raze-gles/polymer/eduke32/Makefile

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#
# EDuke32 Makefile for GNU Make
#
include Makefile.common
# SDK locations - adjust to match your setup
ifneq ($(DXROOT_OVERRIDE),)
DXROOT=$(DXROOT_OVERRIDE)
else
DXROOT=../sdk/dx
#DXROOT=c:/sdks/directx/dx8
endif
# Lunatic development, do not touch!
LUNATIC=0
# Build locations
SRC=source
RSRC=rsrc
ESRC=$(EROOT)/src
EINC=$(EROOT)/include
INC=$(SRC)
o=o
# ENETROOT=$(ESRC)/enet
ifneq (0,$(RELEASE))
# Debugging disabled
debug+= $(F_NO_STACK_PROTECTOR)
else
# Debugging enabled
ifneq (0,$(KRANDDEBUG))
debug+= -fno-inline -fno-inline-functions -fno-inline-functions-called-once
endif
endif
OURCFLAGS=$(BASECFLAGS) \
-I$(INC) -I$(EINC) -I$(SRC)/jmact -I$(JAUDIOLIBDIR)/include -I$(ENETDIR)/include -I$(SRC)/xdelta3
OURCXXFLAGS=$(BASECXXFLAGS)
OURCONLYFLAGS=$(BASECONLYFLAGS)
OURASFLAGS=$(BASEASFLAGS)
OURLDFLAGS=$(BASELDFLAGS) $(BUILDLDFLAGS)
# Game/editor-specific linker options
GAMELDFLAGS=
EDITORLDFLAGS=
JAUDIOLIBDIR=$(SRC)/jaudiolib
JAUDIOLIB=libjfaudiolib.a
ENETDIR=$(SRC)/enet
ENETLIB=libenet.a
include $(EROOT)/Makefile.shared
ifneq (0,$(USE_LIBVPX))
ifeq ($(PLATFORM),WINDOWS)
LIBS+= -LWindows/lib
OURCFLAGS+= -IWindows/include
endif
ifeq ($(PLATFORM),DARWIN)
# vpx headers and lib from 'port install libvpx' or 'brew install libvpx'
LIBS+= -L/opt/local/lib -L/usr/local/lib
OURCFLAGS+= -I/opt/local/include -I/usr/local/include
endif
endif
EDUKE32 ?= eduke32$(EXESUFFIX)
MAPSTER32 ?= mapster32$(EXESUFFIX)
EDUKE32_TARGET:=$(EDUKE32)
ifneq ($(PLATFORM),WII)
MAPSTER32_TARGET:=$(MAPSTER32)
endif
EBACKTRACEDLL ?= ebacktrace1.dll
EBACKTRACEDLL_TARGET:=
ifeq ($(PLATFORM),WINDOWS)
OBJ=obj_win
EOBJ=eobj_win
LIBS+= $(L_SSP) -Wl,--enable-auto-import
ifeq (0,$(RELEASE))
EBACKTRACEDLL_TARGET=$(EBACKTRACEDLL)
endif
else
ifeq ($(PLATFORM),LINUX)
LIBS+= -ldl -lrt
endif
LIBS+= -pthread
ifneq (0,$(PROFILER))
ifneq ($(PLATFORM),DARWIN)
LIBS+= -lprofiler
endif
debug+= -pg
endif
OBJ=obj
EOBJ=eobj
endif
JMACTOBJ=$(OBJ)/file_lib.$o \
$(OBJ)/control.$o \
$(OBJ)/keyboard.$o \
$(OBJ)/mouse.$o \
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 \
$(OBJ)/mathutil.$o \
$(OBJ)/scriplib.$o \
$(OBJ)/animlib.$o
