Add project/scriptspull/722/head
| @ -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 | |||||
| @ -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; | |||||
| } | |||||
| @ -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." | |||||
| @ -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." | |||||
| @ -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. | |||||