raylib/examples/Makefile

646 lines
22 KiB
Makefile

#**************************************************************************************************
#
# raylib makefile for multiple platforms
#
# This file supports building raylib examples for the following platforms:
#
# > PLATFORM_DESKTOP (GLFW backend):
# - Windows (Win32, Win64)
# - Linux (X11/Wayland desktop mode)
# - macOS/OSX (x64, arm64)
# - FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop)
# > PLATFORM_DESKTOP_SDL (SDL backend):
# - Windows (Win32, Win64)
# - Linux (X11/Wayland desktop mode)
# - Others (not tested)
# > PLATFORM_WEB:
# - HTML5 (WebAssembly)
# > PLATFORM_DRM:
# - Raspberry Pi 0-5 (DRM/KMS)
# - Linux DRM subsystem (KMS mode)
# > PLATFORM_ANDROID:
# - Android (ARM, ARM64)
#
# Copyright (c) 2013-2024 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 environment variables
#------------------------------------------------------------------------------------------------
# Define target platform: PLATFORM_DESKTOP, PLATFORM_DESKTOP_SDL, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB
PLATFORM ?= PLATFORM_DESKTOP
# Define required raylib variables
PROJECT_NAME ?= raylib_examples
RAYLIB_VERSION ?= 5.0.0
RAYLIB_PATH ?= ..
# Define raylib source code path
RAYLIB_SRC_PATH ?= ../src
# Locations of raylib.h and libraylib.a/libraylib.so
# NOTE: Those variables are only used for PLATFORM_OS: LINUX, BSD
RAYLIB_INCLUDE_PATH ?= /usr/local/include
RAYLIB_LIB_PATH ?= /usr/local/lib
# Library type compilation: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC
# Build mode for project: DEBUG or RELEASE
BUILD_MODE ?= RELEASE
# Use external GLFW library instead of rglfw module
USE_EXTERNAL_GLFW ?= FALSE
# PLATFORM_DESKTOP_SDL: It requires SDL library to be provided externally
# WARNING: Library is not included in raylib, it MUST be configured by users
SDL_INCLUDE_PATH ?= $(RAYLIB_SRC_PATH)/external/SDL2/include
SDL_LIBRARY_PATH ?= $(RAYLIB_SRC_PATH)/external/SDL2/lib
# Use Wayland display server protocol on Linux desktop (by default it uses X11 windowing system)
# NOTE: This variable is only used for PLATFORM_OS: LINUX
USE_WAYLAND_DISPLAY ?= FALSE
# PLATFORM_WEB: Default properties
BUILD_WEB_ASYNCIFY ?= TRUE
BUILD_WEB_SHELL ?= $(RAYLIB_PATH)/src/minshell.html
BUILD_WEB_HEAP_SIZE ?= 134217728
BUILD_WEB_RESOURCES ?= TRUE
BUILD_WEB_RESOURCES_PATH ?= $(dir $<)resources@resources
# Determine PLATFORM_OS when required
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_DESKTOP_SDL PLATFORM_WEB))
# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
# ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS = WINDOWS
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_DRM)
UNAMEOS = $(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS = LINUX
endif
endif
# RAYLIB_PATH adjustment for LINUX platform
# TODO: Do we really need this?
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
RAYLIB_PREFIX ?= ..
RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
endif
endif
# Default path for raylib on Raspberry Pi
ifeq ($(PLATFORM),PLATFORM_DRM)
RAYLIB_PATH ?= /home/pi/raylib
endif
# Define raylib release directory for compiled library
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(PLATFORM_OS),WINDOWS)
# Emscripten required variables
EMSDK_PATH ?= C:/emsdk
EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
CLANG_PATH = $(EMSDK_PATH)/upstream/bin
PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit
NODE_PATH = $(EMSDK_PATH)/node/14.15.5_64bit/bin
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH)
endif
endif
# Define default C compiler: CC
#------------------------------------------------------------------------------------------------
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_WEB)
# HTML5 emscripten compiler
# WARNING: To compile to HTML5, code must be redesigned
# to use emscripten.h and emscripten_set_main_loop()
CC = emcc
endif
# Define default make program: MAKE
#------------------------------------------------------------------------------------------------
MAKE ?= make
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
MAKE = mingw32-make
endif
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
MAKE = mingw32-make
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
MAKE = emmake make
endif
# Define compiler flags: CFLAGS
#------------------------------------------------------------------------------------------------
# -O1 defines optimization level
# -g include debug information on compilation
# -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)
# -Wno-unused-value ignore unused return values of some functions (i.e. fread())
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
CFLAGS = -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result
ifeq ($(BUILD_MODE),DEBUG)
CFLAGS += -g -D_DEBUG
ifeq ($(PLATFORM),PLATFORM_WEB)
CFLAGS += -sASSERTIONS=1 --profiling
endif
else
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
CFLAGS += -O3
else
CFLAGS += -Os
endif
else
CFLAGS += -O2
endif
endif
# Additional flags for compiler (if desired)
# -Wextra enables some extra warning flags that are not enabled by -Wall
# -Wmissing-prototypes warn if a global function is defined without a previous prototype declaration
# -Wstrict-prototypes warn if a function is declared or defined without specifying the argument types
# -Werror=implicit-function-declaration catch function calls without prior declaration
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
ifeq ($(RAYLIB_LIBTYPE),STATIC)
CFLAGS += -D_DEFAULT_SOURCE
endif
ifeq ($(RAYLIB_LIBTYPE),SHARED)
# Explicitly enable runtime link to libraylib.so
CFLAGS += -Wl,-rpath,$(RAYLIB_RELEASE_PATH)
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
CFLAGS += -std=gnu99 -DEGL_NO_X11
endif
# Define include paths for required headers: INCLUDE_PATHS
# NOTE: Some external/extras libraries could be required (stb, easings...)
#------------------------------------------------------------------------------------------------
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
# Define additional directories containing required header files
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),BSD)
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
endif
ifeq ($(PLATFORM_OS),LINUX)
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
endif
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
INCLUDE_PATHS += -I$(SDL_INCLUDE_PATH)
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
INCLUDE_PATHS += -I/usr/include/libdrm
endif
# Include GLFW required for examples/others/rlgl_standalone.c
ifeq ($(USE_EXTERNAL_GLFW),FALSE)
all others: INCLUDE_PATHS += -I$(RAYLIB_PATH)/src/external/glfw/include
endif
# Define library paths containing required libs: LDFLAGS
#------------------------------------------------------------------------------------------------
LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
# NOTE: The resource .rc file contains windows executable icon and properties
LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
# -Wl,--subsystem,windows hides the console window
ifeq ($(BUILD_MODE), RELEASE)
LDFLAGS += -Wl,--subsystem,windows
endif
endif
ifeq ($(PLATFORM_OS),LINUX)
LDFLAGS += -L$(RAYLIB_LIB_PATH)
endif
ifeq ($(PLATFORM_OS),BSD)
LDFLAGS += -Lsrc -L$(RAYLIB_LIB_PATH)
endif
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(PLATFORM_OS),WINDOWS)
# NOTE: The resource .rc file contains windows executable icon and properties
LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
# -Wl,--subsystem,windows hides the console window
ifeq ($(BUILD_MODE), RELEASE)
LDFLAGS += -Wl,--subsystem,windows
endif
endif
LDFLAGS += -L$(SDL_LIBRARY_PATH)
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# -Os # size optimization
# -O2 # optimization level 2, if used, also set --memory-init-file 0
# -sUSE_GLFW=3 # Use glfw3 library (context/input management)
# -sALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
# -sTOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB)
# -sUSE_PTHREADS=1 # multithreading support
# -sWASM=0 # disable Web Assembly, emitted by default
# -sASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
# -sFORCE_FILESYSTEM=1 # force filesystem to load/save files data
# -sASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
# -sGL_ENABLE_GET_PROC_ADDRESS # enable using the *glGetProcAddress() family of functions, required for extensions loading
# --profiling # include information for code profiling
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
# --preload-file resources # specify a resources folder for data compilation
# --source-map-base # allow debugging in browser with source map
LDFLAGS += -sUSE_GLFW=3 -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1
# Build using asyncify
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
LDFLAGS += -sASYNCIFY
endif
# Add resources building if required
ifeq ($(BUILD_WEB_RESOURCES),TRUE)
LDFLAGS += --preload-file $(BUILD_WEB_RESOURCES_PATH)
endif
# Add debug mode flags if required
ifeq ($(BUILD_MODE),DEBUG)
LDFLAGS += -sASSERTIONS=1 --profiling
endif
# Define a custom shell .html and output extension
LDFLAGS += --shell-file $(BUILD_WEB_SHELL)