GAMEOBJS=$(OBJ)/game.$o \
$(OBJ)/actors.$o \
$(OBJ)/anim.$o \
$(OBJ)/common.$o \
$(OBJ)/config.$o \
$(OBJ)/demo.$o \
$(OBJ)/gamedef.$o \
$(OBJ)/gameexec.$o \
$(OBJ)/gamevars.$o \
$(OBJ)/global.$o \
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 \
$(OBJ)/menus.$o \
$(OBJ)/namesdyn.$o \
$(OBJ)/net.$o \
$(OBJ)/player.$o \
$(OBJ)/premap.$o \
$(OBJ)/savegame.$o \
$(OBJ)/sector.$o \
$(OBJ)/rts.$o \
$(OBJ)/osdfuncs.$o \
$(OBJ)/osdcmds.$o \
$(OBJ)/grpscan.$o \
$(OBJ)/sounds.$o \
$(OBJ)/xdelta3.$o \
$(JMACTOBJ)
EDITOROBJS=$(OBJ)/astub.$o \
$(OBJ)/common.$o \
$(OBJ)/m32def.$o \
$(OBJ)/m32exec.$o \
$(OBJ)/m32vars.$o \
$(OBJ)/mathutil.$o \
$(OBJ)/sounds_mapster32.$o
ifneq ($(USE_LIBVPX),0)
GAMEOBJS+= $(OBJ)/animvpx.$o
endif
ifneq (0,$(DISABLEINLINING))
GAMEOBJS+= $(OBJ)/game_inline.$o \
$(OBJ)/actors_inline.$o \
$(OBJ)/sector_inline.$o
endif
MISCGAMEDEPS=
## Lunatic devel
LUAJIT=luajit
# for LJ headers:
LUAJIT_WIN_SRC:= g:/mod/LuaJIT-2.0.0-beta8/src
ifneq (0,$(LUNATIC))
ifeq ($(PLATFORM),WINDOWS)
OURCFLAGS+= -I$(LUAJIT_WIN_SRC)
else
OURCFLAGS+= -I/usr/include/luajit-2.0
endif
OURCFLAGS+= -I$(SRC)/lunatic -DLUNATIC
ifeq ($(PLATFORM),WINDOWS)
LIBS+= -LWindows/lib -lluajit
else
LIBS+= -L/usr/local/lib -lluajit-5.1
endif
EDITOROBJS+= $(OBJ)/lunatic_m32.$o
GAMEOBJS+= $(OBJ)/lunatic.$o
GAMEOBJS+= $(OBJ)/../lpeg.$o # TEMP
GAMEOBJS+= $(OBJ)/luaJIT_BC_con_lang.$o \
$(OBJ)/luaJIT_BC_lunacon.$o \
$(OBJ)/luaJIT_BC_geom.$o \
$(OBJ)/luaJIT_BC_randgen.$o \
$(OBJ)/luaJIT_BC_stat.$o \
$(OBJ)/luaJIT_BC_bitar.$o \
$(OBJ)/luaJIT_BC_control.$o
# now, take care of having the necessary symbols (sector, wall, etc.) in the
# executable no matter what the debugging level
ifeq ($(PLATFORM),DARWIN)
# strip on OSX says: removing global symbols from a final linked no longer supported.
# Use -exported_symbols_list at link time when building
# But, following _their_ directions does not give us the symbols! wtf?
STRIP+= -s $(SRC)/lunatic/dynsymlist_osx
MISCGAMEDEPS+= $(SRC)/lunatic/dynsymlist_osx
OURLDFLAGS+= -pagezero_size 10000 -image_base 100000000 #-Wl,-alias_list -Wl,$(SRC)/lunatic/aliases_list #-exported_symbols_list $(SRC)/lunatic/dynsymlist_osx
endif
ifeq ($(PLATFORM),WINDOWS)
MISCGAMEDEPS+= $(SRC)/lunatic/eduke32.def
