mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-25 19:02:19 -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
|
|
REM Change your executable name here
|
|
set GAME_NAME=game.exe
|
|
|
|
REM Set your sources here (relative paths!)
|
|
REM Example with two source folders:
|
|
REM set SOURCES=src\*.c src\submodule\*.c
|
|
set SOURCES=core_basic_window.c
|
|
|
|
REM Set your raylib\src location here (relative path!)
|
|
set RAYLIB_SRC=..\..\src
|
|
|
|
REM Set the target platform for the compiler (Ex: x86 or x64)
|
|
set TARGET_PLATFORM=x86
|
|
|
|
REM About this build script: it does many things, but in essence, it's
|
|
REM very simple. It has 3 compiler invocations: building raylib (which
|
|
REM is not done always, see logic by searching "Build raylib"), building
|
|
REM src/*.c files, and linking together those two. Each invocation is
|
|
REM wrapped in an if statement to make the -qq flag work, it's pretty
|
|
REM verbose, sorry.
|
|
|
|
REM To skip to the actual building part of the script, search for ":BUILD"
|
|
|
|
REM Checks if cl is available and skips to the argument loop if it is
|
|
REM (Prevents calling vcvarsall every time you run this script)
|
|
WHERE cl >nul 2>nul
|
|
IF %ERRORLEVEL% == 0 goto READ_ARGS
|
|
REM Activate the msvc build environment if cl isn't available yet
|
|
IF EXIST "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvarsall.bat" (
|
|
set VC_INIT="C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvarsall.bat"
|
|
) ELSE IF EXIST "C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvarsall.bat" (
|
|
set VC_INIT="C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvarsall.bat"
|
|
) ELSE IF EXIST "C:\Program Files (x86)\Microsoft Visual C++ Build Tools\vcbuildtools.bat" (
|
|
set VC_INIT="C:\Program Files (x86)\Microsoft Visual C++ Build Tools\vcbuildtools.bat"
|
|
) ELSE (
|
|
REM Initialize your vc environment here if the defaults don't work
|
|
REM set VC_INIT="C:\your\path\here\vcvarsall.bat"
|
|
REM And then remove/comment out the following two lines
|
|
echo "Couldn't find vcvarsall.bat or vcbuildtools.bat, please set it manually."
|
|
exit /B
|
|
)
|
|
echo Setting up the msvc build environment, this could take some time but the next builds should be faster
|
|
REM Remove everything after %TARGET_PLATFORM% if you want to see
|
|
REM the vcvarsall.bat or vcbuildtools.bat output
|
|
call %VC_INIT% %TARGET_PLATFORM% > NUL 2>&1
|
|
|
|
:READ_ARGS
|
|
REM For the ! variable notation
|
|
setlocal EnableDelayedExpansion
|
|
REM For shifting, which the command line argument parsing needs
|
|
setlocal EnableExtensions
|
|
|
|
:ARG_LOOP
|
|
set ARG=%1
|
|
if "!ARG!" == "" ( goto BUILD )
|
|
IF NOT "x!ARG!" == "x!ARG:h=!" (
|
|
goto HELP
|
|
)
|
|
IF NOT "x!ARG!" == "x!ARG:d=!" (
|
|
set BUILD_DEBUG=1
|
|
)
|
|
IF NOT "x!ARG!" == "x!ARG:u=!" (
|
|
set UPX_IT=1
|
|
)
|
|
IF NOT "x!ARG!" == "x!ARG:r=!" (
|
|
set RUN_AFTER_BUILD=1
|
|
)
|
|
IF NOT "x!ARG!" == "x!ARG:c=!" (
|
|
set BUILD_ALL=1
|
|
)
|
|
IF NOT "x!ARG!" == "x!ARG:qq=!" (
|
|
set QUIET=1
|
|
set REALLY_QUIET=1
|
|
) ELSE IF NOT "x!ARG!" == "x!ARG:q=!" (
|
|
IF DEFINED QUIET (
|
|
set REALLY_QUIET=1
|
|
) ELSE (
|
|
set QUIET=1
|
|
)
|
|
)
|
|
IF NOT "x!ARG!" == "x!ARG:v=!" (
|
|
set VERBOSE=1
|
|
)
|
|
IF NOT "%1" == "" (
|
|
shift /1
|
|
goto ARG_LOOP
|
|
)
|
|
|
|
|
|
:HELP
|
|
echo Usage: build-windows.bat [-hdurcqqv]
|
|
echo -h Show this information
|
|
echo -d Faster builds that have debug symbols, and enable warnings
|
|
echo -u Run upx* on the executable after compilation (before -r)
|
|
echo -r Run the executable after compilation
|
|
echo -c Remove the temp\{debug,release} directory, ie. full recompile
|
|
echo -q Suppress this script's informational prints
|
|
echo -qq Suppress all prints, complete silence
|
|
echo -v cl.exe normally prints out a lot of superficial information, as
|
|
echo well as the MSVC build environment activation scripts, but these are
|
|
echo mostly suppressed by default. If you do want to see everything, use
|
|
echo this flag.
