sync makefile with the template

This commit is contained in:
unset
2025-01-25 16:03:06 +01:00
parent b0d4f7254e
commit a25e65795a
6 changed files with 152 additions and 74 deletions

9
.gitignore vendored
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@@ -1,2 +1,7 @@
.vscode .cache
build .vscode/*
!.vscode/tasks.json
!.vscode/launch.json
bin
obj
compile_commands.json

23
.vscode/launch.json vendored Normal file
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@@ -0,0 +1,23 @@
{
"version": "2.0.0",
"configurations": [
{
"name": "(lldb) C Launch",
"type": "lldb",
"request": "launch",
"program": "",
"linux": {
"program": "${workspaceFolder}/bin/linux-x86_64/breakout_clone",
"cwd": "${workspaceFolder}/bin/linux-x86_64",
"preLaunchTask": "build linux-x86_64",
},
"windows": {
"program": "${workspaceFolder}/bin/win-x86_64/breakout_clone",
"cwd": "${workspaceFolder}/bin/win-x86_64",
"preLaunchTask": "build win-x86_64",
},
"args": [],
"cwd": "${workspaceFolder}",
}
]
}

53
.vscode/tasks.json vendored Normal file
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@@ -0,0 +1,53 @@
{
"version": "2.0.0",
"tasks": [
{
"type": "shell",
"label": "build linux-x86_64",
"command": "make",
"args": [
"linux-x86_64"
],
"options": {
"cwd": "${workspaceFolder}"
},
"group": {
"kind": "build",
"isDefault": true
},
"detail": "builds the program for linux x86_64"
},
{
"type": "shell",
"label": "build win-x86_64",
"command": "make",
"args": [
"win-x86_64"
],
"options": {
"cwd": "${workspaceFolder}"
},
"group": {
"kind": "build",
"isDefault": false
},
"detail": "builds the program for windows x86_64"
},
{
"type": "shell",
"label": "build web",
"command": "make",
"args": [
"web"
],
"options": {
"cwd": "${workspaceFolder}"
},
"group": {
"kind": "build",
"isDefault": false
},
"detail": "builds the program for web using emscripten"
}
]
}

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@@ -1,71 +0,0 @@
#!/bin/bash
# define variables
PROJECT_NAME=${PWD##*/}
BUILD_DIR="./build"
INCLUDE_IN_BUILD="./assets"
# compilation targets
args_linux86_64()
{
ARCHITECTURE="linux-86_64"
COMPILER="/bin/gcc"
ARGS="-lSDL2"
FILE_EXSTENSION=""
}
args_win86-64()
{
ARCHITECTURE="win-86_64"
COMPILER="/usr/bin/x86_64-w64-mingw32-gcc"
ARGS="-lmingw32 -lSDL2main -lSDL2 -mwindows"
INCLUDE_IN_BUILD="$INCLUDE_IN_BUILD /usr/x86_64-w64-mingw32/bin/SDL2.dll"
FILE_EXSTENSION=".exe"
}
args_emscripten()
{
ARCHITECTURE="web"
COMPILER="emcc" # just make sure it's in $PATH (it's a pain to install)
ARGS="-s USE_SDL=2"
FILE_EXSTENSION=".html"
}
# handle arguments
if [ "$1" = "linux86_64" ]; then args_linux86_64
elif [ "$1" = "win86_64" ]; then args_win86-64
elif [ "$1" = "web" ]; then args_emscripten
else echo -e "\033[91mdidn't include any arguments! D:\033[0m" && exit 1
fi
# check whether $BUILD_DIR or $ARCHITECTURE isn't set
if [[ -z $BUILD_DIR ]] || [[ -z "$ARCHITECTURE" ]]; then
echo -e "\033[91mBUILD_DIR or ARCHITECTURE not set D:\033[0m"
exit 1
fi
# make (and clear) the build directory
mkdir -p "$BUILD_DIR/$ARCHITECTURE"
rm -rf "${BUILD_DIR:?}/$ARCHITECTURE/*"
# copy included files or directories to the build directory
if [[ -n $INCLUDE_IN_BUILD ]]; then
cp -r "$INCLUDE_IN_BUILD" "$BUILD_DIR/$ARCHITECTURE"
fi
# get the executable path
EXE_PATH=$BUILD_DIR/$ARCHITECTURE/$PROJECT_NAME$FILE_EXSTENSION
echo "building at: $EXE_PATH"
# check whether the compiler can actually be executed
if [ ! -x "$COMPILER" ] && ! command -v "$COMPILER" > /dev/null; then
echo -e "\033[91mCouldn't find an executable at path: \033[0m $COMPILER"
exit 1
fi
# compile the code
COMMAND="$COMPILER $(find ./src -name "*.c") -o $EXE_PATH -Wall -g -lm $ARGS"
echo "using command: $COMMAND"
$COMMAND
exit $?