OURLDFLAGS+= $(SRC)/lunatic/eduke32.def
endif
ifeq ($(PLATFORM),LINUX)
# TODO: Windows, OS X
GAMELDFLAGS+= -Wl,--dynamic-list=$(SRC)/lunatic/dynsymlist
EDITORLDFLAGS+= -Wl,--dynamic-list=$(SRC)/lunatic/dynsymlist_m32
endif
endif
# PLATFORM SPECIFIC SETTINGS
ifeq ($(PLATFORM),LINUX)
ifeq (0,$(CLANG))
OURCFLAGS += -fno-pic
endif
OURASFLAGS += -f elf
LIBS += -lvorbisfile -lvorbis -logg
endif
ifeq ($(PLATFORM),WII)
LIBS += -L$(LIBOGC_LIB) -L$(PORTLIBS)/lib -lvorbisidec -lfreetype -lfat -lwiiuse -lbte -logc -lm -lwiikeyboard
endif
ifeq ($(PLATFORM),DARWIN)
OURCFLAGS += -fno-pic -I$(abspath Apple) -I$(abspath Apple/include)
ifneq ($(findstring x86_64,$(ARCH)),x86_64)
ifeq (,$(ARCH))
ifneq ($(findstring x86_64,$(SYSARCH)),x86_64)
LIBS += -read_only_relocs suppress
endif
else
LIBS += -read_only_relocs suppress
endif
endif
ifeq (1,$(SDL_FRAMEWORK))
OURCFLAGS += -I$(APPLE_FRAMEWORKS)/SDL.framework/Headers \
-I$(APPLE_FRAMEWORKS)/SDL_mixer.framework/Headers
LIBS += -LApple/lib -lvorbisfile -lvorbis -logg -lm \
-Wl,-framework,SDL -Wl,-framework,SDL_mixer Apple/lib/libSDLmain.a \
-Wl,-framework,Cocoa -Wl,-framework,Carbon -Wl,-framework,OpenGL \
-Wl,-framework,CoreMidi -Wl,-framework,AudioUnit \
-Wl,-framework,AudioToolbox -Wl,-framework,IOKit -Wl,-framework,AGL \
-Wl,-framework,QuickTime -lm \
-Wl,-rpath -Wl,"@loader_path/../Frameworks"
# We have SDLMain.m from the OSX SDL package in the Apple/ subdir:
EDITOROBJS+=$(OBJ)/SDLMain.$o
GAMEOBJS+=$(OBJ)/SDLMain.$o
else
OURCFLAGS += -I$(SDLROOT)/include -I$(SDLROOT)/include/SDL
LIBS += -lvorbisfile -lvorbis -logg -lm -lSDL_mixer \
-Wl,-framework,Cocoa -Wl,-framework,Carbon -Wl,-framework,OpenGL \
-Wl,-framework,CoreMidi -Wl,-framework,AudioUnit \
-Wl,-framework,AudioToolbox -Wl,-framework,IOKit -Wl,-framework,AGL \
-Wl,-framework,QuickTime -lm
endif
ifneq (0,$(OSX_STARTUPWINDOW))
# EDITOROBJS+=$(OBJ)/GrpFile.game.$o $(OBJ)/GameListSource.game.$o $(OBJ)/StartupWinController.game.$o
GAMEOBJS+=$(OBJ)/GrpFile.game.$o $(OBJ)/GameListSource.game.$o $(OBJ)/StartupWinController.game.$o
endif
OURASFLAGS += -f macho
endif
ifeq ($(PLATFORM),WINDOWS)
OURCFLAGS += -fno-pic -DUNDERSCORES -I$(DXROOT)/include
OURASFLAGS+= -DUNDERSCORES -f win32
