echo -q Suppress this script's informational prints
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echo -qq Suppress all prints, complete silence
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echo -v cl.exe normally prints out a lot of superficial information, as
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echo well as the MSVC build environment activation scripts, but these are
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echo mostly suppressed by default. If you do want to see everything, use
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echo this flag.
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echo.
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echo * This is mostly here to make building simple "shipping" versions
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echo easier, and it's a very small bit in the build scripts. The option
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echo requires that you have upx installed and on your path, of course.
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echo.
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echo Examples:
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echo Build a release build: build-windows.bat
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echo Build a release build, full recompile: build-windows.bat -c
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echo Build a debug build and run: build-windows.bat -d -r
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echo Build in debug, run, don't print at all: build-windows.bat -drqq
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exit /B
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:BUILD
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REM Directories
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set "ROOT_DIR=%CD%"
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set "SOURCES=!ROOT_DIR!\!SOURCES!"
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set "RAYLIB_SRC=!ROOT_DIR!\!RAYLIB_SRC!"
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REM Flags
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set OUTPUT_FLAG=/Fe: "!GAME_NAME!"
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set COMPILATION_FLAGS=/std:c11 /O1 /GL /favor:blend /utf-8 /validate-charset /EHsc
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set WARNING_FLAGS=/W3 /sdl
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set SUBSYSTEM_FLAGS=/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup
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set LINK_FLAGS=/link /LTCG kernel32.lib user32.lib shell32.lib winmm.lib gdi32.lib opengl32.lib
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set OUTPUT_DIR=builds\windows-msvc
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REM Debug changes to flags
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IF DEFINED BUILD_DEBUG (
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set OUTPUT_FLAG=/Fe: "!GAME_NAME!"
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set COMPILATION_FLAGS=/std:c11 /Od /Zi /utf-8 /validate-charset /EHsc
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set WARNING_FLAGS=/W3 /sdl
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set SUBSYSTEM_FLAGS=/DEBUG
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set LINK_FLAGS=/link kernel32.lib user32.lib shell32.lib winmm.lib gdi32.lib opengl32.lib
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set OUTPUT_DIR=builds-debug\windows-msvc
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)
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IF NOT DEFINED VERBOSE (
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set VERBOSITY_FLAG=/nologo
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)
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REM Display what we're doing
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IF DEFINED BUILD_DEBUG (
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IF NOT DEFINED QUIET echo COMPILE-INFO: Compiling in debug mode, flags: !COMPILATION_FLAGS! !WARNING_FLAGS!
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) ELSE (
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IF NOT DEFINED QUIET echo COMPILE-INFO: Compiling in release mode, flags: !COMPILATION_FLAGS! /link /LTCG
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)
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REM Create the temp directory for raylib
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set "TEMP_DIR=temp\release"
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IF DEFINED BUILD_DEBUG (
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set "TEMP_DIR=temp\debug"
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)
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IF DEFINED BUILD_ALL (
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IF EXIST !TEMP_DIR!\ (
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IF NOT DEFINED QUIET echo COMPILE-INFO: Found cached raylib, rebuilding.
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del /Q !TEMP_DIR!
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rmdir !TEMP_DIR!
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)
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)
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REM Build raylib if it hasn't been cached in TEMP_DIR
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IF NOT EXIST !TEMP_DIR!\ (
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mkdir !TEMP_DIR!
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cd !TEMP_DIR!
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REM Raylib's src folder
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set "RAYLIB_DEFINES=/D_DEFAULT_SOURCE /DPLATFORM_DESKTOP /DGRAPHICS_API_OPENGL_33"
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set RAYLIB_C_FILES="!RAYLIB_SRC!\rcore.c" "!RAYLIB_SRC!\rshapes.c" "!RAYLIB_SRC!\rtextures.c" "!RAYLIB_SRC!\rtext.c" "!RAYLIB_SRC!\rmodels.c" "!RAYLIB_SRC!\utils.c" "!RAYLIB_SRC!\raudio.c" "!RAYLIB_SRC!\rglfw.c"
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set RAYLIB_INCLUDE_FLAGS=/I"!RAYLIB_SRC!" /I"!RAYLIB_SRC!\external\glfw\include"
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IF DEFINED REALLY_QUIET (
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cl.exe /w /c !RAYLIB_DEFINES! !RAYLIB_INCLUDE_FLAGS! !COMPILATION_FLAGS! !RAYLIB_C_FILES! > NUL 2>&1 || exit /B
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) ELSE (
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cl.exe /w /c !VERBOSITY_FLAG! !RAYLIB_DEFINES! !RAYLIB_INCLUDE_FLAGS! !COMPILATION_FLAGS! !RAYLIB_C_FILES! || exit /B
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)
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IF NOT DEFINED QUIET echo COMPILE-INFO: Raylib compiled into object files in: !TEMP_DIR!\
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REM Out of the temp directory
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cd !ROOT_DIR!
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)
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REM Move to the build directory
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IF NOT EXIST !OUTPUT_DIR! mkdir !OUTPUT_DIR!
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cd !OUTPUT_DIR!
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REM Build the actual game
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IF NOT DEFINED QUIET echo COMPILE-INFO: Compiling game code.
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IF DEFINED REALLY_QUIET (
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cl.exe !VERBOSITY_FLAG! !COMPILATION_FLAGS! !WARNING_FLAGS! /c /I"!RAYLIB_SRC!" !SOURCES! > NUL 2>&1 || exit /B
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cl.exe !VERBOSITY_FLAG! !OUTPUT_FLAG! "!ROOT_DIR!\!TEMP_DIR!\*.obj" *.obj !LINK_FLAGS! !SUBSYSTEM_FLAGS! > NUL 2>&1 || exit /B
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) ELSE (
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cl.exe !VERBOSITY_FLAG! !COMPILATION_FLAGS! !WARNING_FLAGS! /c /I"!RAYLIB_SRC!" !SOURCES! || exit /B
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cl.exe !VERBOSITY_FLAG! !OUTPUT_FLAG! "!ROOT_DIR!\!TEMP_DIR!\*.obj" *.obj !LINK_FLAGS! !SUBSYSTEM_FLAGS! || exit /B
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)
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del *.obj
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IF NOT DEFINED QUIET echo COMPILE-INFO: Game compiled into an executable in: !OUTPUT_DIR!\
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REM Run upx
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IF DEFINED UPX_IT (
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IF NOT DEFINED QUIET echo COMPILE-INFO: Packing !GAME_NAME! with upx.
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upx !GAME_NAME! > NUL 2>&1
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)
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REM Finally, run the produced executable
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IF DEFINED RUN_AFTER_BUILD (
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IF NOT DEFINED QUIET echo COMPILE-INFO: Running.
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IF DEFINED REALLY_QUIET (
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!GAME_NAME! > NUL 2>&1
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) ELSE (
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!GAME_NAME!
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)
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)
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REM Back to development directory
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cd !ROOT_DIR!
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IF NOT DEFINED QUIET echo COMPILE-INFO: All done.
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