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