LIBS += -L$(JAUDIOLIBDIR)/third-party/mingw32/lib -lvorbisfile -lvorbis -logg -lwsock32 -lws2_32 -lwinmm -ldsound
GAMEOBJS+= $(OBJ)/gameres.$o $(OBJ)/winbits.$o $(OBJ)/startwin.game.$o $(OBJ)/music.$o $(OBJ)/midi.$o $(OBJ)/mpu401.$o
EDITOROBJS+= $(OBJ)/buildres.$o
JAUDIOLIB=libjfaudiolib_win32.a
ENETLIB=libenet_win32.a
else
# -lGLU to build with gluBuild2DMipmaps
ifeq ($(RENDERTYPE),SDL)
ifeq (0,$(SDL_FRAMEWORK))
ifneq ($(PLATFORM),WII)
OURCFLAGS+= $(subst -Dmain=SDL_main,,$(shell $(SDLCONFIG) --cflags))
endif
LIBS+= -l$(SDLNAME)_mixer
else
OURCFLAGS += -DSDL_FRAMEWORK
endif
ifeq (1,$(HAVE_GTK2))
OURCFLAGS+= -DHAVE_GTK2 $(shell pkg-config --cflags gtk+-2.0)
GAMEOBJS+= $(OBJ)/game_banner.$o $(OBJ)/startgtk.game.$o
EDITOROBJS+= $(OBJ)/editor_banner.$o
endif
GAMEOBJS+= $(OBJ)/game_icon.$o $(OBJ)/sdlmusic.$o
EDITOROBJS+= $(OBJ)/build_icon.$o
endif
endif
OURCFLAGS+= $(BUILDCFLAGS)
ifeq ($(PLATFORM),WINDOWS)
OURLDFLAGS+= -Wl,--large-address-aware
endif
#ifneq (0,$(KRANDDEBUG))
ifeq ($(PLATFORM),DARWIN)
OURLDFLAGS+=-Wl,-map -Wl,$@.memmap
else
OURLDFLAGS+=-Wl,-Map=$@.memmap
endif
#endif
ifneq (0,$(PROFILER))
OURLDFLAGS+=-pg
endif
ifeq ($(PLATFORM),WII)
OURLDFLAGS+= -mrvl -meabi -mhard-float -Wl,--gc-sections -Wl,-Map,$(notdir $@).map
# -msdata=eabi
endif
INVOCATION=$(CC) $(OURCONLYFLAGS)
ifneq ($(CPLUSPLUS),0)
INVOCATION=$(CXX) $(OURCXXFLAGS)
endif
ifeq ($(PRETTY_OUTPUT),1)
.SILENT:
endif
.PHONY: clean all engine $(EOBJ)/$(ENGINELIB) $(EOBJ)/$(EDITORLIB) $(JAUDIOLIBDIR)/$(JAUDIOLIB) $(ENETDIR)/$(ENETLIB)
# TARGETS
all: notice $(EDUKE32_TARGET) $(MAPSTER32_TARGET) $(EBACKTRACEDLL_TARGET)
all:
$(BUILD_FINISHED)
ifneq (,$(EDUKE32_TARGET))
@ls -l $(EDUKE32)
endif
ifneq (,$(MAPSTER32_TARGET))
@ls -l $(MAPSTER32)
endif
notice:
$(BUILD_STARTED)
$(EDUKE32): $(GAMEOBJS) $(EOBJ)/$(ENGINELIB) $(JAUDIOLIBDIR)/$(JAUDIOLIB) $(ENETDIR)/$(ENETLIB) $(MISCGAMEDEPS)
$(LINK_STATUS)
if $(INVOCATION) $(OURCFLAGS) -o $@ $^ $(OURLDFLAGS) $(GAMELDFLAGS) $(LIBS) $(STATICSTDCPP) $(STDCPPLIB); then $(LINK_OK); else $(LINK_FAILED); fi
ifeq (1,$(RELEASE))
ifeq (0,$(DEBUGANYWAY))
ifneq ($(PLATFORM),WII)
$(STRIP) $(EDUKE32)
endif
endif
endif
ifeq ($(PLATFORM),DARWIN)
cp -RPf "Apple/bundles/EDuke32.app" "./"
