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projects/scripts/README.md
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projects/scripts/README.md
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Here are dependency-less build scripts for raylib projects.
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## Dependencies
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The scripts, as mentioned above, do not have dependencies. There's one
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exception to this however, and that is Windows, because Windows
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doesn't have a built-in C compiler. On Windows, you'll need to install
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[Visual Studio][visual-studio] or the [build tools][vs-tools]. If you
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didn't install them in the default location, write your changes around
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line 101 of [`windows-build.bat`](windows-build.bat).
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## Script customization
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First of all, the scripts have a few variables at the very top, which
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are supposed to be configured for each project separately:
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- `GAME_NAME` variable is used for the executable name.
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- `SOURCES` is a list of .c source files, divided by spaces, which are
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going to be compiled and linked with raylib to create the final
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executable. You can use wildcards, so if you have all your .c files
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in a directory called `src`, you can just set `SOURCES` to
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`../../src/*.c`. Note: the paths should be either absolute, or
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relative to `builds/platform`, hence `../../`.
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- `RAYLIB_SRC` should point to the raylib/src directory. In this case,
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it's `../../src`, but as with the `SOURCES`, if the path is
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relative, it should be relative to `temp/debug`, so it's actually
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`../../../../src`.
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## Compilation flags
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- `-Os` (`/O1` with MSVC, `-O2` with clang\*) is used for release
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builds, to save space. Since it's a good practice to make your games
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run on the slowest possible systems, only a few games would benefit
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from additional runtime performance on almost all systems. Other
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flags: `-flto` (`/GL` and `/LTCG` for MSVC) in release builds, `-O0
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-g` (`/Od /Zi` for MSVC) in debug builds.
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- `-Wall -Wextra -Wpedantic` (`/Wall` for MSVC) are used for warnings.
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\* Clang 7.0.1 seems to have problems compiling with `-flto` and `-Os`
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enabled at the same time, so `-Os` is replaced with `-O2` for clang.
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## Command line arguments
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The build scripts accept some flags, which can be given either one at
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a time (`-d -c -r`) or in bunches (`-dcr`). Here's a description of
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all of the flags.
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- `-h` Describes all the flags, and a few example commands
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- `-d` Faster builds that have debug symbols, and enable warnings
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- `-u` Run upx\* on the executable after compilation (before -r)
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- `-r` Run the executable after compilation
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- `-c` Remove the temp/(debug|release) directory, ie. full recompile
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- `-q` Suppress this script's informational prints
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- `-qq` Suppress all prints, complete silence
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- `-v` cl.exe normally prints out a lot of superficial information, as
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well as the MSVC build environment activation scripts, but these are
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mostly suppressed by default. If you do want to see everything, use
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this flag.
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\* This is mostly here to make building simple "shipping" versions
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easier, and it's a very small bit in the build scripts. The option
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requires that you have upx installed and on your path, of course.
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#### Examples
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| What the command does | Command |
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|-------------------------------------------------------------|---------------------------|
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| Build a release build, on Windows | `windows-build.bat` |
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| Build a release build, full recompile, on Linux | `./linux-build.sh -c` |
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| Build a debug build and run, on macOS | `./osx-build.sh -d -r` |
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| Build in debug, run, don't print at all, on Linux with `sh` | `sh linux-build.sh -drqq` |
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[visual-studio]: https://visualstudio.microsoft.com/downloads/#visual-studio-community-2017
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[vs-tools]: https://visualstudio.microsoft.com/downloads/#build-tools-for-visual-studio-2017
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62
projects/scripts/core_basic_window.c
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projects/scripts/core_basic_window.c
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/*******************************************************************************************
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*
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* raylib [core] example - Basic window
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*
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* Welcome to raylib!
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*
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* To test examples, just press F6 and execute raylib_compile_execute script
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* Note that compiled executable is placed in the same folder as .c file
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*
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* You can find all basic examples on C:\raylib\raylib\examples folder or
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* raylib official webpage: www.raylib.com
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*
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* Enjoy using raylib. :)
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*
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* This example has been created using raylib 1.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// TODO: Update your variables here
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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158
projects/scripts/linux-build.sh
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projects/scripts/linux-build.sh
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#!/bin/sh
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# Change your executable name here
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GAME_NAME="game"
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# Set your sources here (relative to the ./builds/linux directory)
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# Example with two source folders:
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# SOURCES="../../src/*.c ../../src/submodule/*.c"
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SOURCES="../../core_basic_window.c"
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# Set your raylib/src location here, relative to the ./temp/x directory
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RAYLIB_SRC="../../../../src"
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# About this build script: it does many things, but in essence, it's
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# very simple. It has 3 compiler invocations: building raylib (which
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# is not done always, see logic by searching "Build raylib"), building
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# src/*.c files, and linking together those two. Each invocation is
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# wrapped in an if statement to make the -qq flag work, it's pretty
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# verbose, sorry.