68
makefile Normal file
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@@ -0,0 +1,68 @@
NAME = breakout_clone
# compiler settings
CC := clang
STD := c17
LANG = c
CFLAGS := $(shell pkg-config --cflags sdl2) -Wall -g -pedantic
LDFLAGS := $(shell pkg-config --libs sdl2) -lm
# dirs
DIR_BIN := bin
DIR_OBJ := obj
DIR := $(DIR_BIN)/$(ARCH) $(DIR_OBJ)/$(ARCH)
# source files
SRC := $(wildcard src/*.c) $(wildcard src/**/*.c) $(wildcard src/**/**/*.c) $(wildcard src/**/**/**/*.c) $(wildcard src/**/**/**/**/*.c)
SRC_ASSETS := $(wildcard assets/*)
# output locations
OBJ := $(patsubst src/%,$(DIR_OBJ)/$(ARCH)/%,$(SRC:.c=.o))
DEP := $(OBJ:.o=.d)
ASSETS := $(patsubst assets/%,$(DIR_BIN)/$(ARCH)/%,$(SRC_ASSETS))
TARGET := $(DIR_BIN)/$(ARCH)/$(NAME)$(EXT)
# sets the variables for the different targets
linux-x86_64:
$(MAKE) build ARCH=linux-x86_64 CFLAGS="$(CFLAGS) -target x86_64-pc-linux-gnu"
win-x86_64:
$(MAKE) build ARCH=win-x86-64 CFLAGS="$(CFLAGS) -target x86_64-pc-windows-gnu" EXT=".exe"
web:
$(MAKE) build ARCH=web CC=emcc EXT=".html"
all: linux-x86_64 win-x86_64 web
build: $(DIR) $(TARGET) $(ASSETS) compile_commands.json
clean:
rm -rf $(DIR_BIN) $(DIR_OBJ)
# create the binary
$(TARGET): $(OBJ)
$(CC) -o $(TARGET) $^ $(CFLAGS) $(LDFLAGS)
# create .o and .d files
$(DIR_OBJ)/$(ARCH)/%.o: src/%.c
@mkdir -p $(dir $@)
$(CC) -o $@ -MD -MP -c $< $(CFLAGS) -std=$(STD) -x $(LANG) -Wno-unused-command-line-argument
# copy assets
$(DIR_BIN)/$(ARCH)/%: assets/%
@mkdir -p $(dir $@)
cp $< $@
# create directories
$(DIR):
@mkdir -p $@
# update compile commands if the makefile has been updated (for linting)
ifeq ($(NO_CMDS),1)
compile_commands.json: makefile
else
compile_commands.json: makefile
@touch compile_commands.json
$(MAKE) clean
bear -- make
endif
# include the dependencies
-include $(DEP)

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@@ -41,7 +41,7 @@ static void init(void) {
// initialize audio // initialize audio
level->audio_device = audio_device_init(32000, AUDIO_S16, 1, 4096); level->audio_device = audio_device_init(32000, AUDIO_S16, 1, 4096);
level->bounce_sfx = audio_load_wav(level->audio_device, "./assets/bounce.wav"); level->bounce_sfx = audio_load_wav(level->audio_device, "./bounce.wav");
} }
// handles game application updating // handles game application updating