# _____________ ,---------------------------------------------------------. # /,-----------,\ \ \ # //~~~~~~~~~~~~~\\ \ By @ohsqueezy & @sleepin \ # //===============\\ \ \ # // \\ \ \ # // ☆ GUNKISS ☆ \\ \ Open source code at \ # /'_____________________'\ \ \ # '-----------------------' `---------------------------------------------------------' # # This Makefile is used to create a Linux or web build. # # The [SPACEBOX] game framework source code from is required. If this # is the Git repository for Gunkiss, the source code should already have been cloned into `lib/sb` as a submodule # using `git clone --recursive open.shampoo.ooo/shampoo/gunkiss`. The paths below are the default for the repository, # but they can be edited as necessary. ######### # Paths # ######### # Location of project specific source files SRC_DIR := src/ # 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 := 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 # Include BPmono.ttf in the project 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 $(SB_SRC_DIR),filesystem.o Connection.o Carousel.o),$(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) $(SB_SRC_DIR)Model.o : $(addprefix $(SB_SRC_DIR),extension.hpp Attributes.hpp Texture.hpp utility.hpp Carousel.hpp) $(SRC_DIR)Item.o : $(addprefix $(SB_SRC_DIR),Texture.hpp Log.hpp utility.hpp Model.hpp Carousel.hpp) $(SRC_DIR)Pudding.o : $(SRC_H_FILES) $(SB_H_FILES) %.o : %.cpp %.hpp $(CXX) $(CXXFLAGS) $< -c -o $@ ############### # Linux build # ############### gunkiss : CFLAGS = -g -Wall -Wextra -O1 -c -I$(SB_LIB_DIR) -I$(SB_SRC_DIR) $(SDL_CFLAGS) \ -I $(HOME)/local/opencv/include/opencv4 -I $(HOME)/ext/software/emsdk/upstream/emscripten/system/include gunkiss : CXXFLAGS = $(CFLAGS) --std=c++17 gunkiss : LFLAGS = $(SDL_LFLAGS) -Wl,--enable-new-dtags -lpthread -lGL -lGLESv2 -lSDL2_image -lSDL2_ttf -lSDL2_mixer -lstdc++fs -lcurl \ -L$(HOME)/local/opencv/lib -Wl,-rpath,$(HOME)/local/opencv/lib -lopencv_videoio -lopencv_core -lopencv_highgui -lopencv_imgproc \ -l opencv_barcode gunkiss : $(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 gunkiss ############# # Web build # ############# # Use Emscripten to output JavaScript EMSCRIPTENHOME = $(HOME)/ext/software/emsdk/upstream/emscripten EMSCRIPTEN_CFLAGS = -O0 -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 \ --no-heap-copy -I $(SB_LIB_DIR) -I $(SB_SRC_DIR) -I $(HOME)/local/opencv/include/opencv4 EMSCRIPTEN_LFLAGS = -s MIN_WEBGL_VERSION=2 -s EXPORTED_FUNCTIONS="['_main', '_malloc']" -s ALLOW_MEMORY_GROWTH=1 -s FULL_ES3=1 \ -sLLD_REPORT_UNDEFINED -s FETCH --bind $(wildcard $(addprefix $(HOME)/ext/software/opencv-4.6.0/build_wasm_contrib/lib/,*.a)) \ $(wildcard $(addprefix $(HOME)/ext/software/opencv-4.6.0/build_wasm_contrib/3rdparty/lib/,*.a)) \ -sNO_DISABLE_EXCEPTION_CATCHING EMSCRIPTEN_PRELOADS = --preload-file "BPmono.ttf"@/ --preload-file "config.json"@/ --preload-file "resource/"@/"resource/" \ --preload-file "src/shaders/"@/"src/shaders/" gunkiss.js : CC = $(EMSCRIPTENHOME)/emcc gunkiss.js : CXX = $(EMSCRIPTENHOME)/em++ gunkiss.js : CFLAGS = $(EMSCRIPTEN_CFLAGS) gunkiss.js : CXXFLAGS = $(CFLAGS) --std=c++17 gunkiss.js : $(addprefix $(SDLGFX2_DIR),SDL2_rotozoom.o SDL2_gfxPrimitives.o) $(SB_O_FILES) $(SRC_O_FILES) $(CREATE_FONT_SYMLINK) $(CXX) $^ $(CXXFLAGS) $(EMSCRIPTEN_LFLAGS) $(EMSCRIPTEN_PRELOADS) -o gunkiss.js ################# # Android build # ################# # Detailed info on how this build target was originally created for the fill_screen demo is in README.md at the root of the repository. It # requires the Android SDK and the source packages for SDL. The paths below should be edited to match the local system. Icon creation requires # Imagemagick's convert tool from . OpenCV Android SDK is also required (see the main SPACEBOX README for how to # build). OPENCV_ANDROID_SDK := $(HOME)/ext/software/opencv-4.7.0/build_android/OpenCV-android-sdk CURL_ANDROID := $(HOME)/ext/software/libcurl-android ANDROID_LIBRARIES_MK := src/AndroidLibraries.mk 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 := $(HOME)/local/Android ANDROID_PACKAGE := ooo.shampoo.foam ANDROID_BUILD_DIR := build/android/$(ANDROID_PACKAGE) ANDROID_CLASS := Pudding 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. Use the SPACEBOX revise skeleton script to edit the SDL android-project parameters. Then add OpenCV to # the android-project include and library paths. $(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) "Gunkiss" "21" "24.0.8215888" $(SB_SRC_DIR) $(SB_LIB_DIR) $(SRC_DIR) ln -nsf $(OPENCV_ANDROID_SDK)/sdk/native/libs $(ANDROID_BUILD_DIR)/app/jni/src/opencv ln -nsf $(CURL_ANDROID)/jni/build/curl $(ANDROID_BUILD_DIR)/app/jni/src/curl ln -nsf $(CURL_ANDROID)/jni/build/openssl $(ANDROID_BUILD_DIR)/app/jni/src/openssl sed -i "s/^APP_CPPFLAGS.*/& -nostartfiles/" "$(ANDROID_BUILD_DIR)/$(ANDROID_APP_MK)" sed -i 's/^LOCAL_SHARED_LIBRARIES.*/& tbb opencv_world curl ssl crypto/' "$(ANDROID_BUILD_DIR)/$(ANDROID_MK)" sed -i "s/org.libsdl.app/$(ANDROID_PACKAGE)/" "$(ANDROID_BUILD_DIR)/app/build.gradle" "$(ANDROID_BUILD_DIR)/$(ANDROID_MANIFEST)" sed -i '10i\\n\ \n\ \n\ ' "$(ANDROID_BUILD_DIR)/$(ANDROID_MANIFEST)" sed -i "3i\OPENCV_ANDROID_SDK := $(OPENCV_ANDROID_SDK)" "$(ANDROID_BUILD_DIR)/$(ANDROID_MK)" sed -i "4i\CURL_ANDROID := $(CURL_ANDROID)" "$(ANDROID_BUILD_DIR)/$(ANDROID_MK)" sed -i -e "4r $(ANDROID_LIBRARIES_MK)" "$(ANDROID_BUILD_DIR)/$(ANDROID_MK)" # 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 $(ANDROID_BUILD_DIR) "$(SB_DIR)/icon/foreground.png" "$(SB_DIR)/icon/background.png" # Custom assets $(ANDROID_BUILD_DIR)/app/src/main/assets: config.json config_android.json $(shell find resource/) $(shell find src/shaders) -mkdir -p $(ANDROID_BUILD_DIR)/app/src/main/assets rsync -ar --relative config.json config_android.json resource src/shaders $(ANDROID_BUILD_DIR)/app/src/main/assets # Add OpenCV libraries to the gradle project, then 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) ######################### # Clean up object files # ######################### clean : -find $(SRC_DIR) -iname "*.o" -delete 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 = $(HOME)/ext/software/compiledb/bin/compiledb compiledb : -$(PATH_TO_COMPILEDB) -n make gunkiss -k