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# Get arguments
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while getopts ":hdurcq" opt; do
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case $opt in
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h)
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echo "Usage: ./linux-build.sh [-hdurcqq]"
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echo " -h Show this information"
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echo " -d Faster builds that have debug symbols, and enable warnings"
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echo " -u Run upx* on the executable after compilation (before -r)"
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echo " -r Run the executable after compilation"
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echo " -c Remove the temp/(debug|release) directory, ie. full recompile"
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echo " -q Suppress this script's informational prints"
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echo " -qq Suppress all prints, complete silence (> /dev/null 2>&1)"
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echo ""
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echo "* This is mostly here to make building simple \"shipping\" versions"
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echo " easier, and it's a very small bit in the build scripts. The option"
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echo " requires that you have upx installed and on your path, of course."
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echo ""
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echo "Examples:"
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echo " Build a release build: ./linux-build.sh"
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echo " Build a release build, full recompile: ./linux-build.sh -c"
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echo " Build a debug build and run: ./linux-build.sh -d -r"
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echo " Build in debug, run, don't print at all: ./linux-build.sh -drqq"
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exit 0
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;;
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d)
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BUILD_DEBUG="1"
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;;
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u)
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UPX_IT="1"
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;;
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r)
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RUN_AFTER_BUILD="1"
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;;
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c)
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BUILD_ALL="1"
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;;
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q)
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if [ -n "$QUIET" ]; then
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REALLY_QUIET="1"
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else
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QUIET="1"
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fi
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;;
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\?)
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echo "Invalid option: -$OPTARG" >&2
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exit 1
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;;
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esac
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done
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# Set CC if it's not set already
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if [ -z "$CC" ]; then
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CC=cc
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fi
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# Flags
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OUTPUT_DIR="builds/linux"
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COMPILATION_FLAGS="-std=c99 -Os -flto"
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if [ "$CC" = "clang" ]; then
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# Clang 7.0.1 fails to compile with -Os, possibly the same bug as this:
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# https://www.mail-archive.com/llvm-bugs@lists.llvm.org/msg25771.html
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COMPILATION_FLAGS="-std=c99 -O2 -flto"
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[ -z "$QUIET" ] && echo "COMPILE-WARNING: \$CC is clang, using -O2 instead of -Os."
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fi
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FINAL_COMPILE_FLAGS="-s"
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WARNING_FLAGS="-Wall -Wextra -Wpedantic"
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LINK_FLAGS="-lm -ldl -lpthread -lX11 -lxcb -lGL -lGLX -lXext -lGLdispatch -lXau -lXdmcp"
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# Debug changes to flags
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if [ -n "$BUILD_DEBUG" ]; then
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OUTPUT_DIR="builds-debug/linux"
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COMPILATION_FLAGS="-std=c99 -O0 -g"
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FINAL_COMPILE_FLAGS=""
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fi
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# Display what we're doing
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if [ -n "$BUILD_DEBUG" ]; then
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[ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in debug mode. ($COMPILATION_FLAGS $WARNING_FLAGS)"
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else
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[ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in release mode. ($COMPILATION_FLAGS $FINAL_COMPILE_FLAGS)"
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fi
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# Create the raylib cache directory
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ROOT_DIR=$(pwd)
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TEMP_DIR="temp/release"
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if [ -n "$BUILD_DEBUG" ]; then
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TEMP_DIR="temp/debug"
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fi
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# If there's a -c flag, remove the cache
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if [ -d "$TEMP_DIR" ] && [ -n "$BUILD_ALL" ]; then
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[ -z "$QUIET" ] && echo "COMPILE-INFO: Found cached raylib, rebuilding."
