raze/polymer/eduke32/Makefile.deps

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duke3d_h=\
$(EINC)/compat.h \
$(EINC)/pragmas.h \
$(EINC)/build.h \
$(EINC)/baselayer.h \
$(EINC)/polymer.h \
$(EINC)/polymost.h \
$(EINC)/texcache.h \
$(EINC)/cache1d.h \
$(SRC)/jmact/file_lib.h \
$(SRC)/jmact/keyboard.h \
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
$(SRC)/jmact/mouse.h \
$(SRC)/jmact/joystick.h \
$(SRC)/jmact/control.h \
$(SRC)/jmact/mathutil.h \
$(SRC)/macros.h \
$(INC)/gamedefs.h \
$(INC)/function.h \
$(INC)/config.h \
$(INC)/sounds.h \
$(INC)/sounds_common.h \
$(INC)/soundsdyn.h \
$(INC)/rts.h \
$(INC)/_rts.h \
$(INC)/soundefs.h \
$(JAUDIOLIBDIR)/include/fx_man.h \
$(JAUDIOLIBDIR)/include/music.h \
$(INC)/namesdyn.h \
$(INC)/duke3d.h \
$(INC)/player.h \
$(INC)/sector.h \
$(INC)/game.h \
$(INC)/actors.h
gamedef_h=$(SRC)/gamedef.h $(SRC)/gameexec.h $(SRC)/gamevars.h
game_defs_dep=$(SRC)/lunatic/defs.ilua
$(OBJ)/game.$o: $(SRC)/game.c $(game_defs_dep) $(SRC)/jmact/scriplib.h $(duke3d_h) $(SRC)/input.h $(INC)/osdfuncs.h $(INC)/osdcmds.h $(INC)/grpscan.h $(INC)/demo.h $(EINC)/hightile.h
$(OBJ)/actors.$o: $(SRC)/actors.c $(duke3d_h)
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
$(OBJ)/anim.$o: $(SRC)/anim.c $(duke3d_h) $(SRC)/input.h $(SRC)/jmact/animlib.h $(SRC)/animvpx.h
$(OBJ)/demo.$o: $(SRC)/demo.c $(duke3d_h) $(SRC)/input.h
$(OBJ)/gamedef.$o: $(SRC)/gamedef.c $(duke3d_h) $(gamedef_h) $(SRC)/savegame.h
$(OBJ)/gameexec.$o: $(SRC)/gameexec.c $(SRC)/gamestructures.c $(duke3d_h) $(gamedef_h)
$(OBJ)/gamestructures.$o: $(SRC)/gamestructures.c $(duke3d_h) $(gamedef_h)
$(OBJ)/gamevars.$o: $(SRC)/gamevars.c $(SRC)/gamestructures.c $(duke3d_h) $(gamedef_h) $(SRC)/savegame.h
$(OBJ)/global.$o: $(SRC)/*.c $(SRC)/global.c $(duke3d_h)
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
$(OBJ)/input.$o: $(SRC)/input.c $(duke3d_h) $(SRC)/input.h
$(OBJ)/mdump.$o: $(SRC)/mdump.cpp $(SRC)/mdump.h
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
$(OBJ)/menus.$o: $(SRC)/menus.c $(duke3d_h) $(SRC)/input.h $(SRC)/jmact/mouse.h
$(OBJ)/namesdyn.$o: $(SRC)/namesdyn.c $(duke3d_h)
$(OBJ)/net.$o: $(SRC)/net.c $(duke3d_h)
$(OBJ)/player.$o: $(SRC)/player.c $(duke3d_h)
$(OBJ)/premap.$o: $(SRC)/premap.c $(duke3d_h) $(EINC)/osd.h
$(OBJ)/savegame.$o: $(SRC)/savegame.c $(duke3d_h) $(SRC)/savegame.h
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
$(OBJ)/sector.$o: $(SRC)/sector.c $(duke3d_h) $(SRC)/input.h
$(OBJ)/sounds.$o: $(SRC)/sounds.c $(duke3d_h)
$(OBJ)/soundsdyn.$o: $(SRC)/soundsdyn.c $(duke3d_h)
$(OBJ)/rts.$o: $(SRC)/rts.c $(duke3d_h)
$(OBJ)/config.$o: $(SRC)/config.c $(duke3d_h) $(SRC)/jmact/scriplib.h $(INC)/_functio.h
$(OBJ)/winbits.$o: $(SRC)/winbits.c
$(OBJ)/osdfuncs.$o: $(SRC)/names.h $(EINC)/build.h $(EINC)/osd.h
$(OBJ)/osdcmds.$o: $(SRC)/osdcmds.c $(INC)/osdcmds.h $(EINC)/osd.h $(duke3d_h)
$(OBJ)/animvpx.$o: $(SRC)/animvpx.c $(SRC)/animvpx.h $(duke3d_h) $(EINC)/glbuild.h
$(OBJ)/rev.$o: $(SRC)/rev.h
$(OBJ)/lunatic_game.$o: $(EINC)/lunatic.h $(SRC)/lunatic/lunatic_game.c $(SRC)/lunatic/lunatic_game.h $(SRC)/gamedef.h $(SRC)/gameexec.h $(EINC)/cache1d.h $(EINC)/osd.h
$(OBJ)/lunatic_m32.$o: $(EINC)/lunatic.h $(SRC)/lunatic/lunatic_m32.c $(SRC)/lunatic/lunatic_m32.h $(EINC)/cache1d.h $(EINC)/osd.h