mkdir -p "EDuke32.app/Contents/MacOS"
cp -f "$(EDUKE32)" "EDuke32.app/Contents/MacOS/"
endif
$(MAPSTER32): $(EDITOROBJS) $(EOBJ)/$(EDITORLIB) $(EOBJ)/$(ENGINELIB) $(JAUDIOLIBDIR)/$(JAUDIOLIB)
$(LINK_STATUS)
if $(INVOCATION) $(OURCFLAGS) -o $@ $^ $(OURLDFLAGS) $(EDITORLDFLAGS) $(LIBS) $(STATICSTDCPP) $(STDCPPLIB); then $(LINK_OK); else $(LINK_FAILED); fi
ifeq (1,$(RELEASE))
ifeq (0,$(DEBUGANYWAY))
ifneq ($(PLATFORM),WII)
$(STRIP) $(MAPSTER32)
endif
endif
endif
ifeq ($(PLATFORM),DARWIN)
cp -RPf "Apple/bundles/Mapster32.app" "./"
mkdir -p "Mapster32.app/Contents/MacOS"
cp -f "$(MAPSTER32)" "Mapster32.app/Contents/MacOS/"
endif
include Makefile.deps
.PHONY: enginelib editorlib
enginelib editorlib:
-mkdir -p $(EOBJ)
ifeq ($(PRETTY_OUTPUT),1)
printf "\033[K\033[0;35mChanging dir to \033[1;35m$(CURDIR)/$(EROOT)\033[0;35m \033[0m\n"
endif
$(MAKE) -C $(EROOT)/ "OBJ=../$(EOBJ)" $@ LUNATIC=$(LUNATIC)
ifeq ($(PRETTY_OUTPUT),1)
printf "\033[K\033[0;35mChanging dir to \033[1;35m$(CURDIR)\033[0;35m \033[0m\n"
endif
$(EOBJ)/$(ENGINELIB): enginelib
$(EOBJ)/$(EDITORLIB): editorlib
$(JAUDIOLIBDIR)/$(JAUDIOLIB):
ifeq ($(PRETTY_OUTPUT),1)
printf "\033[K\033[0;35mChanging dir to \033[1;35m$(CURDIR)/$(JAUDIOLIBDIR)\033[0;35m \033[0m\n"
endif
$(MAKE) -C $(JAUDIOLIBDIR)
ifeq ($(PRETTY_OUTPUT),1)
printf "\033[K\033[0;35mChanging dir to \033[1;35m$(CURDIR)\033[0;35m \033[0m\n"
endif
$(ENETDIR)/$(ENETLIB):
ifeq ($(PRETTY_OUTPUT),1)
printf "\033[K\033[0;35mChanging dir to \033[1;35m$(CURDIR)/$(ENETDIR)\033[0;35m \033[0m\n"
endif
$(MAKE) -C $(ENETDIR)
ifeq ($(PRETTY_OUTPUT),1)
printf "\033[K\033[0;35mChanging dir to \033[1;35m$(CURDIR)\033[0;35m \033[0m\n"
endif
# RULES
$(EBACKTRACEDLL): Windows/src/backtrace.c
if $(CC) $(OURCONLYFLAGS) -O2 -shared -Wall -Wextra -I$(EINC) -o $@ $^ -lbfd -liberty -limagehlp; then $(COMPILE_OK); else $(COMPILE_FAILED); fi
$(OBJ)/%.$o: $(SRC)/%.nasm
$(COMPILE_STATUS)
$(AS) $(OURASFLAGS) $< -o $@
$(OBJ)/%.$o: $(SRC)/%.c
$(COMPILE_STATUS)
if $(INVOCATION) $(OURCFLAGS) -c $< -o $@; then $(COMPILE_OK); else $(COMPILE_FAILED); fi
#### Lunatic
# Create object files directly with luajit
$(OBJ)/luaJIT_BC_%.$o: $(SRC)/lunatic/%.lua
$(COMPILE_STATUS)
ifeq ($(PLATFORM),DARWIN)
