diff --git a/projects/scripts/README.md b/projects/scripts/README.md new file mode 100644 index 00000000..cdfa29bf --- /dev/null +++ b/projects/scripts/README.md @@ -0,0 +1,68 @@ +Here are dependency-less build scripts for raylib projects. + +## Dependencies +The scripts, as mentioned above, do not have dependencies. There's one +exception to this however, and that is Windows, because Windows +doesn't have a built-in C compiler. On Windows, you'll need to install +[Visual Studio][visual-studio] or the [build tools][vs-tools]. If you +didn't install them in the default location, write your changes around +line 101 of [`windows-build.bat`](windows-build.bat). + +## Script customization +First of all, the scripts have a few variables at the very top, which +are supposed to be configured for each project separately: +- `GAME_NAME` variable is used for the executable name. +- `SOURCES` is a list of .c source files, divided by spaces, which are + going to be compiled and linked with raylib to create the final + executable. You can use wildcards, so if you have all your .c files + in a directory called `src`, you can just set `SOURCES` to + `../../src/*.c`. Note: the paths should be either absolute, or + relative to `builds/platform`, hence `../../`. +- `RAYLIB_SRC` should point to the raylib/src directory. In this case, + it's `../../src`, but as with the `SOURCES`, if the path is + relative, it should be relative to `temp/debug`, so it's actually + `../../../../src`. + +## Compilation flags +- `-Os` (`/O1` with MSVC, `-O2` with clang\*) is used for release + builds, to save space. Since it's a good practice to make your games + run on the slowest possible systems, only a few games would benefit + from additional runtime performance on almost all systems. Other + flags: `-flto` (`/GL` and `/LTCG` for MSVC) in release builds, `-O0 + -g` (`/Od /Zi` for MSVC) in debug builds. +- `-Wall -Wextra -Wpedantic` (`/Wall` for MSVC) are used for warnings. + +\* Clang 7.0.1 seems to have problems compiling with `-flto` and `-Os` +enabled at the same time, so `-Os` is replaced with `-O2` for clang. + +## Command line arguments +The build scripts accept some flags, which can be given either one at +a time (`-d -c -r`) or in bunches (`-dcr`). Here's a description of +all of the flags. +- `-h` Describes all the flags, and a few example commands +- `-d` Faster builds that have debug symbols, and enable warnings +- `-u` Run upx\* on the executable after compilation (before -r) +- `-r` Run the executable after compilation +- `-c` Remove the temp/(debug|release) directory, ie. full recompile +- `-q` Suppress this script's informational prints +- `-qq` Suppress all prints, complete silence +- `-v` cl.exe normally prints out a lot of superficial information, as + well as the MSVC build environment activation scripts, but these are + mostly suppressed by default. If you do want to see everything, use + this flag. + +\* This is mostly here to make building simple "shipping" versions + easier, and it's a very small bit in the build scripts. The option + requires that you have upx installed and on your path, of course. + +#### Examples +| What the command does | Command | +|-------------------------------------------------------------|---------------------------| +| Build a release build, on Windows | `windows-build.bat` | +| Build a release build, full recompile, on Linux | `./linux-build.sh -c` | +| Build a debug build and run, on macOS | `./osx-build.sh -d -r` | +| Build in debug, run, don't print at all, on Linux with `sh` | `sh linux-build.sh -drqq` | + + +[visual-studio]: https://visualstudio.microsoft.com/downloads/#visual-studio-community-2017 +[vs-tools]: https://visualstudio.microsoft.com/downloads/#build-tools-for-visual-studio-2017 diff --git a/projects/scripts/core_basic_window.c b/projects/scripts/core_basic_window.c new file mode 100644 index 00000000..b30f05de --- /dev/null +++ b/projects/scripts/core_basic_window.c @@ -0,0 +1,62 @@ +/******************************************************************************************* +* +* raylib [core] example - Basic window +* +* Welcome to raylib! +* +* To test examples, just press F6 and execute raylib_compile_execute script +* Note that compiled executable is placed in the same folder as .c file +* +* You can find all basic examples on C:\raylib\raylib\examples folder or +* raylib official webpage: www.raylib.com +* +* Enjoy using raylib. :) +* +* This example has been created using raylib 1.0 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window"); + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + // TODO: Update your variables here + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} \ No newline at end of file diff --git a/projects/scripts/linux-build.sh b/projects/scripts/linux-build.sh new file mode 100755 index 00000000..851ea1a5 --- /dev/null +++ b/projects/scripts/linux-build.sh @@ -0,0 +1,158 @@ +#!