#************************************************************************************************** # # raylib - Advance Game # # makefile to compile advance game for desktop platforms, Raspberry Pi and HTML5 (emscripten) # # Copyright (c) 2014 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 raylib platform to compile for # possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB # WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop() PLATFORM ?= PLATFORM_DESKTOP # 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 ($(OS),Windows_NT) PLATFORM_OS=WINDOWS LIBPATH=win32 else UNAMEOS:=$(shell uname) ifeq ($(UNAMEOS),Linux) PLATFORM_OS=LINUX LIBPATH=linux else ifeq ($(UNAMEOS),Darwin) PLATFORM_OS=OSX LIBPATH=osx endif endif endif endif # define compiler: gcc for C program, define as g++ for C++ ifeq ($(PLATFORM),PLATFORM_WEB) # define emscripten compiler CC = emcc else ifeq ($(PLATFORM_OS),OSX) # define llvm compiler for mac CC = clang else # define default gcc compiler CC = gcc endif endif # define compiler flags: # -O2 defines optimization level # -Wall turns on most, but not all, compiler warnings # -std=c99 use standard C from 1999 revision ifeq ($(PLATFORM),PLATFORM_RPI) CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline else CFLAGS = -O2 -Wall -std=c99 endif ifeq ($(PLATFORM),PLATFORM_WEB) CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 -s ALLOW_MEMORY_GROWTH=1 --preload-file resources --shell-file C:/raylib/raylib/templates/web_shell/shell.html #-s ASSERTIONS=1 # to check for memory allocation errors (-O1 disables it) #-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing #-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) endif #CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes # define any directories containing required header files ifeq ($(PLATFORM),PLATFORM_RPI) INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads endif ifeq ($(PLATFORM),PLATFORM_DESKTOP) # add standard directories for GNU/Linux ifeq ($(PLATFORM_OS),LINUX) INCLUDES = -I. -I../src -I/usr/local/include/raylib/ else INCLUDES = -I. -I../../src -IC:/raylib/raylib/src # external libraries headers # GLFW3 INCLUDES += -I../../external/glfw3/include # OpenAL Soft INCLUDES += -I../../external/openal_soft/include endif endif # define library paths containing required libs ifeq ($(PLATFORM),PLATFORM_RPI) LFLAGS = -L. -L../../src -L/opt/vc/lib endif ifeq ($(PLATFORM),PLATFORM_DESKTOP) # add standard directories for GNU/Linux ifeq ($(PLATFORM_OS),LINUX) LFLAGS = -L. -L../../src else LFLAGS = -L. -L../../src ifeq ($(PLATFORM_OS),WINDOWS) LFLAGS += -LC:/GitHub/raylib/src endif # external libraries to link with # GLFW3 LFLAGS += -L../../external/glfw3/lib/$(LIBPATH) ifneq ($(PLATFORM_OS),OSX) # OpenAL Soft LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH) endif endif endif ifeq ($(PLATFORM),PLATFORM_WEB) INCLUDES = -I. -I.. LFLAGS = -L. -L.. endif # define any libraries to link into executable # if you want to link libraries (libname.so or libname.a), use the -lname ifeq ($(PLATFORM),PLATFORM_DESKTOP) ifeq ($(PLATFORM_OS),LINUX) # libraries for Debian GNU/Linux desktop compiling # requires the following packages: # libglfw3-dev libopenal-dev libegl1-mesa-dev LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl -lX11 \ -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor else ifeq ($(PLATFORM_OS),OSX) # libraries for OS X 10.9 desktop compiling # requires the following packages: # libglfw3-dev libopenal-dev libegl1-mesa-dev LIBS = -lraylib -lglfw3 -framework OpenGL -framework OpenAl -framework Cocoa else # libraries for Windows desktop compiling # NOTE: GLFW3 and OpenAL Soft libraries should be installed LIBS = -lraylib -lglfw3 -lopengl32 -lopenal32 -lwinmm -lgdi32 endif endif endif ifeq ($(PLATFORM),PLATFORM_RPI) # libraries for Raspberry Pi compiling # NOTE: OpenAL Soft library should be installed (libopenal1 package) LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal endif ifeq ($(PLATFORM),PLATFORM_WEB) # NOTE: Set the correct path to libraylib.bc LIBS = libraylib.bc endif # define additional parameters and flags for windows ifeq ($(PLATFORM_OS),WINDOWS) # resources file contains windows exe icon # -Wl,--subsystem,windows hides the console window WINFLAGS = C:/raylib/raylib/src/resources -Wl,-allow-multiple-definition # -Wl,--subsystem,windows endif ifeq ($(PLATFORM),PLATFORM_WEB) EXT = .html endif # define all screen object files required SCREENS = \ screens/screen_logo.o \ screens/screen_title.o \ screens/screen_gameplay.o \ screens/screen_ending.o \ # typing 'make' will invoke the default target entry called 'all', # in this case, the 'default' target entry is advance_game default: wave_collector # compile template - advance_game wave_collector: wave_collector.c $(SCREENS) $(CC) -o $@$(EXT) $< $(SCREENS) $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) # compile screen LOGO screens/screen_logo.o: screens/screen_logo.c $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM) # compile screen TITLE screens/screen_title.o: screens/screen_title.c $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM) # compile screen GAMEPLAY screens/screen_gameplay.o: screens/screen_gameplay.c $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM) # compile screen ENDING screens/screen_ending.o: screens/screen_ending.c $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM) # clean everything clean: ifeq ($(PLATFORM),PLATFORM_DESKTOP) ifeq ($(PLATFORM_OS),OSX) find . -type f -perm +ugo+x -delete rm -f screens/*.o else ifeq ($(PLATFORM_OS),LINUX) find . -type f -executable -delete rm -f screens/*.o else del screens\*.o *.exe endif endif endif ifeq ($(PLATFORM),PLATFORM_RPI) find . -type f -executable -delete rm -f screens/*.o endif ifeq ($(PLATFORM),PLATFORM_WEB) del screens/*.o *.html *.js endif @echo Cleaning done # instead of defining every module one by one, we can define a pattern # this pattern below will automatically compile every module defined on $(OBJS) #%.exe : %.c # $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)