|
|
echo.
|
|
echo * This is mostly here to make building simple "shipping" versions
|
|
echo easier, and it's a very small bit in the build scripts. The option
|
|
echo requires that you have upx installed and on your path, of course.
|
|
echo.
|
|
echo Examples:
|
|
echo Build a release build: build-windows.bat
|
|
echo Build a release build, full recompile: build-windows.bat -c
|
|
echo Build a debug build and run: build-windows.bat -d -r
|
|
echo Build in debug, run, don't print at all: build-windows.bat -drqq
|
|
exit /B
|
|
|
|
|
|
:BUILD
|
|
REM Directories
|
|
set "ROOT_DIR=%CD%"
|
|
set "SOURCES=!ROOT_DIR!\!SOURCES!"
|
|
set "RAYLIB_SRC=!ROOT_DIR!\!RAYLIB_SRC!"
|
|
|
|
REM Flags
|
|
set OUTPUT_FLAG=/Fe: "!GAME_NAME!"
|
|
set COMPILATION_FLAGS=/std:c11 /O1 /GL /favor:blend /utf-8 /validate-charset /EHsc
|
|
set WARNING_FLAGS=/W3 /sdl
|
|
set SUBSYSTEM_FLAGS=/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup
|
|
set LINK_FLAGS=/link /LTCG kernel32.lib user32.lib shell32.lib winmm.lib gdi32.lib opengl32.lib
|
|
set OUTPUT_DIR=builds\windows-msvc
|
|
REM Debug changes to flags
|
|
IF DEFINED BUILD_DEBUG (
|
|
set OUTPUT_FLAG=/Fe: "!GAME_NAME!"
|
|
set COMPILATION_FLAGS=/std:c11 /Od /Zi /utf-8 /validate-charset /EHsc
|
|
set WARNING_FLAGS=/W3 /sdl
|
|
set SUBSYSTEM_FLAGS=/DEBUG
|
|
set LINK_FLAGS=/link kernel32.lib user32.lib shell32.lib winmm.lib gdi32.lib opengl32.lib
|
|
set OUTPUT_DIR=builds-debug\windows-msvc
|
|
)
|
|
IF NOT DEFINED VERBOSE (
|
|
set VERBOSITY_FLAG=/nologo
|
|
)
|
|
|
|
REM Display what we're doing
|
|
IF DEFINED BUILD_DEBUG (
|
|
IF NOT DEFINED QUIET echo COMPILE-INFO: Compiling in debug mode, flags: !COMPILATION_FLAGS! !WARNING_FLAGS!
|
|
) ELSE (
|
|
IF NOT DEFINED QUIET echo COMPILE-INFO: Compiling in release mode, flags: !COMPILATION_FLAGS! /link /LTCG
|
|
)
|
|
|
|
REM Create the temp directory for raylib
|
|
set "TEMP_DIR=temp\release"
|
|
IF DEFINED BUILD_DEBUG (
|
|
set "TEMP_DIR=temp\debug"
|
|
)
|
|
|
|
IF DEFINED BUILD_ALL (
|
|
IF EXIST !TEMP_DIR!\ (
|
|
IF NOT DEFINED QUIET echo COMPILE-INFO: Found cached raylib, rebuilding.