/bin/sh +# Change your executable name here +GAME_NAME="game" + +# Set your sources here (relative to the ./builds/linux directory) +# Example with two source folders: +# SOURCES="../../src/*.c ../../src/submodule/*.c" +SOURCES="../../core_basic_window.c" + +# Set your raylib/src location here, relative to the ./temp/x directory +RAYLIB_SRC="../../../../src" + +# About this build script: it does many things, but in essence, it's +# very simple. It has 3 compiler invocations: building raylib (which +# is not done always, see logic by searching "Build raylib"), building +# src/*.c files, and linking together those two. Each invocation is +# wrapped in an if statement to make the -qq flag work, it's pretty +# verbose, sorry. + +# Get arguments +while getopts ":hdurcq" opt; do + case $opt in + h) + echo "Usage: ./linux-build.sh [-hdurcqq]" + echo " -h Show this information" + echo " -d Faster builds that have debug symbols, and enable warnings" + echo " -u Run upx* on the executable after compilation (before -r)" + echo " -r Run the executable after compilation" + echo " -c Remove the temp/(debug|release) directory, ie. full recompile" + echo " -q Suppress this script's informational prints" + echo " -qq Suppress all prints, complete silence (> /dev/null 2>&1)" + echo "" + echo "* This is mostly here to make building simple \"shipping\" versions" + echo " easier, and it's a very small bit in the build scripts. The option" + echo " requires that you have upx installed and on your path, of course." + echo "" + echo "Examples:" + echo " Build a release build: ./linux-build.sh" + echo " Build a release build, full recompile: ./linux-build.sh -c" + echo " Build a debug build and run: ./linux-build.sh -d -r" + echo " Build in debug, run, don't print at all: ./linux-build.sh -drqq" + exit 0 + ;; + d) + BUILD_DEBUG="1" + ;; + u) + UPX_IT="1" + ;; + r) + RUN_AFTER_BUILD="1" + ;; + c) + BUILD_ALL="1" + ;; + q) + if [ -n "$QUIET" ]; then + REALLY_QUIET="1" + else + QUIET="1" + fi + ;; + \?) + echo "Invalid option: -$OPTARG" >&2 + exit 1 + ;; + esac +done + +# Set CC if it's not set already +if [ -z "$CC" ]; then + CC=cc +fi + +# Flags +OUTPUT_DIR="builds/linux" +COMPILATION_FLAGS="-std=c99 -Os -flto" +if [ "$CC" = "clang" ]; then + # Clang 7.0.1 fails to compile with -Os, possibly the same bug as this: + # https://www.mail-archive.com/llvm-bugs@lists.llvm.org/msg25771.html + COMPILATION_FLAGS="-std=c99 -O2 -flto" + [ -z "$QUIET" ] && echo "COMPILE-WARNING: \$CC is clang, using -O2 instead of -Os." +fi +FINAL_COMPILE_FLAGS="-s" +WARNING_FLAGS="-Wall -Wextra -Wpedantic" +LINK_FLAGS="-lm -ldl -lpthread -lX11 -lxcb -lGL -lGLX -lXext -lGLdispatch -lXau -lXdmcp" +# Debug changes to flags +if [ -n "$BUILD_DEBUG" ]; then + OUTPUT_DIR="builds-debug/linux" + COMPILATION_FLAGS="-std=c99 -O0 -g" + FINAL_COMPILE_FLAGS="" +fi + +# Display what we're doing +if [ -n "$BUILD_DEBUG" ]; then + [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in debug mode. ($COMPILATION_FLAGS $WARNING_FLAGS)" +else + [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in release mode. ($COMPILATION_FLAGS $FINAL_COMPILE_FLAGS)" +fi + +# Create the raylib cache directory +ROOT_DIR=$(pwd) +TEMP_DIR="temp/release" +if [ -n "$BUILD_DEBUG" ]; then + TEMP_DIR="temp/debug" +fi +# If there's a -c flag, remove the cache +if [ -d "$TEMP_DIR" ] && [ -n "$BUILD_ALL" ]; then + [ -z "$QUIET" ] && echo "COMPILE-INFO: Found cached raylib, rebuilding." + rm -r "$TEMP_DIR" +fi +# If temp directory doesn't exist, build raylib +if [ ! -d "$TEMP_DIR" ]; then + mkdir -p $TEMP_DIR + cd $TEMP_DIR + RAYLIB_DEFINES="-D_DEFAULT_SOURCE -DPLATFORM_DESKTOP -DGRAPHICS_API_OPENGL_33" + RAYLIB_C_FILES="$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 $RAYLIB_SRC/external/mini_al.c" + RAYLIB_INCLUDE_FLAGS="-I$RAYLIB_SRC -I$RAYLIB_SRC/external/glfw/include" + + if [ -n "$REALLY_QUIET" ]; then + $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES > /dev/null 2>&1 + else + $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES + fi + [ -z "$QUIET" ] && echo "COMPILE-INFO: Raylib compiled into object files in: $TEMP_DIR/" + cd $ROOT_DIR +fi + +# 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." diff --git a/projects/scripts/osx-build.sh b/projects/scripts/osx-build.sh new file mode 100755 index 00000000..36558f63 --- /dev/null +++ b/projects/scripts/osx-build.sh @@ -0,0 +1,154 @@ +#!