CheckVersion("0.4") Import("configure.lua") Import("other/sdl/sdl.lua") Import("other/freetype/freetype.lua") --- Setup Config ------- config = NewConfig() config:Add(OptCCompiler("compiler")) config:Add(OptTestCompileC("stackprotector", "int main(){return 0;}", "-fstack-protector -fstack-protector-all")) config:Add(OptLibrary("zlib", "zlib.h", false)) config:Add(SDL.OptFind("sdl", true)) config:Add(FreeType.OptFind("freetype", true)) config:Finalize("config.lua") -- data compiler function Script(name) if family == "windows" then return str_replace(name, "/", "\\") end return "python " .. name end function CHash(output, ...) local inputs = TableFlatten({...}) output = Path(output) -- compile all the files local cmd = Script("scripts/cmd5.py") .. " " for index, inname in ipairs(inputs) do cmd = cmd .. Path(inname) .. " " end cmd = cmd .. " > " .. output AddJob(output, "cmd5 " .. output, cmd) for index, inname in ipairs(inputs) do AddDependency(output, inname) end AddDependency(output, "scripts/cmd5.py") return output end --[[ function DuplicateDirectoryStructure(orgpath, srcpath, dstpath) for _,v in pairs(CollectDirs(srcpath .. "/")) do MakeDirectory(dstpath .. "/" .. string.sub(v, string.len(orgpath)+2)) DuplicateDirectoryStructure(orgpath, v, dstpath) end end DuplicateDirectoryStructure("src", "src", "objs") ]] function ResCompile(scriptfile) scriptfile = Path(scriptfile) output = PathBase(scriptfile) .. ".res" AddJob(output, "rc " .. scriptfile, "rc /fo " .. output .. " " .. scriptfile) AddDependency(output, scriptfile) return output end function Dat2c(datafile, sourcefile, arrayname) datafile = Path(datafile) sourcefile = Path(sourcefile) AddJob( sourcefile, "dat2c " .. PathFilename(sourcefile) .. " = " .. PathFilename(datafile), Script("scripts/safewrapper.py") .. " \"" .. Script("scripts/dat2c.py").. "\" " .. sourcefile .. " " .. datafile .. " " .. arrayname ) AddDependency(sourcefile, datafile) return sourcefile end function ContentCompile(action, output) output = Path(output) AddJob( output, action .. " > " .. output, --Script("scripts/safewrapper.py") .. " \"" .. Script("datasrc/compile.py") .. "\" ".. Path(output) .. " " .. action Script("datasrc/compile.py") .. " " .. action .. " > " .. Path(output) ) AddDependency(output, Path("datasrc/content.py")) -- do this more proper AddDependency(output, Path("datasrc/network.py")) AddDependency(output, Path("datasrc/compile.py")) AddDependency(output, Path("datasrc/datatypes.py")) return output end -- Content Compile network_source = ContentCompile("network_source", "src/game/generated/protocol.cpp") network_header = ContentCompile("network_header", "src/game/generated/protocol.h") client_content_source = ContentCompile("client_content_source", "src/game/generated/client_data.cpp") client_content_header = ContentCompile("client_content_header", "src/game/generated/client_data.h") server_content_source = ContentCompile("server_content_source", "src/game/generated/server_data.cpp") server_content_header = ContentCompile("server_content_header", "src/game/generated/server_data.h") AddDependency(network_source, network_header) AddDependency(client_content_source, client_content_header) AddDependency(server_content_source, server_content_header) nethash = CHash("src/game/generated/nethash.c", "src/engine/shared/protocol.h", "src/game/generated/protocol.h", "src/game/tuning.h", "src/game/gamecore.cpp", network_header) client_link_other = {} client_depends = {} if family == "windows" then table.insert(client_depends, CopyToDirectory(".", "other\\sdl\\vc2005libs\\SDL.dll")) end if config.compiler.driver == "cl" then client_link_other = {ResCompile("other/icons/teeworlds.rc")} end function Intermediate_Output(settings, input) return "objs/" .. string.sub(PathBase(input), string.len("src/")+1) .. settings.config_ext end function build(settings) --settings.objdir = Path("objs") settings.cc.Output = Intermediate_Output if config.compiler.driver == "cl" then settings.cc.flags:Add("/wd4244") else settings.cc.flags:Add("-Wall", "-fno-exceptions") if platform == "macosx" then settings.cc.flags:Add("-mmacosx-version-min=10.4", "-isysroot /Developer/SDKs/MacOSX10.4u.sdk") settings.link.flags:Add("-mmacosx-version-min=10.4", "-isysroot /Developer/SDKs/MacOSX10.4u.sdk") elseif config.stackprotector.value == 1 then settings.cc.flags:Add("-fstack-protector", "-fstack-protector-all") settings.link.flags:Add("-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 settings.link.frameworks:Add("Carbon") settings.link.frameworks:Add("AppKit") else settings.link.libs:Add("pthread") end elseif family == "windows" then settings.link.libs:Add("gdi32") settings.link.libs:Add("user32") settings.link.libs:Add("ws2_32") settings.link.libs:Add("ole32") settings.link.libs:Add("shell32") end -- compile zlib if needed if config.zlib.value == 1 then settings.link.