|
|
del /Q !TEMP_DIR!
|
|
rmdir !TEMP_DIR!
|
|
)
|
|
)
|
|
|
|
REM Build raylib if it hasn't been cached in TEMP_DIR
|
|
IF NOT EXIST !TEMP_DIR!\ (
|
|
mkdir !TEMP_DIR!
|
|
cd !TEMP_DIR!
|
|
REM Raylib's src folder
|
|
set "RAYLIB_DEFINES=/D_DEFAULT_SOURCE /DPLATFORM_DESKTOP /DGRAPHICS_API_OPENGL_33"
|
|
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"
|
|
set RAYLIB_INCLUDE_FLAGS=/I"!RAYLIB_SRC!" /I"!RAYLIB_SRC!\external\glfw\include"
|
|
|
|
IF DEFINED REALLY_QUIET (
|
|
cl.exe /w /c !RAYLIB_DEFINES! !RAYLIB_INCLUDE_FLAGS! !COMPILATION_FLAGS! !RAYLIB_C_FILES! > NUL 2>&1 || exit /B
|
|
) ELSE (
|
|
cl.exe /w /c !VERBOSITY_FLAG! !RAYLIB_DEFINES! !RAYLIB_INCLUDE_FLAGS! !COMPILATION_FLAGS! !RAYLIB_C_FILES! || exit /B
|
|
)
|
|
IF NOT DEFINED QUIET echo COMPILE-INFO: Raylib compiled into object files in: !TEMP_DIR!\
|
|
|
|
REM Out of the temp directory
|
|
cd !ROOT_DIR!
|
|
)
|
|
|
|
REM Move to the build directory
|
|
IF NOT EXIST !OUTPUT_DIR! mkdir !OUTPUT_DIR!
|
|
cd !OUTPUT_DIR!
|
|
|
|
REM Build the actual game
|
|
IF NOT DEFINED QUIET echo COMPILE-INFO: Compiling game code.
|
|
IF DEFINED REALLY_QUIET (
|
|
cl.exe !VERBOSITY_FLAG! !COMPILATION_FLAGS! !WARNING_FLAGS! /c /I"!RAYLIB_SRC!" !SOURCES! > NUL 2>&1 || exit /B
|
|
cl.exe !VERBOSITY_FLAG! !OUTPUT_FLAG! "!ROOT_DIR!\!TEMP_DIR!\*.obj" *.obj !LINK_FLAGS! !SUBSYSTEM_FLAGS! > NUL 2>&1 || exit /B
|
|
) ELSE (
|
|
cl.exe !VERBOSITY_FLAG! !COMPILATION_FLAGS! !WARNING_FLAGS! /c /I"!RAYLIB_SRC!" !SOURCES! || exit /B
|
|
cl.exe !VERBOSITY_FLAG! !OUTPUT_FLAG! "!ROOT_DIR!\!TEMP_DIR!\*.obj" *.obj !LINK_FLAGS! !SUBSYSTEM_FLAGS! || exit /B
|
|
)
|
|
del *.obj
|
|
IF NOT DEFINED QUIET echo COMPILE-INFO: Game compiled into an executable in: !OUTPUT_DIR!\
|
|
|
|
REM Run upx
|
|
IF DEFINED UPX_IT (
|
|
IF NOT DEFINED QUIET echo COMPILE-INFO: Packing !GAME_NAME! with upx.
|
|
upx !GAME_NAME! > NUL 2>&1
|
|
)
|
|
|
|
REM Finally, run the produced executable
|
|
IF DEFINED RUN_AFTER_BUILD (
|
|
IF NOT DEFINED QUIET echo COMPILE-INFO: Running.
|
|
IF DEFINED REALLY_QUIET (
|
|
!GAME_NAME! > NUL 2>&1
|
|
) ELSE (
|
|
!GAME_NAME!
|
|
)
|
|
)
|
|
|
|
REM Back to development directory
|
|
cd !ROOT_DIR!
|
|
|
|
IF NOT DEFINED QUIET echo COMPILE-INFO: All done.
|