CheckVersion("0.1") --- Setup Config -------- config = NewConfig() config:add(OptFindCompiler()) config:add(OptTestCompileC("stackprotector", "int main(){return 0;}", "-fstack-protector -fstack-protector-all")) config:add(OptFindLibrary("zlib", "zlib.h", false)) function OptFindSDL(name, required) local check = function(option) option.value = nil option.use_sdlconfig = nil option.use_win32sdl = nil option.use_osxframework = nil option.lib_path = nil if ExecuteSilent("sdl-config") > 0 and ExecuteSilent("sdl-config --cflags") == 0 then option.value = 1 option.use_sdlconfig = 1 end if platform == "win32" then option.value = 1 option.use_win32sdl = 1 end if platform == "macosx" then option.value = 1 option.use_osxframework = 1 end end local apply = function(option, settings) if option.use_sdlconfig then settings.cc.flags = settings.cc.flags .. " -I/usr/include/SDL " settings.linker.flags = settings.linker.flags .. " `sdl-config --libs` " end if option.use_osxframework then client_settings.linker.frameworks:add("SDL") client_settings.cc.includes:add("/Library/Frameworks/SDL.framework/Headers") end if option.use_win32sdl then settings.cc.includes:add("other/sdl_include") settings.linker.libpath:add("other/vc2005_sdllibs") settings.linker.libs:add("SDL") settings.linker.libs:add("SDLmain") end end local save = function(option, output) output:option(option, "value") output:option(option, "use_sdlconfig") output:option(option, "use_win32sdl") output:option(option, "use_osxframework") end local display = function(option) if option.value then if option.use_sdlconfig then return "using sdl-config" end if option.use_win32sdl then return "using supplied win32 libraries" end if option.use_osxframework then return "using osx framework" end return "using unknown method" else if option.required then return "not found (required)" else return "not found (optional)" end end end local o = MakeOption(name, 0, check, save, display) o.apply = apply o.include_path = nil o.lib_path = nil o.required = required return o end config:add(OptFindSDL("sdl", true)) --- Auto detect ------ if not config:load("config.bam") then print("--- Auto Configuration ---") config:autodetect() config:save("config.bam") print("--- ") end -- data compiler function Script(name) if family == "windows" then return str_replace(name, "/", "\\") end return "python " .. name end --dc_compiler = Script("scripts/compiler.py") --netobj_compiler = Script("scripts/netobj.py") dat2c_compiler = Script("scripts/dat2c.py") cmd5_tool = Script("scripts/cmd5.py") content_compiler = Script("datasrc/compile.py") function CHash(output, ...) local inputs = collect_input(arg) output = Path(output) -- compile all the files local cmd = cmd5_tool .. " " for index, inname in inputs do cmd = cmd .. Path(inname) .. " " end cmd = cmd .. " > " .. output bam_add_job(output, "cmd5 " .. output, cmd) for index, inname in inputs do bam_add_dependency(output, inname) end return output end function ResCompile(scriptfile) scriptfile = Path(scriptfile) output = PathBase(scriptfile) .. ".res" bam_add_job(output, "rc " .. scriptfile, "rc /fo " .. output .. " " .. scriptfile) bam_add_dependency(output, scriptfile) return output end function Dat2c(datafile, sourcefile, arrayname) datafile = Path(datafile) sourcefile = Path(sourcefile) bam_add_job( sourcefile, "dat2c " .. PathFilename(sourcefile) .. " = " .. PathFilename(datafile), dat2c_compiler .. " " .. datafile .. " " .. arrayname .. " > " .. sourcefile ) bam_add_dependency(sourcefile, datafile) return sourcefile end function ContentCompile(action, output) output = Path(output) bam_add_job( output, action .. " > " .. output, Script("datasrc/compile.py") .. " " .. action .. " > " .. Path(output) ) bam_add_dependency(output, Path("datasrc/content.py")) -- do this more proper bam_add_dependency(output, Path("datasrc/network.py")) bam_add_dependency(output, Path("datasrc/compile.py")) bam_add_dependency(output, Path("datasrc/datatypes.py")) return output end -- Content Compile network_source = ContentCompile("network_source", "src/game/generated/g_protocol.cpp") network_header = ContentCompile("network_header", "src/game/generated/g_protocol.hpp") client_content_source = ContentCompile("client_content_source", "src/game/generated/gc_data.cpp") client_content_header = ContentCompile("client_content_header", "src/game/generated/gc_data.hpp") server_content_source = ContentCompile("server_content_source", "src/game/generated/gs_data.cpp") server_content_header = ContentCompile("server_content_header", "src/game/generated/gs_data.hpp") bam_add_dependency(network_source, network_header) bam_add_dependency(client_content_source, client_content_header) bam_add_dependency(server_content_source, server_content_header) nethash = CHash( "src/game/generated/nethash.c", "src/engine/e_protocol.h", "src/game/generated/g_protocol.hpp", "src/game/tuning.hpp", "src/game/gamecore.cpp", network_header) client_link_other = {} if config.compiler.value == "cl" then client_link_other = {ResCompile("other/icons/teeworlds.rc")} end function intermediate_output_func(dir, input, settings) if not (dir == "") then return Path(dir .. "/" .. PathBase(PathFilename(input)) .. settings.config_ext) end return PathBase(input) .. settings.config_ext end function build(settings) settings.objdir = Path("objs") settings.cc.output = intermediate_output_func if config.compiler.value == "cl" then settings.cc.flags = "/wd4244" settings.linker.flags = "" else settings.cc.flags = "-Wall -fno-exceptions " settings.linker.flags = "" if platform == "macosx" then settings.cc.flags = settings.cc.flags .. " -mmacosx-version-min=10.4 -isysroot /Developer/SDKs/MacOSX10.4u.sdk" settings.linker.flags = settings.linker.flags .. " -mmacosx-version-min=10.4 -isysroot /Developer/SDKs/MacOSX10.4u.sdk" elseif config.stackprotector.value == 1 then settings.cc.flags = settings.cc.flags .. " -fstack-protector -fstack-protector-all" settings.linker.flags = settings.linker.flags .. " -fstack-protector -fstack-protector-all" end end -- set some platform specific settings settings.cc.includes:add("src") if family == "unix" then if platform == "macosx" then glfw_platform = "macosx" pa_platform = "mac_osx" settings.linker.frameworks:add("Carbon") settings.linker.frameworks:add("AppKit") else glfw_platform = "x11" pa_platform = "unix" settings.linker.libs:add("pthread") end elseif family == "windows" then glfw_platform = "win32" pa_platform = "win" settings.linker.libs:add("gdi32") settings.linker.libs:add("user32") settings.linker.libs:add("ws2_32") settings.linker.libs:add("ole32") settings.linker.libs:add("shell32") end -- compile zlib if needed if config.zlib.value == 1 then settings.linker.libs:add("z") if config.zlib.include_path then settings.cc.includes:add(config.zlib.include_path) end zlib = {} else zlib = Compile(settings, Collect("src/engine/external/zlib/*.c")) settings.cc.includes:add("src/engine/external/zlib") end -- build the small libraries wavpack = Compile(settings, Collect("src/engine/external/wavpack/*.c")) pnglite = Compile(settings, Collect("src/engine/external/pnglite/*.c")) -- build game components engine_settings = settings:copy() if config.compiler.value == "cl" then engine_settings.cc.flags = "/wd4244" else if platform == "macosx" then engine_settings.cc.flags = "-Wall -mmacosx-version-min=10.4 -isysroot /Developer/SDKs/MacOSX10.4u.sdk" engine_settings.linker.flags = "-mmacosx-version-min=10.4 -isysroot /Developer/SDKs/MacOSX10.4u.sdk" else engine_settings.cc.flags = "-Wall" engine_settings.linker.flags = "" if config.stackprotector.value == 1 then engine_settings.cc.flags = settings.cc.flags .. " -fstack-protector -fstack-protector-all" engine_settings.linker.flags = settings.linker.flags .. " -fstack-protector -fstack-protector-all" end end end -- server server_settings = engine_settings:copy() -- client client_settings = engine_settings:copy() if family == "unix" then if platform == "macosx" then client_settings.linker.frameworks:add("OpenGL") client_settings.linker.frameworks:add("AGL") client_settings.linker.frameworks:add("Carbon") client_settings.linker.frameworks:add("Cocoa") else client_settings.linker.libs:add("X11") client_settings.linker.libs:add("GL") client_settings.linker.libs:add("GLU") end elseif family == "windows" then client_settings.linker.libs:add("opengl32") client_settings.linker.libs:add("glu32") client_settings.linker.libs:add("winmm") end -- apply sdl settings config.sdl:apply(client_settings) engine = Compile(engine_settings, Collect("src/engine/*.c", "src/base/*.c")) client = Compile(client_settings, Collect("src/engine/client/*.c")) server = Compile(server_settings, Collect("src/engine/server/*.c")) versionserver = Compile(settings, Collect("src/versionsrv/*.cpp")) masterserver = Compile(settings, Collect("src/mastersrv/*.cpp")) game_shared = Compile(settings, Collect("src/game/*.cpp"), nethash, network_source) game_client = Compile(settings, Collect( "src/game/client/*.cpp", "src/game/client/components/*.cpp"), client_content_source) game_server = Compile(settings, Collect( "src/game/server/*.cpp", "src/game/server/entities/*.cpp", "src/game/server/gamemodes/*.cpp"), server_content_source) game_editor = Compile(settings, Collect("src/game/editor/*.cpp")) -- build tools (TODO: fix this so we don't get double _d_d stuff) tools_src = Collect("src/tools/*.cpp", "src/tools/*.c") osxlaunch = {} if platform == "macosx" then osxlaunch = Compile(client_settings, Collect("src/osxlaunch/*.m")) end objs = Compile(settings, tools_src) tools = {} for i,v in objs do toolname = PathFilename(PathBase(v)) tools[i] = Link(settings, toolname, v, engine, zlib) end -- build client, server, version server and master server client_exe = Link(client_settings, "teeworlds", game_shared, game_client, engine, client, game_editor, zlib, pnglite, wavpack, client_link_other, osxlaunch) server_exe = Link(server_settings, "teeworlds_srv", engine, server, game_shared, game_server, zlib) versionserver_exe = Link(server_settings, "versionsrv", versionserver, engine, zlib) masterserver_exe = Link(server_settings, "mastersrv", masterserver, engine, zlib) -- make targets c = PseudoTarget("client".."_"..settings.config_name, client_exe) s = PseudoTarget("server".."_"..settings.config_name, server_exe) v = PseudoTarget("versionserver".."_"..settings.config_name, versionserver_exe) m = PseudoTarget("masterserver".."_"..settings.config_name, masterserver_exe) t = PseudoTarget("tools".."_"..settings.config_name, tools) Target(c) Target(s) Target(v) Target(m) Target(t) all = PseudoTarget(settings.config_name, c, s, v, m, t) Target(all) return all end debug_settings = NewSettings() debug_settings.config_name = "debug" debug_settings.config_ext = "_d" debug_settings.debug = 1 debug_settings.cc.optimize = 0 release_settings = NewSettings() release_settings.config_name = "release" release_settings.config_ext = "" release_settings.debug = 0 release_settings.cc.optimize = 1 DefaultTarget(build(debug_settings)) build(release_settings)