EXT = .html
# NOTE: Simple raylib examples are compiled to be interpreter with asyncify, that way,
# we can compile same code for ALL platforms with no change required, but, working on bigger
# projects, code needs to be refactored to avoid a blocking while() loop, moving Update and Draw
# logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference.
endif
# Define libraries required on linking: LDLIBS
# NOTE: To link libraries (lib<name>.so or lib<name>.a), use -l<name>
#------------------------------------------------------------------------------------------------
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
# Libraries for Windows desktop compilation
# NOTE: WinMM library required to set high-res timer resolution
LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
endif
ifeq ($(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 ($(USE_WAYLAND_DISPLAY),TRUE)
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
endif
# Explicit link to libc
ifeq ($(RAYLIB_LIBTYPE),SHARED)
LDLIBS += -lc
endif
# NOTE: On ARM 32bit arch, miniaudio requires atomics library
LDLIBS += -latomic
endif
ifeq ($(PLATFORM_OS),OSX)
# Libraries for OSX 10.9 desktop compiling
# NOTE: Required packages: libopenal-dev libegl1-mesa-dev
LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo
endif
ifeq ($(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_DESKTOP_SDL)
ifeq ($(PLATFORM_OS),WINDOWS)
# Libraries for Windows desktop compilation
LDLIBS = -lraylib -lSDL2 -lSDL2main -lopengl32 -lgdi32
endif
ifeq ($(PLATFORM_OS),LINUX)
# Libraries for Debian GNU/Linux desktop compiling
# NOTE: Required packages: libegl1-mesa-dev
LDLIBS = -lraylib -lSDL2 -lSDL2main -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 ($(USE_WAYLAND_DISPLAY),TRUE)
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
endif
# Explicit link to libc
ifeq ($(RAYLIB_LIBTYPE),SHARED)
LDLIBS += -lc
endif
# NOTE: On ARM 32bit arch, miniaudio requires atomics library
LDLIBS += -latomic
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
# Libraries for DRM compiling
# NOTE: Required packages: libasound2-dev (ALSA)
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl -latomic
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# Libraries for web (HTML5) compiling
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
endif
# Define source code object files required
#------------------------------------------------------------------------------------------------
CORE = \
core/core_2d_camera \
core/core_2d_camera_mouse_zoom \
core/core_2d_camera_platformer \
core/core_2d_camera_split_screen \
core/core_3d_camera_first_person \
core/core_3d_camera_free \
core/core_3d_camera_mode \
core/core_3d_camera_split_screen \
core/core_3d_picking \
core/core_automation_events \
core/core_basic_screen_manager \
core/core_basic_window \
core/core_custom_frame_control \
core/core_custom_logging \
core/core_drop_files \
core/core_input_gamepad \
core/core_input_gamepad_info \
core/core_input_gestures \
core/core_input_gestures_web \
core/core_input_keys \
core/core_input_mouse \
core/core_input_mouse_wheel \
core/core_input_multitouch \
core/core_loading_thread \
core/core_random_sequence \
core/core_random_values \
core/core_scissor_test \
core/core_smooth_pixelperfect \
core/core_storage_values \
core/core_vr_simulator \
core/core_window_flags \
core/core_window_letterbox \
core/core_window_should_close \
core/core_world_screen
SHAPES = \
shapes/shapes_basic_shapes \
shapes/shapes_bouncing_ball \
shapes/shapes_collision_area \
shapes/shapes_colors_palette \
shapes/shapes_draw_circle_sector \
shapes/shapes_draw_rectangle_rounded \
shapes/shapes_draw_ring \
shapes/shapes_easings_ball_anim \
shapes/shapes_easings_box_anim \
shapes/shapes_easings_rectangle_array \
shapes/shapes_following_eyes \
shapes/shapes_lines_bezier \
shapes/shapes_logo_raylib \
shapes/shapes_logo_raylib_anim \
shapes/shapes_rectangle_scaling \
shapes/shapes_splines_drawing \
shapes/shapes_top_down_lights
TEXTURES = \
textures/textures_background_scrolling \
textures/textures_blend_modes \