# LuaJIT on OS X doesn't support writing Mach-O objects as of beta-10,
# so we pipe the C source into GCC.
if $(LUAJIT) -bg -t c $< - | $(CC) -xc -c - -o $@; then $(COMPILE_OK); else $(COMPILE_FAILED); fi
else
if $(LUAJIT) -bg $< $@; then $(COMPILE_OK); else $(COMPILE_FAILED); fi
endif
$(OBJ)/%.$o: $(SRC)/lunatic/%.c
$(COMPILE_STATUS)
if $(INVOCATION) $(OURCFLAGS) -c $< -o $@; then $(COMPILE_OK); else $(COMPILE_FAILED); fi
$(OBJ)/%.$o: $(SRC)/xdelta3/%.c
$(COMPILE_STATUS)
if $(INVOCATION) $(OURCFLAGS) -c $< -o $@; then $(COMPILE_OK); else $(COMPILE_FAILED); fi
# TODO: _m32
# List of exported symbols, OS X
$(SRC)/lunatic/dynsymlist_osx: $(SRC)/lunatic/dynsymlist
sed 's/[{};]//g;s/[A-Za-z_][A-Za-z_0-9]*/_&/g' $< > $@
#$(SRC)/lunatic/aliases_list: $(SRC)/lunatic/dynsymlist_osx
# sed 's/_\([A-Za-z_][A-Za-z_0-9]*\)/_\1 \1/g' $< > $@
# TODO: _m32
# List of exported symbols, Windows
$(SRC)/lunatic/eduke32.def: $(SRC)/lunatic/dynsymlist
echo EXPORTS > $@
sed 's/[{};]//g' $< >> $@
####
$(OBJ)/%.$o: Apple/%.m
$(COMPILE_STATUS)
if $(INVOCATION) $(OURCFLAGS) -c $< -o $@; then $(COMPILE_OK); else $(COMPILE_FAILED); fi
$(OBJ)/%.$o: $(SRC)/%.cc
$(COMPILE_STATUS)
if $(CXX) $(CXXFLAGS) $(OURCXXFLAGS) $(OURCFLAGS) -c $< -o $@; then $(COMPILE_OK); else $(COMPILE_FAILED); fi
$(OBJ)/%.$o: $(SRC)/%.cpp
$(COMPILE_STATUS)
if $(CXX) $(CXXFLAGS) $(OURCXXFLAGS) $(OURCFLAGS) -c $< -o $@; then $(COMPILE_OK); else $(COMPILE_FAILED); fi
$(OBJ)/%.$o: $(SRC)/%.cxx
$(COMPILE_STATUS)
if $(CXX) $(CXXFLAGS) $(OURCXXFLAGS) $(OURCFLAGS) -c $< -o $@; then $(COMPILE_OK); else $(COMPILE_FAILED); fi
$(OBJ)/%.$o: $(SRC)/jmact/%.c
$(COMPILE_STATUS)
if $(INVOCATION) $(OURCFLAGS) -c $< -o $@; then $(COMPILE_OK); else $(COMPILE_FAILED); fi
$(OBJ)/%.$o: $(SRC)/misc/%.rc
$(COMPILE_STATUS)
if $(RC) -i $< -o $@ --include-dir=$(EINC) --include-dir=$(SRC) -DPOLYMER=$(POLYMER); then $(COMPILE_OK); else $(COMPILE_FAILED); fi
$(OBJ)/%.$o: $(RSRC)/%.c
$(COMPILE_STATUS)
if $(INVOCATION) $(OURCFLAGS) -c $< -o $@; then $(COMPILE_OK); else $(COMPILE_FAILED); fi
$(OBJ)/game_banner.$o: $(RSRC)/game_banner.c
$(COMPILE_STATUS)
if $(INVOCATION) $(OURCFLAGS) -Wno-pointer-sign -c $< -o $@; then $(COMPILE_OK); else $(COMPILE_FAILED); fi
$(OBJ)/editor_banner.$o: $(RSRC)/editor_banner.c
$(COMPILE_STATUS)
if $(INVOCATION) $(OURCFLAGS) -Wno-pointer-sign -c $< -o $@; then $(COMPILE_OK); else $(COMPILE_FAILED); fi
$(RSRC)/game_banner.c: $(RSRC)/game.bmp
echo "#include <gdk-pixbuf/gdk-pixdata.h>" > $@
gdk-pixbuf-csource --extern --struct --raw --name=startbanner_pixdata $^ | sed 's/load_inc//' >> $@
$(RSRC)/editor_banner.c: $(RSRC)/build.bmp
echo "#include <gdk-pixbuf/gdk-pixdata.h>" > $@
gdk-pixbuf-csource --extern --struct --raw --name=startbanner_pixdata $^ | sed 's/load_inc//' >> $@
# PHONIES
clean:
-rm -f $(OBJ)/* $(EDUKE32) $(EDUKE32).memmap $(MAPSTER32) $(MAPSTER32).memmap core* duke3d_w32$(EXESUFFIX) && $(MAKE) -C $(JAUDIOLIBDIR) clean && $(MAKE) -C $(ENETDIR) clean
ifeq ($(PLATFORM),DARWIN)
-rm -rf EDuke32.app Mapster32.app
endif
echo -n "" > $(OBJ)/keep.me
veryclean: clean
-rm -f $(EOBJ)/* $(RSRC)/*banner* $(EBACKTRACEDLL)
echo -n "" > $(EOBJ)/keep.me