Added project for 4coder
Using example from the VSCode project
This commit is contained in:
parent
600cdb61a3
commit
303c886852
344
projects/4coder/Makefile
Normal file
344
projects/4coder/Makefile
Normal file
@ -0,0 +1,344 @@
|
||||
#**************************************************************************************************
|
||||
#
|
||||
# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
|
||||
#
|
||||
# Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||
# will the authors be held liable for any damages arising from the use of this software.
|
||||
#
|
||||
# Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
#
|
||||
# 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
# wrote the original software. If you use this software in a product, an acknowledgment
|
||||
# in the product documentation would be appreciated but is not required.
|
||||
#
|
||||
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
# as being the original software.
|
||||
#
|
||||
# 3. This notice may not be removed or altered from any source distribution.
|
||||
#
|
||||
#**************************************************************************************************
|
||||
|
||||
.PHONY: all clean
|
||||
|
||||
# Define required raylib variables
|
||||
# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
|
||||
PLATFORM ?= PLATFORM_DESKTOP
|
||||
RAYLIB_PATH ?= ../..
|
||||
PROJECT_NAME ?= game
|
||||
DEBUGGING ?= FALSE
|
||||
|
||||
# Default path for raylib on Raspberry Pi, if installed in different path, update it!
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
RAYLIB_PATH ?= /home/pi/raylib
|
||||
endif
|
||||
|
||||
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
|
||||
RAYLIB_LIBTYPE ?= STATIC
|
||||
|
||||
# Use external GLFW library instead of rglfw module
|
||||
USE_EXTERNAL_GLFW ?= FALSE
|
||||
|
||||
# Use Wayland display server protocol on Linux desktop
|
||||
# by default it uses X11 windowing system
|
||||
USE_WAYLAND_DISPLAY ?= FALSE
|
||||
|
||||
# NOTE: On PLATFORM_WEB OpenAL Soft backend is used by default (check raylib/src/Makefile)
|
||||
|
||||
|
||||
# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
|
||||
# ifeq ($(UNAME),Msys) -> Windows
|
||||
ifeq ($(OS),Windows_NT)
|
||||
PLATFORM_OS=WINDOWS
|
||||
export PATH := C:/raylib/mingw32/bin:$(PATH)
|
||||
else
|
||||
UNAMEOS=$(shell uname)
|
||||
ifeq ($(UNAMEOS),Linux)
|
||||
PLATFORM_OS=LINUX
|
||||
endif
|
||||
ifeq ($(UNAMEOS),FreeBSD)
|
||||
PLATFORM_OS=BSD
|
||||
endif
|
||||
ifeq ($(UNAMEOS),OpenBSD)
|
||||
PLATFORM_OS=BSD
|
||||
endif
|
||||
ifeq ($(UNAMEOS),NetBSD)
|
||||
PLATFORM_OS=BSD
|
||||
endif
|
||||
ifeq ($(UNAMEOS),DragonFly)
|
||||
PLATFORM_OS=BSD
|
||||
endif
|
||||
ifeq ($(UNAMEOS),Darwin)
|
||||
PLATFORM_OS=OSX
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
UNAMEOS=$(shell uname)
|
||||
ifeq ($(UNAMEOS),Linux)
|
||||
PLATFORM_OS=LINUX
|
||||
endif
|
||||
endif
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# Emscripten required variables
|
||||
EMSDK_PATH = C:/emsdk
|
||||
EMSCRIPTEN_VERSION = 1.38.8
|
||||
CLANG_VERSION = e1.38.8_64bit
|
||||
PYTHON_VERSION = 2.7.13.1_64bit\python-2.7.13.amd64
|
||||
NODE_VERSION = 8.9.1_64bit
|
||||
export PATH = $(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH)
|
||||
EMSCRIPTEN = $(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION)
|
||||
endif
|
||||
|
||||
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/release/libs
|
||||
|
||||
# Define raylib release directory for compiled library
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/win32/mingw32
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/linux
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/osx
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),BSD)
|
||||
RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/bsd
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/rpi
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/html5
|
||||
endif
|
||||
|
||||
# Define default C compiler: gcc
|
||||
# NOTE: define g++ compiler if using C++
|
||||
CC = gcc