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rm -r "$TEMP_DIR"
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fi
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# If temp directory doesn't exist, build raylib
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if [ ! -d "$TEMP_DIR" ]; then
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mkdir -p $TEMP_DIR
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cd $TEMP_DIR
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RAYLIB_DEFINES="-D_DEFAULT_SOURCE -DPLATFORM_DESKTOP -DGRAPHICS_API_OPENGL_33"
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RAYLIB_C_FILES="$RAYLIB_SRC/core.c $RAYLIB_SRC/shapes.c $RAYLIB_SRC/textures.c $RAYLIB_SRC/text.c $RAYLIB_SRC/models.c $RAYLIB_SRC/utils.c $RAYLIB_SRC/audio.c $RAYLIB_SRC/rglfw.c $RAYLIB_SRC/external/mini_al.c"
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RAYLIB_INCLUDE_FLAGS="-I$RAYLIB_SRC -I$RAYLIB_SRC/external/glfw/include"
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if [ -n "$REALLY_QUIET" ]; then
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$CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES > /dev/null 2>&1
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else
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$CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES
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fi
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[ -z "$QUIET" ] && echo "COMPILE-INFO: Raylib compiled into object files in: $TEMP_DIR/"
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cd $ROOT_DIR
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fi
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# Build the actual game
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mkdir -p $OUTPUT_DIR
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cd $OUTPUT_DIR
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[ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling game code."
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if [ -n "$REALLY_QUIET" ]; then
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$CC -c -o main.o -I$RAYLIB_SRC $COMPILATION_FLAGS $WARNING_FLAGS $SOURCES > /dev/null 2>&1
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$CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o main.o $LINK_FLAGS > /dev/null 2>&1
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else
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$CC -c -o main.o -I$RAYLIB_SRC $COMPILATION_FLAGS $WARNING_FLAGS $SOURCES
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$CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o main.o $LINK_FLAGS
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fi
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rm main.o
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[ -z "$QUIET" ] && echo "COMPILE-INFO: Game compiled into an executable in: $OUTPUT_DIR/"
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if [ -n "$UPX_IT" ]; then
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[ -z "$QUIET" ] && echo "COMPILE-INFO: Packing $GAME_NAME with upx."
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upx $GAME_NAME > /dev/null 2>&1
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fi
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if [ -n "$RUN_AFTER_BUILD" ]; then
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[ -z "$QUIET" ] && echo "COMPILE-INFO: Running."
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if [ -n "$REALLY_QUIET" ]; then
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./$GAME_NAME > /dev/null 2>&1
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else
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./$GAME_NAME
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fi
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fi
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cd $ROOT_DIR
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[ -z "$QUIET" ] && echo "COMPILE-INFO: All done."
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154
projects/scripts/osx-build.sh
Executable file
154
projects/scripts/osx-build.sh
Executable file
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#!/bin/sh
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# Change your executable name here
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GAME_NAME="game"
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# Set your sources here (relative to the ./builds/osx directory)
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# Example with two source folders:
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# SOURCES="../../src/*.c ../../src/submodule/*.c"
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SOURCES="../../core_basic_window.c"
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# Set your raylib/src location here, relative to the ./temp/x directory
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RAYLIB_SRC="../../../../src"
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# About this build script: it does many things, but in essence, it's
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# very simple. It has 3 compiler invocations: building raylib (which
|
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# is not done always, see logic by searching "Build raylib"), building
|
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# src/*.c files, and linking together those two. Each invocation is
|
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# wrapped in an if statement to make the -qq flag work, it's pretty
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# verbose, sorry.
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# Get arguments
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while getopts ":hdurcq" opt; do
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case $opt in
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h)
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echo "Usage: ./osx-build.sh [-hdurcqq]"
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echo " -h Show this information"
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echo " -d Faster builds that have debug symbols, and enable warnings"
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echo " -u Run upx* on the executable after compilation (before -r)"
|
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echo " -r Run the executable after compilation"
|
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echo " -c Remove the temp/(debug|release) directory, ie. full recompile"
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echo " -q Suppress this script's informational prints"
|
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echo " -qq Suppress all prints, complete silence (> /dev/null 2>&1)"
|
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echo ""
|
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echo "* This is mostly here to make building simple \"shipping\" versions"
|
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echo " easier, and it's a very small bit in the build scripts. The option"
|
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echo " requires that you have upx installed and on your path, of course."
|
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echo ""
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echo "Examples:"
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echo " Build a release build: ./osx-build.sh"
|
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echo " Build a release build, full recompile: ./osx-build.sh -c"
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echo " Build a debug build and run: ./osx-build.sh -d -r"
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||||
echo " Build in debug, run, don't print at all: ./osx-build.sh -drqq"
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exit 0
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;;
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d)
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BUILD_DEBUG="1"
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;;
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u)
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UPX_IT="1"
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;;
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r)
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RUN_AFTER_BUILD="1"
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;;
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c)
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BUILD_ALL="1"
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;;
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q)
|
||||
if [ -n "$QUIET" ]; then
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REALLY_QUIET="1"
|
||||
else
|
||||
QUIET="1"
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||||
fi
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||||
;;
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||||
\?)