textures/textures_bunnymark \
textures/textures_draw_tiled \
textures/textures_fog_of_war \
textures/textures_gif_player \
textures/textures_image_drawing \
textures/textures_image_generation \
textures/textures_image_kernel \
textures/textures_image_loading \
textures/textures_image_processing \
textures/textures_image_rotate \
textures/textures_image_text \
textures/textures_logo_raylib \
textures/textures_mouse_painting \
textures/textures_npatch_drawing \
textures/textures_particles_blending \
textures/textures_polygon \
textures/textures_raw_data \
textures/textures_sprite_anim \
textures/textures_sprite_button \
textures/textures_sprite_explosion \
textures/textures_srcrec_dstrec \
textures/textures_svg_loading \
textures/textures_textured_curve \
textures/textures_to_image
TEXT = \
text/text_codepoints_loading \
text/text_draw_3d \
text/text_font_filters \
text/text_font_loading \
text/text_font_sdf \
text/text_font_spritefont \
text/text_format_text \
text/text_input_box \
text/text_raylib_fonts \
text/text_rectangle_bounds \
text/text_unicode \
text/text_writing_anim
MODELS = \
models/models_animation \
models/models_billboard \
models/models_box_collisions \
models/models_cubicmap \
models/models_draw_cube_texture \
models/models_first_person_maze \
models/models_geometric_shapes \
models/models_heightmap \
models/models_loading \
models/models_loading_gltf \
models/models_loading_m3d \
models/models_loading_vox \
models/models_mesh_generation \
models/models_mesh_picking \
models/models_orthographic_projection \
models/models_rlgl_solar_system \
models/models_skybox \
models/models_waving_cubes \
models/models_yaw_pitch_roll
SHADERS = \
shaders/shaders_basic_lighting \
shaders/shaders_custom_uniform \
shaders/shaders_deferred_render \
shaders/shaders_eratosthenes \
shaders/shaders_fog \
shaders/shaders_hot_reloading \
shaders/shaders_hybrid_render \
shaders/shaders_julia_set \
shaders/shaders_lightmap \
shaders/shaders_mesh_instancing \
shaders/shaders_model_shader \
shaders/shaders_multi_sample2d \
shaders/shaders_palette_switch \
shaders/shaders_postprocessing \
shaders/shaders_raymarching \
shaders/shaders_shadowmap \
shaders/shaders_shapes_textures \
shaders/shaders_simple_mask \
shaders/shaders_spotlight \
shaders/shaders_texture_drawing \
shaders/shaders_texture_outline \
shaders/shaders_texture_tiling \
shaders/shaders_texture_waves \
shaders/shaders_write_depth
AUDIO = \
audio/audio_mixed_processor \
audio/audio_module_playing \
audio/audio_music_stream \
audio/audio_raw_stream \
audio/audio_sound_loading \
audio/audio_sound_multi \
audio/audio_stream_effects
OTHERS = \
others/easings_testbed \
others/embedded_files_loading \
others/raylib_opengl_interop \
others/raymath_vector_angle \
others/rlgl_compute_shader \
others/rlgl_standalone
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
# Define processes to execute
#------------------------------------------------------------------------------------------------
# Default target entry
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO) $(OTHERS)
core: $(CORE)
shapes: $(SHAPES)
textures: $(TEXTURES)
text: $(TEXT)
models: $(MODELS)
shaders: $(SHADERS)
audio: $(AUDIO)
others: $(OTHERS)
# Generic compilation pattern
# NOTE: Examples must be ready for Android compilation!
%: %.c
ifeq ($(PLATFORM),PLATFORM_ANDROID)
$(MAKE) -f Makefile.Android PROJECT_NAME=$@ PROJECT_SOURCE_FILES=$<
else ifeq ($(PLATFORM),PLATFORM_WEB)
$(MAKE) -f Makefile.Web $@
else
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
endif
# Clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
del *.o *.exe /s
endif
ifeq ($(PLATFORM_OS),LINUX)
find . -type f -executable -delete
rm -fv *.o
endif
ifeq ($(PLATFORM_OS),OSX)
find . -type f -perm +ugo+x -delete
rm -f *.o
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
find . -type f -executable -delete
rm -fv *.o
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(PLATFORM_OS),WINDOWS)
del *.wasm *.html *.js *.data
else
rm -f */*.wasm */*.html */*.js */*.data
endif
endif
@echo Cleaning done