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# OSX default compiler
|
||||
CC = clang
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),BSD)
|
||||
# FreeBSD, OpenBSD, NetBSD, DragonFly default compiler
|
||||
CC = clang
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
|
||||
# Define RPI cross-compiler
|
||||
#CC = armv6j-hardfloat-linux-gnueabi-gcc
|
||||
CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# HTML5 emscripten compiler
|
||||
CC = emcc
|
||||
endif
|
||||
|
||||
# Define default make program: Mingw32-make
|
||||
MAKE = mingw32-make
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
MAKE = make
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
MAKE = make
|
||||
endif
|
||||
endif
|
||||
|
||||
# Define compiler flags:
|
||||
# -O1 defines optimization level
|
||||
# -g enable debugging
|
||||
# -s strip unnecessary data from build
|
||||
# -Wall turns on most, but not all, compiler warnings
|
||||
# -std=c99 defines C language mode (standard C from 1999 revision)
|
||||
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
|
||||
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
|
||||
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
|
||||
ifeq ($(DEBUGGING), TRUE)
|
||||
CFLAGS += -g
|
||||
else
|
||||
CFLAGS += -O1 -s
|
||||
endif
|
||||
CFLAGS += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces
|
||||
|
||||
# Additional flags for compiler (if desired)
|
||||
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# resources file contains windows exe icon
|
||||
# -Wl,--subsystem,windows hides the console window
|
||||
CFLAGS += -Wl,--subsystem,windows
|
||||
LDFLAGS += $(RAYLIB_PATH)/raylib.rc.data
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
CFLAGS += -D_DEFAULT_SOURCE
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
CFLAGS += -std=gnu99
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# -O2 # if used, also set --memory-init-file 0
|
||||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
|
||||
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
|
||||
# -s USE_PTHREADS=1 # multithreading support
|
||||
# -s WASM=1 # support Web Assembly (https://github.com/kripken/emscripten/wiki/WebAssembly)
|
||||
# --preload-file resources # specify a resources folder for data compilation
|
||||
CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 --profiling --preload-file resources
|
||||
|
||||
# Define a custom shell .html and output extension
|
||||
CFLAGS += --shell-file $(RAYLIB_PATH)\templates\web_shell\shell.html
|
||||
EXT = .html
|
||||
endif
|
||||
|
||||
# Define include paths for required headers
|
||||
# NOTE: Several external required libraries (stb and others)
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
|
||||
|
||||
# Define additional directories containing required header files
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# RPI requried libraries
|
||||
INCLUDE_PATHS += -I/opt/vc/include
|
||||
INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
|
||||
INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
|
||||
endif
|
||||
|
||||
# Define library paths containing required libs
|
||||
LDFLAGS += -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),BSD)
|
||||
INCLUDE_PATHS += -I/usr/local/include
|
||||
LDFLAGS += -L. -Lsrc -L/usr/local/lib
|
||||
endif
|
||||
endif
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
LDFLAGS += -L/opt/vc/lib
|
||||
endif
|
||||
|
||||
# Define any libraries required on linking
|
||||
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# Libraries for Windows desktop compilation
|
||||
LDLIBS = -lraylib -lopengl32 -lgdi32
|
||||
|
||||
# Required for physac examples
|
||||
#LDLIBS += -static -lpthread
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# Libraries for Debian GNU/Linux desktop compiling
|
||||
# NOTE: Required packages: libegl1-mesa-dev
|
||||
LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
|
||||
|
||||
# On X11 requires also below libraries
|
||||
LDLIBS += -lX11
|
||||
# NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
|