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() server_settings = engine_settings:Copy() client_settings = engine_settings:Copy() launcher_settings = engine_settings:Copy() if family == "unix" then if platform == "macosx" then client_settings.link.frameworks:Add("OpenGL") client_settings.link.frameworks:Add("AGL") client_settings.link.frameworks:Add("Carbon") client_settings.link.frameworks:Add("Cocoa") launcher_settings.link.frameworks:Add("Cocoa") else client_settings.link.libs:Add("X11") client_settings.link.libs:Add("GL") client_settings.link.libs:Add("GLU") end elseif family == "windows" then client_settings.link.libs:Add("opengl32") client_settings.link.libs:Add("glu32") client_settings.link.libs:Add("winmm") end -- apply sdl settings config.sdl:Apply(client_settings) -- apply freetype settings config.freetype:Apply(client_settings) engine = Compile(engine_settings, Collect("src/engine/shared/*.cpp", "src/base/*.c")) client = Compile(client_settings, Collect("src/engine/client/*.cpp")) server = Compile(server_settings, Collect("src/engine/server/*.cpp")) 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, CollectRecursive("src/game/client/*.cpp"), client_content_source) game_server = Compile(settings, CollectRecursive("src/game/server/*.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") client_osxlaunch = {} server_osxlaunch = {} if platform == "macosx" then client_osxlaunch = Compile(client_settings, "src/osxlaunch/client.m") server_osxlaunch = Compile(launcher_settings, "src/osxlaunch/server.m") end tools = {} for i,v in ipairs(tools_src) do toolname = PathFilename(PathBase(v)) tools[i] = Link(settings, toolname, Compile(settings, 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, client_osxlaunch) server_exe = Link(server_settings, "DDRace_Trunk", engine, server, game_shared, game_server, zlib) serverlaunch = {} if platform == "macosx" then serverlaunch = Link(launcher_settings, "serverlaunch", server_osxlaunch) end 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, client_depends) s = PseudoTarget("server".."_"..settings.config_name, server_exe, serverlaunch) g = PseudoTarget("game".."_"..settings.config_name, client_exe, 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) all = PseudoTarget(settings.config_name, c, s, v, m, t) return all end debug_settings = NewSettings() debug_settings.config_name = "debug" debug_settings.config_ext = "_d" debug_settings.debug = 1 debug_settings.optimize = 0 debug_settings.cc.defines:Add("CONF_DEBUG") release_settings = NewSettings() release_settings.config_name = "release" release_settings.config_ext = "" release_settings.debug = 0 release_settings.optimize = 1 release_settings.cc.defines:Add("CONF_RELEASE") if platform == "macosx" and arch == "ia32" then debug_settings_ppc = debug_settings:Copy() debug_settings_ppc.config_name = "debug_ppc" debug_settings_ppc.config_ext = "_ppc_d" debug_settings_ppc.cc.flags:Add("-arch ppc") debug_settings_ppc.link.flags:Add("-arch ppc") debug_settings_ppc.cc.defines:Add("CONF_DEBUG") release_settings_ppc = release_settings:Copy() release_settings_ppc.config_name = "release_ppc" release_settings_ppc.config_ext = "_ppc" release_settings_ppc.cc.flags:Add("-arch ppc") release_settings_ppc.link.flags:Add("-arch ppc") release_settings_ppc.cc.defines:Add("CONF_RELEASE") debug_settings_x86 = debug_settings:Copy() debug_settings_x86.config_name = "debug_x86" debug_settings_x86.config_ext = "_x86_d" debug_settings_x86.cc.defines:Add("CONF_DEBUG") release_settings_x86 = release_settings:Copy() release_settings_x86.config_name = "release_x86" release_settings_x86.config_ext = "_x86" release_settings_x86.cc.defines:Add("CONF_RELEASE") ppc_d = build(debug_settings_ppc) x86_d = build(debug_settings_x86) ppc_r = build(release_settings_ppc) x86_r = build(release_settings_x86) DefaultTarget("game_debug_x86") PseudoTarget("release", ppc_r, x86_r) PseudoTarget("debug", ppc_d, x86_d) PseudoTarget("server_release", "server_release_x86", "server_release_ppc") PseudoTarget("server_debug", "server_debug_x86", "server_debug_ppc") PseudoTarget("client_release", "client_release_x86", "client_release_ppc") PseudoTarget("client_debug", "client_debug_x86", "client_debug_ppc") else build(debug_settings) build(release_settings) DefaultTarget("game_debug") end