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||||
echo "Invalid option: -$OPTARG" >&2
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exit 1
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||||
;;
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||||
esac
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||||
done
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||||
# Set CC if it's not set already
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if [ -z "$CC" ]; then
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CC=cc
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||||
fi
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# Flags
|
||||
OUTPUT_DIR="builds/osx"
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COMPILATION_FLAGS="-std=c99 -O2 -flto"
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FINAL_COMPILE_FLAGS="-s"
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WARNING_FLAGS="-Wall -Wextra -Wpedantic"
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||||
LINK_FLAGS="-framework OpenGL -framework OpenAL -framework IOKit -framework CoreVideo -framework Cocoa"
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||||
# Debug changes to flags
|
||||
if [ -n "$BUILD_DEBUG" ]; then
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||||
OUTPUT_DIR="builds-debug/osx"
|
||||
COMPILATION_FLAGS="-std=c99 -O0 -g"
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||||
FINAL_COMPILE_FLAGS=""
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fi
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||||
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||||
# Display what we're doing
|
||||
if [ -n "$BUILD_DEBUG" ]; then
|
||||
[ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in debug mode. ($COMPILATION_FLAGS $WARNING_FLAGS)"
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||||
else
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||||
[ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in release mode. ($COMPILATION_FLAGS $FINAL_COMPILE_FLAGS)"
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||||
fi
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||||
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||||
# Create the raylib cache directory
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ROOT_DIR=$(pwd)
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||||
TEMP_DIR="temp/release"
|
||||
if [ -n "$BUILD_DEBUG" ]; then
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||||
TEMP_DIR="temp/debug"
|
||||
fi
|
||||
# If there's a -c flag, remove the cache
|
||||
if [ -d "$TEMP_DIR" ] && [ -n "$BUILD_ALL" ]; then
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||||
[ -z "$QUIET" ] && echo "COMPILE-INFO: Found cached raylib, rebuilding."
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||||
rm -r "$TEMP_DIR"
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fi
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||||
# If temp directory doesn't exist, build raylib
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||||
if [ ! -d "$TEMP_DIR" ]; then
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||||
mkdir -p $TEMP_DIR
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||||
cd $TEMP_DIR
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||||
RAYLIB_DEFINES="-D_DEFAULT_SOURCE -DPLATFORM_DESKTOP -DGRAPHICS_API_OPENGL_33"
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RAYLIB_C_FILES="$RAYLIB_SRC/core.c $RAYLIB_SRC/shapes.c $RAYLIB_SRC/textures.c $RAYLIB_SRC/text.c $RAYLIB_SRC/models.c $RAYLIB_SRC/utils.c $RAYLIB_SRC/audio.c $RAYLIB_SRC/external/mini_al.c"
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||||
RAYLIB_INCLUDE_FLAGS="-I$RAYLIB_SRC -I$RAYLIB_SRC/external/glfw/include"
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||||
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||||
if [ -n "$REALLY_QUIET" ]; then
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$CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS -x objective-c $RAYLIB_SRC/rglfw.c > /dev/null 2>&1
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||||
$CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES > /dev/null 2>&1
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||||
else
|
||||
$CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS -x objective-c $RAYLIB_SRC/rglfw.c
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||||
$CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES
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||||
fi
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||||
[ -z "$QUIET" ] && echo "COMPILE-INFO: Raylib compiled into object files in: $TEMP_DIR/"
|
||||
cd $ROOT_DIR
|
||||
fi
|
||||
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||||
# Build the actual game
|
||||
mkdir -p $OUTPUT_DIR
|
||||
cd $OUTPUT_DIR
|
||||
[ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling game code."
|
||||
if [ -n "$REALLY_QUIET" ]; then
|
||||
$CC -c -o main.o -I$RAYLIB_SRC $COMPILATION_FLAGS $WARNING_FLAGS $SOURCES > /dev/null 2>&1
|
||||
$CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o main.o $LINK_FLAGS > /dev/null 2>&1
|
||||
else
|
||||
$CC -c -o main.o -I$RAYLIB_SRC $COMPILATION_FLAGS $WARNING_FLAGS $SOURCES
|
||||
$CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o main.o $LINK_FLAGS
|
||||
fi
|
||||
rm main.o
|
||||
[ -z "$QUIET" ] && echo "COMPILE-INFO: Game compiled into an executable in: $OUTPUT_DIR/"
|
||||
|
||||
if [ -n "$UPX_IT" ]; then
|
||||
[ -z "$QUIET" ] && echo "COMPILE-INFO: Packing $GAME_NAME with upx."
