gunkiss/Makefile

148 lines
7.6 KiB
Makefile

# _____________ ,---------------------------------------------------------.
# /,-----------,\ \ \
# //~~~~~~~~~~~~~\\ \ By @ohsqueezy & @sleepin \
# //===============\\ \ <ohsqueezy.itch.io> <sleepin.itch.io> \
# // \\ \ \
# // ☆ GUNKISS ☆ \\ \ Open source code at <open.shampoo.ooo/shampoo/gunkiss> \
# /'_____________________'\ \ \
# '-----------------------' `---------------------------------------------------------'
#
# This Makefile is used to create a Linux or web build.
#
# The [SPACEBOX] game framework source code from <https://open.shampoo.ooo/shampoo/spacebox> 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 $(SB_SRC_DIR),filesystem.o),$(SB_H_FILES:.hpp=.o))
SRC_H_FILES := $(wildcard $(addprefix $(SRC_DIR),*.hpp))
SRC_O_FILES := $(filter-out $(addprefix $(SRC_DIR),Carousel.o),$(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)Model.o : $(addprefix $(SB_SRC_DIR),extension.hpp Attributes.hpp Texture.hpp utility.hpp) $(addprefix $(SRC_DIR),Carousel.hpp)
$(SRC_DIR)Item.o : $(addprefix $(SB_SRC_DIR),Texture.hpp Log.hpp utility.hpp) $(addprefix $(SRC_DIR),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/zbar/include \
-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,$(HOME)/local/opencv/lib -lopencv_videoio -lopencv_core -lopencv_highgui -lopencv_imgproc \
-l opencv_barcode -L$(HOME)/local/zbar/lib -Wl,-rpath,$(HOME)/local/zbar/lib -lzbar
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/zbar/include -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)) $(HOME)/ext/software/ZBar/zbar/.libs/libzbar.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
#########################
# 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 = $(HOME)/.local/bin/compiledb
compiledb :
-$(PATH_TO_COMPILEDB) -n make linux -k