||||
#LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
|
||||
# On Wayland windowing system, additional libraries requires
|
||||
ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
|
||||
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# Libraries for OSX 10.9 desktop compiling
|
||||
# NOTE: Required packages: libopenal-dev libegl1-mesa-dev
|
||||
LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreFoundation -framework CoreVideo
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),BSD)
|
||||
# Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
|
||||
# NOTE: Required packages: mesa-libs
|
||||
LDLIBS = -lraylib -lGL -lpthread -lm
|
||||
|
||||
# On XWindow requires also below libraries
|
||||
LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
endif
|
||||
ifeq ($(USE_EXTERNAL_GLFW),TRUE)
|
||||
# NOTE: It could require additional packages installed: libglfw3-dev
|
||||
LDLIBS += -lglfw
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# Libraries for Raspberry Pi compiling
|
||||
# NOTE: Required packages: libasound2-dev (ALSA)
|
||||
LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# Libraries for web (HTML5) compiling
|
||||
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.bc
|
||||
endif
|
||||
|
||||
# Define a recursive wildcard function
|
||||
rwildcard=$(foreach d,$(wildcard $1*),$(call rwildcard,$d/,$2) $(filter $(subst *,%,$2),$d))
|
||||
|
||||
# Define all source files required
|
||||
SRC_DIR = src
|
||||
OBJ_DIR = obj
|
||||
|
||||
# Define all object files from source files
|
||||
SRC = $(call rwildcard, *.c, *.h)
|
||||
#OBJS = $(SRC:$(SRC_DIR)/%.c=$(OBJ_DIR)/%.o)
|
||||
OBJS = main.c
|
||||
|
||||
# For Android platform we call a custom Makefile.Android
|
||||
ifeq ($(PLATFORM),PLATFORM_ANDROID)
|
||||
MAKEFILE_PARAMS = -f Makefile.Android
|
||||
export PROJECT_NAME
|
||||
export SRC_DIR
|
||||
else
|
||||
MAKEFILE_PARAMS = $(PROJECT_NAME)
|
||||
endif
|
||||
|
||||
# Default target entry
|
||||
# NOTE: We call this Makefile target or Makefile.Android target
|
||||
all:
|
||||
$(MAKE) $(MAKEFILE_PARAMS)
|
||||
|
||||
# Project target defined by PROJECT_NAME
|
||||
$(PROJECT_NAME): $(OBJS)
|
||||
$(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
# Compile source files
|
||||
# NOTE: This pattern will compile every module defined on $(OBJS)
|
||||
#%.o: %.c
|
||||
$(OBJ_DIR)/%.o: $(SRC_DIR)/%.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
|
||||
|
||||
# Clean everything
|
||||
clean:
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
del *.o *.exe /s
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
find . -type f -perm +ugo+x -delete
|
||||
rm -f *.o
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
find . -type f -executable -delete
|
||||
rm -f *.o
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
del *.o *.html *.js
|
||||
endif
|
||||
@echo Cleaning done
|
||||
|
298
projects/4coder/Makefile.Android
Normal file
298
projects/4coder/Makefile.Android
Normal file
@ -0,0 +1,298 @@
|
||||
#**************************************************************************************************
|
||||
#
|
||||
# raylib makefile for Android project (APK building)
|
||||
#
|
||||
# Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||
# will the authors be held liable for any damages arising from the use of this software.
|
||||
#
|
||||
# Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
#
|
||||
# 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
# wrote the original software. If you use this software in a product, an acknowledgment
|
||||
# in the product documentation would be appreciated but is not required.
|
||||
#
|
||||
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
# as being the original software.
|
||||
#
|
||||
# 3. This notice may not be removed or altered from any source distribution.
|
||||
#
|
||||
#**************************************************************************************************
|
||||
|
||||
# Define required raylib variables
|
||||
PLATFORM ?= PLATFORM_ANDROID
|
||||
RAYLIB_PATH ?= ..\..