/bin/sh +# Change your executable name here +GAME_NAME="game" + +# Set your sources here (relative to the ./builds/osx directory) +# Example with two source folders: +# SOURCES="../../src/*.c ../../src/submodule/*.c" +SOURCES="../../core_basic_window.c" + +# Set your raylib/src location here, relative to the ./temp/x directory +RAYLIB_SRC="../../../../src" + +# About this build script: it does many things, but in essence, it's +# very simple. It has 3 compiler invocations: building raylib (which +# is not done always, see logic by searching "Build raylib"), building +# src/*.c files, and linking together those two. Each invocation is +# wrapped in an if statement to make the -qq flag work, it's pretty +# verbose, sorry. + +# Get arguments +while getopts ":hdurcq" opt; do + case $opt in + h) + echo "Usage: ./osx-build.sh [-hdurcqq]" + echo " -h Show this information" + echo " -d Faster builds that have debug symbols, and enable warnings" + echo " -u Run upx* on the executable after compilation (before -r)" + echo " -r Run the executable after compilation" + echo " -c Remove the temp/(debug|release) directory, ie. full recompile" + echo " -q Suppress this script's informational prints" + echo " -qq Suppress all prints, complete silence (> /dev/null 2>&1)" + echo "" + echo "* This is mostly here to make building simple \"shipping\" versions" + echo " easier, and it's a very small bit in the build scripts. The option" + echo " requires that you have upx installed and on your path, of course." + echo "" + echo "Examples:" + echo " Build a release build: ./osx-build.sh" + echo " Build a release build, full recompile: ./osx-build.sh -c" + echo " Build a debug build and run: ./osx-build.sh -d -r" + echo " Build in debug, run, don't print at all: ./osx-build.sh -drqq" + exit 0 + ;; + d) + BUILD_DEBUG="1" + ;; + u) + UPX_IT="1" + ;; + r) + RUN_AFTER_BUILD="1" + ;; + c) + BUILD_ALL="1" + ;; + q) + if [ -n "$QUIET" ]; then + REALLY_QUIET="1" + else + QUIET="1" + fi + ;; + \?) + echo "Invalid option: -$OPTARG" >&2 + exit 1 + ;; + esac +done + +# Set CC if it's not set already +if [ -z "$CC" ]; then + CC=cc +fi + +# Flags +OUTPUT_DIR="builds/osx" +COMPILATION_FLAGS="-std=c99 -O2 -flto" +FINAL_COMPILE_FLAGS="-s" +WARNING_FLAGS="-Wall -Wextra -Wpedantic" +LINK_FLAGS="-framework OpenGL -framework OpenAL -framework IOKit -framework CoreVideo -framework Cocoa" +# Debug changes to flags +if [ -n "$BUILD_DEBUG" ]; then + OUTPUT_DIR="builds-debug/osx" + COMPILATION_FLAGS="-std=c99 -O0 -g" + FINAL_COMPILE_FLAGS="" +fi + +# Display what we're doing +if [ -n "$BUILD_DEBUG" ]; then + [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in debug mode. ($COMPILATION_FLAGS $WARNING_FLAGS)" +else + [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in release mode. ($COMPILATION_FLAGS $FINAL_COMPILE_FLAGS)" +fi + +# Create the raylib cache directory +ROOT_DIR=$(pwd) +TEMP_DIR="temp/release" +if [ -n "$BUILD_DEBUG" ]; then + TEMP_DIR="temp/debug" +fi +# If there's a -c flag, remove the cache +if [ -d "$TEMP_DIR" ] && [ -n "$BUILD_ALL" ]; then + [ -z "$QUIET" ] && echo "COMPILE-INFO: Found cached raylib, rebuilding." + rm -r "$TEMP_DIR" +fi +# If temp directory doesn't exist, build raylib +if [ ! -d "$TEMP_DIR" ]; then + mkdir -p $TEMP_DIR + cd $TEMP_DIR + RAYLIB_DEFINES="-D_DEFAULT_SOURCE -DPLATFORM_DESKTOP -DGRAPHICS_API_OPENGL_33" + RAYLIB_C_FILES="$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 $RAYLIB_SRC/external/mini_al.c" + RAYLIB_INCLUDE_FLAGS="-I$RAYLIB_SRC -I$RAYLIB_SRC/external/glfw/include" + + if [ -n "$REALLY_QUIET" ]; then + $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS -x objective-c $RAYLIB_SRC/rglfw.c > /dev/null 2>&1 + $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES > /dev/null 2>&1 + else + $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS -x objective-c $RAYLIB_SRC/rglfw.c + $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES + fi + [ -z "$QUIET" ] && echo "COMPILE-INFO: Raylib compiled into object files in: $TEMP_DIR/" + cd $ROOT_DIR +fi + +# 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." diff --git a/projects/scripts/windows-build.bat b/projects/scripts/windows-build.bat new file mode 100644 index 00000000..c4be4c89 --- /dev/null +++ b/projects/scripts/windows-build.bat @@ -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.