# editor objects
m32_script_hs=$(EINC)/m32script.h $(SRC)/m32def.h
$(OBJ)/astub.$o: $(SRC)/astub.c \
$(EINC)/compat.h \
$(EINC)/build.h \
$(EINC)/editor.h \
$(EINC)/pragmas.h \
$(EINC)/baselayer.h \
$(EINC)/osd.h \
$(EINC)/cache1d.h \
$(EINC)/crc32.h \
$(EINC)/scriptfile.h \
$(EINC)/lz4.h \
$(SRC)/macros.h \
$(SRC)/osdfuncs.h \
$(SRC)/names.h \
$(SRC)/mapster32.h \
$(SRC)/keys.h \
$(m32_script_hs)
$(OBJ)/sounds_mapster32.$o: $(SRC)/sounds_mapster32.c \
$(SRC)/sounds_mapster32.h \
$(SRC)/sounds_common.h \
$(EINC)/compat.h \
$(EINC)/baselayer.h \
$(EINC)/cache1d.h \
$(EINC)/build.h \
$(EINC)/editor.h \
$(EINC)/osd.h \
$(SRC)/macros.h \
$(JAUDIOLIBDIR)/include/fx_man.h \
$(SRC)/jmact/mathutil.h
$(OBJ)/m32def.$o: $(SRC)/m32def.c $(m32_script_hs) $(EINC)/cache1d.h $(SRC)/sounds_mapster32.h $(SRC)/sounds_common.h $(SRC)/keys.h
$(OBJ)/m32exec.$o: $(SRC)/m32exec.c $(m32_script_hs) $(SRC)/sounds_mapster32.h $(SRC)/sounds_common.h $(EINC)/osd.h $(SRC)/keys.h $(JAUDIOLIBDIR)/include/fx_man.h
$(OBJ)/m32structures.$o: $(SRC)/m32structures.c $(m32_script_hs) $(EINC)/compat.h $(EINC)/prlights.h
$(OBJ)/m32vars.$o: $(SRC)/m32vars.c $(SRC)/m32structures.c $(m32_script_hs) $(EINC)/osd.h $(SRC)/keys.h $(EINC)/polymer.h
# misc objects
$(OBJ)/game_icon.$o: $(RSRC)/game_icon.c
$(OBJ)/build_icon.$o: $(RSRC)/build_icon.c
$(OBJ)/grpscan.$o: $(SRC)/grpscan.c $(EINC)/compat.h $(EINC)/baselayer.h $(EINC)/scriptfile.h $(EINC)/cache1d.h $(EINC)/crc32.h $(INC)/grpscan.h
$(OBJ)/gameres.$o: $(SRC)/misc/gameres.rc $(SRC)/startwin.game.h $(RSRC)/game.bmp $(RSRC)/game_icon.ico
$(OBJ)/buildres.$o: $(SRC)/misc/buildres.rc $(EINC)/startwin.editor.h $(RSRC)/build.bmp $(RSRC)/build_icon.ico
$(OBJ)/startwin.game.$o: $(SRC)/startwin.game.c $(duke3d_h) $(EINC)/build.h $(EINC)/winlayer.h $(EINC)/compat.h $(INC)/grpscan.h
$(OBJ)/startgtk.game.$o: $(SRC)/startgtk.game.c $(duke3d_h) $(EINC)/dynamicgtk.h $(EINC)/build.h $(EINC)/baselayer.h $(EINC)/compat.h
# jMACT objects
$(OBJ)/animlib.$o: $(SRC)/jmact/animlib.c $(SRC)/jmact/animlib.h $(EINC)/compat.h
$(OBJ)/file_lib.$o: $(SRC)/jmact/file_lib.c $(SRC)/jmact/file_lib.h
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
$(OBJ)/control.$o: $(SRC)/jmact/control.c $(SRC)/jmact/control.h $(SRC)/jmact/keyboard.h $(SRC)/jmact/mouse.h $(SRC)/jmact/joystick.h $(EINC)/baselayer.h
$(OBJ)/keyboard.$o: $(SRC)/jmact/keyboard.c $(SRC)/jmact/keyboard.h $(EINC)/compat.h $(EINC)/baselayer.h
$(OBJ)/mouse.$o: $(SRC)/jmact/mouse.c $(SRC)/jmact/mouse.h $(EINC)/baselayer.h
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
$(OBJ)/joystick.$o: $(SRC)/jmact/joystick.c $(SRC)/jmact/joystick.h $(EINC)/baselayer.h
$(OBJ)/mathutil.$o: $(SRC)/jmact/mathutil.c $(EINC)/compat.h $(EINC)/pragmas.h
$(OBJ)/scriplib.$o: $(SRC)/jmact/scriplib.c $(SRC)/jmact/scriplib.h $(SRC)/jmact/_scrplib.h $(EINC)/compat.h
$(OBJ)/midi.$o: $(SRC)/midi.c $(SRC)/_midi.h $(SRC)/midi.h $(JAUDIOLIBDIR)/include/music.h
$(OBJ)/mpu401.$o: $(SRC)/mpu401.c $(SRC)/mpu401.h $(JAUDIOLIBDIR)/include/music.h
$(OBJ)/music.$o: $(SRC)/music.c $(SRC)/midi.h $(SRC)/mpu401.h $(JAUDIOLIBDIR)/include/music.h
$(OBJ)/ivfrate.$o: $(SRC)/util/ivfrate.c $(SRC)/animvpx.h