|
||||
|
||||
# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
|
||||
ANDROID_ARCH ?= ARM
|
||||
ANDROID_API_VERSION = 21
|
||||
ifeq ($(ANDROID_ARCH),ARM)
|
||||
ANDROID_ARCH_NAME = armeabi-v7a
|
||||
endif
|
||||
ifeq ($(ANDROID_ARCH),ARM64)
|
||||
ANDROID_ARCH_NAME = arm64-v8a
|
||||
endif
|
||||
|
||||
# Required path variables
|
||||
# NOTE: JAVA_HOME must be set to JDK
|
||||
JAVA_HOME ?= C:/JavaJDK
|
||||
ANDROID_HOME = C:/android-sdk
|
||||
ANDROID_TOOLCHAIN = C:/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION)
|
||||
ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/28.0.1
|
||||
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
|
||||
|
||||
# Android project configuration variables
|
||||
PROJECT_NAME ?= raylib_game
|
||||
PROJECT_LIBRARY_NAME ?= main
|
||||
PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
|
||||
PROJECT_RESOURCES_PATH ?= resources
|
||||
PROJECT_SOURCE_FILES ?= raylib_game.c
|
||||
|
||||
# Some source files are placed in directories, when compiling to some
|
||||
# output directory other than source, that directory must pre-exist.
|
||||
# Here we get a list of required folders that need to be created on
|
||||
# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors.
|
||||
PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES)))
|
||||
|
||||
# Android app configuration variables
|
||||
APP_LABEL_NAME ?= rGame
|
||||
APP_COMPANY_NAME ?= raylib
|
||||
APP_PRODUCT_NAME ?= rgame
|
||||
APP_VERSION_CODE ?= 1
|
||||
APP_VERSION_NAME ?= 1.0
|
||||
APP_ICON_LDPI ?= $(RAYLIB_PATH)\logo\raylib_36x36.png
|
||||
APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\raylib_48x48.png
|
||||
APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\raylib_72x72.png
|
||||
APP_SCREEN_ORIENTATION ?= landscape
|
||||
APP_KEYSTORE_PASS ?= raylib
|
||||
|
||||
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
|
||||
RAYLIB_LIBTYPE ?= STATIC
|
||||
RAYLIB_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\$(ANDROID_ARCH_NAME)
|
||||
|
||||
# Shared libs must be added to APK if required
|
||||
# NOTE: Generated NativeLoader.java automatically load those libraries
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so
|
||||
endif
|
||||
|
||||
# Compiler and archiver
|
||||
# NOTE: GCC is being deprecated in Android NDK r16
|
||||
ifeq ($(ANDROID_ARCH),ARM)
|
||||
CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang
|
||||
AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
|
||||
endif
|
||||
ifeq ($(ANDROID_ARCH),ARM64)
|
||||
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-clang
|
||||
AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
|
||||
endif
|
||||
|
||||
# Compiler flags for arquitecture
|
||||
ifeq ($(ANDROID_ARCH),ARM)
|
||||
CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
|
||||
endif
|
||||
ifeq ($(ANDROID_ARCH),ARM64)
|
||||
CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769
|
||||
endif
|
||||
# Compilation functions attributes options
|
||||
CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
|
||||
# Compiler options for the linker
|
||||
CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
|
||||
# Preprocessor macro definitions
|
||||
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
|
||||
|
||||
# Paths containing required header files
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src/external/android/native_app_glue
|
||||
|
||||
# Linker options
|
||||
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
|
||||
LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings
|
||||
# Force linking of library module to define symbol
|
||||
LDFLAGS += -u ANativeActivity_onCreate
|
||||
# Library paths containing required libs
|
||||
LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)\sysroot\usr\lib
|
||||
|
||||
# Define any libraries to link into executable
|
||||
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||
LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl
|
||||
|
||||
# Generate target objects list from PROJECT_SOURCE_FILES
|
||||
OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES))
