# Pepy by @ohsqueezy [ohsqueezy.itch.io] ####################### # Location parameters # ####################### # Location of project specific source files SRC_DIR := src/ # Locations of [SPACE BOX] source and dependencies required to be compiled from source. These # locations are configured to match the structure of the [SPACE BOX] repository but can be # modified as necessary. SB_DIR := lib/sb/ 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 := $(HOME)/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 # ############################# SDL_CFLAGS = $(shell $(SDLCONFIG) --cflags) SDL_LFLAGS := $(shell $(SDLCONFIG) --libs) SB_H_FILES := $(wildcard $(addprefix $(SB_SRC_DIR),*.hpp)) SB_O_FILES := $(filter-out $(addprefix $(SB_SRC_DIR),filesystem.o),$(SB_H_FILES:.hpp=.o)) SRC_H_FILES := $(wildcard $(addprefix $(SRC_DIR),*.hpp)) SRC_O_FILES := $(SRC_H_FILES:.hpp=.o) ##################################################################### # Targets for building [SPACE BOX], dependencies and project 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)Sprite.o : $(addprefix $(SB_SRC_DIR),Node.hpp Game.hpp Box.hpp Animation.hpp Color.hpp extension.hpp Pixels.hpp Log.hpp) $(SB_SRC_DIR)Game.o : $(addprefix $(SB_SRC_DIR),extension.hpp Node.hpp Sprite.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 utility.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)Pepy.o : $(SRC_H_FILES) $(SB_H_FILES) %.o : %.cpp %.hpp $(CXX) $< $(CPP_FLAGS) -c -o $@ ############### # Linux build # ############### pepy : CFLAGS = -g -Wall -Wextra -O0 -fPIE -c -I$(SB_LIB_DIR) -I$(SB_SRC_DIR) $(SDL_CFLAGS) pepy : CPP_FLAGS = $(CFLAGS) --std=c++17 pepy : LFLAGS = $(SDL_LFLAGS) -fPIE -lpthread -lGL -lGLESv2 -lSDL2_image -lSDL2_ttf -lSDL2_mixer -lstdc++fs pepy : $(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 pepy ############# # Web build # ############# # Use Emscripten to output JavaScript and an HTML index page for running in the browser EMSCRIPTENHOME = $(HOME)/ext/software/emsdk/upstream/emscripten EMSCRIPTEN_CFLAGS = -O3 -Wall -s USE_SDL=2 -s USE_SDL_IMAGE=2 -s SDL2_IMAGE_FORMATS="['png']" -s USE_SDL_TTF=2 \ -s USE_SDL_MIXER=2 -s SDL2_MIXER_FORMATS="['ogg','mp3']" -s USE_OGG=1 -s USE_VORBIS=1 -s USE_MPG123=1 \ -s USE_MODPLUG=1 --no-heap-copy -I$(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 --shell-file shell.html EMSCRIPTEN_PRELOADS = --preload-file "BPmono.ttf"@/ --preload-file "config.json"@/ --preload-file "resource/"@/"resource/" \ --preload-file "src/shader.vert"@/"src/" --preload-file "src/shader.frag"@/"src/" index.html : CC = $(EMSCRIPTENHOME)/emcc index.html : CXX = $(EMSCRIPTENHOME)/em++ index.html : CFLAGS = $(EMSCRIPTEN_CFLAGS) index.html : CPP_FLAGS = $(CFLAGS) --std=c++17 index.html : $(addprefix $(SDLGFX2_DIR),SDL2_rotozoom.o SDL2_gfxPrimitives.o) $(SB_O_FILES) $(SRC_O_FILES) $(CREATE_FONT_SYMLINK) $(CXX) $^ $(CPP_FLAGS) $(EMSCRIPTEN_LFLAGS) $(EMSCRIPTEN_PRELOADS) -o "index.html" ######################### # Clean up object files # ######################### clean : -rm $(SRC_DIR)*.o clean-all : -find . -iname "*.o" -exec rm {} \; ############# # 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 = $(HOME)/.local/bin/compiledb compiledb : -$(PATH_TO_COMPILEDB) -n make linux -k ##################### # cross compilation # ##################### # WARNING: untested # Below assignments and targets are necessary for cross-compiling to Android, web (via emscripten), Windows (via mingw), # and OS/X, but cross-compilation targets have not been tested in a while and won't compile without significant changes. BUILDDIR := build SDLHOME := $(EXT_SRC_ROOT)/SDL2-2.0.14 SDL_IMG_HOME := $(EXT_SRC_ROOT)/SDL2_image-2.0.4 SDL_TTF_HOME := $(EXT_SRC_ROOT)/SDL2_ttf-2.0.14 GLEW_WIN32_HOME = $(EXT_SRC_ROOT)/glew-2.1.0-win32 PROJECTHOME = $(shell pwd) WINBUILDDIR = win SDLMINGWHOME = $(SDLHOME)/i686-w64-mingw32 SDL_IMG_MINGW_HOME = $(SDL_IMG_HOME)/i686-w64-mingw32 SDL_TTF_MINGW_HOME = $(SDL_TTF_HOME)/i686-w64-mingw32 APPDIR = Main.app/Contents SYSFWPATH = /Library/Frameworks android : if [ ! -d $(BUILDDIR) ]; then mkdir $(BUILDDIR); fi; cd $(SDLHOME)/build-scripts/ && \ ./androidbuild.sh $(ANDROIDPROJECT) $(PROJECTHOME)/main.cpp cp -r $(SDLHOME)/build/$(ANDROIDPROJECT) $(BUILDDIR) sed -i s/2\.3\.3/2\.2\.3/g $(BUILDDIR)/$(ANDROIDPROJECT)/build.gradle sed -i s/26\.0\.1/23\.0\.1/g $(BUILDDIR)/$(ANDROIDPROJECT)/app/build.gradle cd $(BUILDDIR)/$(ANDROIDPROJECT) && ./gradlew assembleDebug mingw : if [ ! -d $(BUILDDIR)/$(WINBUILDDIR) ]; then mkdir -p $(BUILDDIR)/$(WINBUILDDIR); fi; cd $(BUILDDIR)/$(WINBUILDDIR) && \ i686-w64-mingw32-g++ -std=c++17 $(PROJECTHOME)/main.cpp -I$(SDLMINGWHOME)/include/SDL2 \ -I$(SDL_IMG_MINGW_HOME)/include/SDL2 -I$(SDL_TTF_MINGW_HOME)/include/SDL2 $(INC) \ $(PROJECTHOME)/sdl2-gfx/SDL2_gfxPrimitives.c $(PROJECTHOME)/sdl2-gfx/SDL2_rotozoom.c $(PROJECTHOME)/glew/glew.c \ -L$(SDLMINGWHOME)/lib -L$(SDL_IMG_MINGW_HOME)/lib -L$(SDL_TTF_MINGW_HOME)/lib \ -lmingw32 -lSDL2_image \ -lSDL2_ttf -lstdc++fs \ -lSDL2main -lSDL2 -lopengl32 -Wall -O2 -o main.exe && \ cp $(SDLMINGWHOME)/bin/SDL2.dll $(SDL_IMG_MINGW_HOME)/bin/SDL2_image.dll \ $(SDL_TTF_MINGW_HOME)/bin/SDL2_ttf.dll . 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 cross : linux android emscripten mingw