|
||||
upx $GAME_NAME > /dev/null 2>&1
|
||||
fi
|
||||
|
||||
if [ -n "$RUN_AFTER_BUILD" ]; then
|
||||
[ -z "$QUIET" ] && echo "COMPILE-INFO: Running."
|
||||
if [ -n "$REALLY_QUIET" ]; then
|
||||
./$GAME_NAME > /dev/null 2>&1
|
||||
else
|
||||
./$GAME_NAME
|
||||
fi
|
||||
fi
|
||||
cd $ROOT_DIR
|
||||
|
||||
[ -z "$QUIET" ] && echo "COMPILE-INFO: All done."
|
211
projects/scripts/windows-build.bat
Normal file
211
projects/scripts/windows-build.bat
Normal file
@ -0,0 +1,211 @@
|
||||
@echo off
|
||||
REM Change your executable name here
|
||||
set GAME_NAME=game.exe
|
||||
|
||||
REM Set your sources here (relative to the builds\windows directory)
|
||||
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 to the ./temp/x directory
|
||||
set RAYLIB_SRC=..\..\..\..\src
|
||||
|
||||
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 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 PREPARE )
|
||||
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: windows-build.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: windows-build.bat
|
||||
echo Build a release build, full recompile: windows-build.bat -c
|
||||
echo Build a debug build and run: windows-build.bat -d -r
|
||||
echo Build in debug, run, don't print at all: windows-build.bat -drqq
|
||||
exit /B
|
||||
|
||||
|
||||
:PREPARE
|
||||
REM Activate the msvc build environment
|
||||
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
|
||||
)
|
||||
IF DEFINED VERBOSE (
|
||||
call !VC_INIT! x86
|
||||
) ELSE (
|
||||
call !VC_INIT! x86 > NUL 2>&1
|
||||
)
|
||||
|
||||
|
||||
:BUILD
|
||||
REM Flags
|
||||
set OUTPUT_FLAG=/Fe: "!GAME_NAME!"
|
||||
set COMPILATION_FLAGS=/O1 /GL
|
||||
set WARNING_FLAGS=
|
||||
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
|
||||
REM Debug changes to flags
|
||||
IF DEFINED BUILD_DEBUG (
|
||||
set OUTPUT_FLAG=/Fe: "!GAME_NAME!"
|
||||
set COMPILATION_FLAGS=/Od /Zi
|
||||
set WARNING_FLAGS=/Wall
|
||||
set SUBSYSTEM_FLAGS=
|
||||
set LINK_FLAGS=/link kernel32.lib user32.lib shell32.lib winmm.lib gdi32.lib opengl32.lib
|
||||
set OUTPUT_DIR=builds-debug\windows
|
||||
)
|
||||
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 "ROOT_DIR=%CD%"
|
||||
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!\core.c" "!RAYLIB_SRC!\shapes.c" "!RAYLIB_SRC!\textures.c" "!RAYLIB_SRC!\text.c" "!RAYLIB_SRC!\models.c" "!RAYLIB_SRC!\utils.c" "!RAYLIB_SRC!\audio.c" "!RAYLIB_SRC!\rglfw.c" "!RAYLIB_SRC!\external\mini_al.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
|
||||
) ELSE (
|
||||
cl.exe /w /c !VERBOSITY_FLAG! !RAYLIB_DEFINES! !RAYLIB_INCLUDE_FLAGS! !COMPILATION_FLAGS! !RAYLIB_C_FILES!
|
||||
)
|
||||
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! /Fo"main.obj" !COMPILATION_FLAGS! !WARNING_FLAGS! /c /I"!RAYLIB_SRC!" !SOURCES! > NUL 2>&1
|
||||
cl.exe !VERBOSITY_FLAG! !OUTPUT_FLAG! "!ROOT_DIR!\!TEMP_DIR!\*.obj" main.obj !LINK_FLAGS! !SUBSYSTEM_FLAGS! > NUL 2>&1
|
||||
) ELSE (
|
||||
cl.exe !VERBOSITY_FLAG! /Fo"main.obj" !COMPILATION_FLAGS! !WARNING_FLAGS! /c /I"!RAYLIB_SRC!" !SOURCES!
|
||||
cl.exe !VERBOSITY_FLAG! !OUTPUT_FLAG! "!ROOT_DIR!\!TEMP_DIR!\*.obj" main.obj !LINK_FLAGS! !SUBSYSTEM_FLAGS!
|
||||
)
|
||||
del main.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.
|
Loading…
Reference in New Issue
Block a user