|
||||
|
||||
# Android APK building process... some steps required...
|
||||
# NOTE: typing 'make' will invoke the default target entry called 'all',
|
||||
all: create_temp_project_dirs \
|
||||
copy_project_required_libs \
|
||||
copy_project_resources \
|
||||
generate_loader_script \
|
||||
generate_android_manifest \
|
||||
generate_apk_keystore \
|
||||
config_project_package \
|
||||
compile_project_code \
|
||||
compile_project_class \
|
||||
compile_project_class_dex \
|
||||
create_project_apk_package \
|
||||
sign_project_apk_package \
|
||||
zipalign_project_apk_package
|
||||
|
||||
# Create required temp directories for APK building
|
||||
create_temp_project_dirs:
|
||||
if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
|
||||
if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj
|
||||
if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src
|
||||
if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com
|
||||
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)
|
||||
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME)
|
||||
if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib
|
||||
if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)
|
||||
if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin
|
||||
if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res
|
||||
if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi
|
||||
if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi
|
||||
if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi
|
||||
if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values
|
||||
if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets
|
||||
if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH)
|
||||
if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens
|
||||
$(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
|
||||
|
||||
define create_dir
|
||||
if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1)
|
||||
endef
|
||||
|
||||
# Copy required shared libs for integration into APK
|
||||
# NOTE: If using shared libs they are loaded by generated NativeLoader.java
|
||||
copy_project_required_libs:
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.so
|
||||
endif
|
||||
ifeq ($(RAYLIB_LIBTYPE),STATIC)
|
||||
copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.a
|
||||
endif
|
||||
|
||||
# Copy project required resources: strings.xml, icon.png, assets
|
||||
# NOTE: Required strings.xml is generated and game resources are copied to assets folder
|
||||
# TODO: Review xcopy usage, it can not be found in some systems!
|
||||
copy_project_resources:
|
||||
copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y
|
||||
copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y
|
||||
copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y
|
||||
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||
@echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||
if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
|
||||
|
||||
# Generate NativeLoader.java to load required shared libraries
|
||||
# NOTE: Probably not the bet way to generate this file... but it works.
|
||||
generate_loader_script:
|
||||
@echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
@echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
endif
|
||||
@echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
|
||||
# Generate AndroidManifest.xml with all the required options
|
||||
# NOTE: Probably not the bet way to generate this file... but it works.
|
||||
generate_android_manifest:
|
||||
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<uses-sdk android:minSdkVersion="$(ANDROID_API_VERSION)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
|
||||
# Generate storekey for APK signing: $(PROJECT_NAME).keystore
|
||||
# NOTE: Configure here your Distinguished Names (-dname) if required!
|
||||
generate_apk_keystore:
|
||||
if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
|
||||
|
||||
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
|
||||
# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
|
||||
config_project_package:
|
||||
$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar
|
||||
|
||||
# Compile native_app_glue code as static library: obj/libnative_app_glue.a
|
||||
compile_native_app_glue:
|
||||
$(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
|
||||
$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
|
||||
|
||||
# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
|
||||
compile_project_code: $(OBJS)
|
||||
$(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
|
||||
|
||||
# Compile all .c files required into object (.o) files
|
||||
# NOTE: Those files will be linked into a shared library
|
||||
$(PROJECT_BUILD_PATH)/obj/%.o:%.c
|
||||
$(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
|
||||
|
||||
# Compile project .java code into .class (Java bytecode)
|
||||
compile_project_class:
|
||||
$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
|
||||
# Compile .class files into Dalvik executable bytecode (.dex)
|
||||
# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
|
||||
compile_project_class_dex:
|
||||
$(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
|
||||
|
||||
# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
|
||||
# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
|
||||
# NOTE: Use -A resources to define additional directory in which to find raw asset files
|
||||
create_project_apk_package:
|
||||
$(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin
|
||||
cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
|
||||
|
||||
# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
|
||||
sign_project_apk_package:
|
||||
$(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
|
||||
|
||||
# Create zip-aligned APK package: $(PROJECT_NAME).apk
|
||||
zipalign_project_apk_package:
|
||||
$(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
|
||||
|
||||
# Install $(PROJECT_NAME).apk to default emulator/device
|
||||
# NOTE: Use -e (emulator) or -d (device) parameters if required
|
||||
install:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb install --abi $(ANDROID_ARCH_NAME) -rds $(PROJECT_NAME).apk
|
||||
|
||||
# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64)
|
||||
check_device_abi:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi
|
||||
|
||||
# Monitorize output log coming from device, only raylib tag
|
||||
logcat:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
|
||||
|
||||
# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
|
||||
deploy:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
|
||||
|
||||
#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
|
||||
|
||||
# Clean everything
|
||||
clean:
|
||||
del $(PROJECT_BUILD_PATH)\* /f /s /q
|
||||
rmdir $(PROJECT_BUILD_PATH) /s /q
|
||||
@echo Cleaning done
|
BIN
projects/4coder/game
Normal file
BIN
projects/4coder/game
Normal file
Binary file not shown.
39
projects/4coder/main.c
Normal file
39
projects/4coder/main.c
Normal file
@ -0,0 +1,39 @@
|
||||
#include <math.h>
|
||||
#include "raylib.h"
|
||||
|
||||
int main() {
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib");
|
||||
|
||||
Camera cam;
|
||||
cam.position = (Vector3){ 0.f, 10.f, 8.f };
|
||||
cam.target = (Vector3){ 0.f, 0.f, 0.f };
|
||||
cam.up = (Vector3){ 0.f, 1.f, 0.f };
|
||||
cam.fovy = 60.f;
|
||||
cam.type = CAMERA_PERSPECTIVE;
|
||||
|
||||
Vector3 cubePos = { 0.f, 0.f, 0.f };
|
||||
|
||||
SetTargetFPS(60);
|
||||
|
||||
while (!WindowShouldClose()) {
|
||||
cam.position.x = sin(GetTime()) * 10.f;
|
||||
cam.position.z = cos(GetTime()) * 10.f;
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
BeginMode3D(cam);
|
||||
DrawCube(cubePos, 2.f, 2.f, 2.f, RED);
|
||||
DrawCubeWires(cubePos, 2.f, 2.f, 2.f, MAROON);
|
||||
DrawGrid(10, 1.f);
|
||||
EndMode3D();
|
||||
DrawText("This is a raylib example", 10, 40, 20, DARKGRAY);
|
||||
DrawFPS(10, 10);
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
CloseWindow();
|
||||
return 0;
|
||||
}
|
54
projects/4coder/project.4coder
Normal file
54
projects/4coder/project.4coder
Normal file
@ -0,0 +1,54 @@
|
||||
version(1);
|
||||
|
||||
project_name = "raylib-example";
|
||||
|
||||
patterns = {
|
||||
"*.cpp",
|
||||
"*.c",
|
||||
"*.h",
|
||||
"*.bat",
|
||||
"*.sh",
|
||||
"*.4coder",
|
||||
"Makefile",
|
||||
};
|
||||
|
||||
blacklist_patterns = {
|
||||
".*",
|
||||
};
|
||||
|
||||
load_paths = {
|
||||
{ { {".", .relative = true, .recursive = true, } }, .os = "win" },
|
||||
{ { {".", .relative = true, .recursive = true, } }, .os = "linux" },
|
||||
{ { {".", .relative = true, .recursive = true, } }, .os = "mac" },
|
||||
};
|
||||
|
||||
command_list = {
|
||||
{ .name = "clean",
|
||||
.out = "*clean*", .footer_panel = true, .save_dirty_files = false, .cursor_at_end = true,
|
||||
.cmd = {
|
||||
{"mingw32-make clean", .os = "win"},
|
||||
{"make clean", .os = "linux"},
|
||||
{"make clean", .os = "mac"},
|
||||
},
|
||||
},
|
||||
{ .name = "build",
|
||||
.out = "*compile*", .footer_panel = true, .save_dirty_files = true, .cursor_at_end = false,
|
||||
.cmd = {
|
||||
{"mingw32-make", .os = "win"},
|
||||
{"make", .os = "linux"},
|
||||
{"make", .os = "mac"},
|
||||
},
|
||||
},
|
||||
{ .name = "run",
|
||||
.out = "*run*", .footer_panel = true, .save_dirty_files = false, .cursor_at_end = true,
|
||||
.cmd = {
|
||||
{"./game.exe", .os = "win"},
|
||||
{"./game", .os = "linux"},
|
||||
{"./game", .os = "mac"},
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
fkey_command[3] = "clean";
|
||||
fkey_command[4] = "build";
|
||||
fkey_command[5] = "run";
|
Loading…
Reference in New Issue
Block a user