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+@echo off
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+REM Change your executable name here
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+set GAME_NAME=game.exe
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+
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+REM Set your sources here (relative to the builds\windows directory)
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+REM Example with two source folders:
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+REM set SOURCES=..\..\src\*.c ..\..\src\submodule\*.c
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+set SOURCES=..\..\core_basic_window.c
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+
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+REM Set your raylib/src location here, relative to the ./temp/x directory
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+set RAYLIB_SRC=..\..\..\..\src
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+
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+REM About this build script: it does many things, but in essence, it's
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+REM very simple. It has 3 compiler invocations: building raylib (which
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+REM is not done always, see logic by searching "Build raylib"), building
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+REM src/*.c files, and linking together those two. Each invocation is
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+REM wrapped in an if statement to make the -qq flag work, it's pretty
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+REM verbose, sorry.
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+
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+REM To skip to the actual building part of the script, search for ":BUILD"
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+
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+REM For the ! variable notation
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+setlocal EnableDelayedExpansion
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+REM For shifting, which the command line argument parsing needs
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+setlocal EnableExtensions
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+
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+
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+:ARG_LOOP
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+set ARG=%1
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+if "!ARG!" == "" ( goto PREPARE )
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+IF NOT "x!ARG!" == "x!ARG:h=!" (
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+ goto HELP
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+)
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+IF NOT "x!ARG!" == "x!ARG:d=!" (
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+ set BUILD_DEBUG=1
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+)
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+IF NOT "x!ARG!" == "x!ARG:u=!" (
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+ set UPX_IT=1
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+)
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+IF NOT "x!ARG!" == "x!ARG:r=!" (
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+ set RUN_AFTER_BUILD=1
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+)
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+IF NOT "x!ARG!" == "x!ARG:c=!" (
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+ set BUILD_ALL=1
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+)
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+IF NOT "x!ARG!" == "x!ARG:qq=!" (
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+ set QUIET=1
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+ set REALLY_QUIET=1
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+) ELSE IF NOT "x!ARG!" == "x!ARG:q=!" (
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+ IF DEFINED QUIET (
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+ set REALLY_QUIET=1
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+ ) ELSE (
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+ set QUIET=1
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+ )
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+)
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+IF NOT "x!ARG!" == "x!ARG:v=!" (
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+ set VERBOSE=1
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+)
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+IF NOT "%1" == "" (
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+ shift /1
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+ goto ARG_LOOP
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+)
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+
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+
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+:HELP
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+echo Usage: windows-build.bat [-hdurcqqv]
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+echo -h Show this information
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+echo -d Faster builds that have debug symbols, and enable warnings
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+echo -u Run upx* on the executable after compilation (before -r)
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+echo -r Run the executable after compilation
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+echo -c Remove the temp\{debug,release} directory, ie. full recompile
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+echo -q Suppress this script's informational prints
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+echo -qq Suppress all prints, complete silence
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+echo -v cl.exe normally prints out a lot of superficial information, as
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+echo well as the MSVC build environment activation scripts, but these are
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+echo mostly suppressed by default. If you do want to see everything, use
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+echo this flag.
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+echo.
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+echo * This is mostly here to make building simple "shipping" versions
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+echo easier, and it's a very small bit in the build scripts. The option
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+echo requires that you have upx installed and on your path, of course.
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+echo.
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+echo Examples:
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+echo Build a release build: windows-build.bat
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+echo Build a release build, full recompile: windows-build.bat -c
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+echo Build a debug build and run: windows-build.bat -d -r
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+echo Build in debug, run, don't print at all: windows-build.bat -drqq
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+exit /B
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+
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+
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+:PREPARE
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+REM Activate the msvc build environment
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+IF EXIST "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvarsall.bat" (
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+ set VC_INIT="C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvarsall.bat"
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+) ELSE IF EXIST "C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvarsall.bat" (
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+ set VC_INIT="C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvarsall.bat"
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+) ELSE IF EXIST "C:\Program Files (x86)\Microsoft Visual C++ Build Tools\vcbuildtools.bat" (
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+ set VC_INIT="C:\Program Files (x86)\Microsoft Visual C++ Build Tools\vcbuildtools.bat"
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+) ELSE (
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+ REM Initialize your vc environment here if the defaults don't work
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+ REM set VC_INIT="C:\your\path\here\vcvarsall.bat"
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+ REM And then remove/comment out the following two lines
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+ echo "Couldn't find vcvarsall.bat or vcbuildtools.bat, please set it manually."
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+ exit /B
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+)
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+IF DEFINED VERBOSE (
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+ call !VC_INIT! x86
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+) ELSE (
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+ call !VC_INIT! x86 > NUL 2>&1
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+)
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+
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+
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+:BUILD
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+REM Flags
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+set OUTPUT_FLAG=/Fe: "!GAME_NAME!"
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+set COMPILATION_FLAGS=/O1 /GL
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+set WARNING_FLAGS=
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+set SUBSYSTEM_FLAGS=/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup
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+set LINK_FLAGS=/link /LTCG kernel32.lib user32.lib shell32.lib winmm.lib gdi32.lib opengl32.lib
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+set OUTPUT_DIR=builds\windows
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+REM Debug changes to flags
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+IF DEFINED BUILD_DEBUG (
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+ set OUTPUT_FLAG=/Fe: "!GAME_NAME!"
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+ set COMPILATION_FLAGS=/Od /Zi
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+ set WARNING_FLAGS=/Wall
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+ set SUBSYSTEM_FLAGS=
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+ set LINK_FLAGS=/link kernel32.lib user32.lib shell32.lib winmm.lib gdi32.lib opengl32.lib
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+ set OUTPUT_DIR=builds-debug\windows
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+)
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+IF NOT DEFINED VERBOSE (
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+ set VERBOSITY_FLAG=/nologo
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+)
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+
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+REM Display what we're doing
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+IF DEFINED BUILD_DEBUG (
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+ IF NOT DEFINED QUIET echo COMPILE-INFO: Compiling in debug mode, flags: !COMPILATION_FLAGS! !WARNING_FLAGS!
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+) ELSE (
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+ IF NOT DEFINED QUIET echo COMPILE-INFO: Compiling in release mode, flags: !COMPILATION_FLAGS! /link /LTCG
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+)
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+
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+REM Create the temp directory for raylib
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+set "ROOT_DIR=%CD%"
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+set "TEMP_DIR=temp\release"
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+IF DEFINED BUILD_DEBUG (
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+ set "TEMP_DIR=temp\debug"
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+)
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+
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+IF DEFINED BUILD_ALL (
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+ IF EXIST !TEMP_DIR!\ (
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+ IF NOT DEFINED QUIET echo COMPILE-INFO: Found cached raylib, rebuilding.
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+ del /Q !TEMP_DIR!
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+ rmdir !TEMP_DIR!
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+ )
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+)
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+
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+REM Build raylib if it hasn't been cached in TEMP_DIR
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+IF NOT EXIST !TEMP_DIR!\ (
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+ mkdir !TEMP_DIR!
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+ cd !TEMP_DIR!
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+ REM Raylib's src folder
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+ set "RAYLIB_DEFINES=/D_DEFAULT_SOURCE /DPLATFORM_DESKTOP /DGRAPHICS_API_OPENGL_33"
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+ set RAYLIB_C_FILES="!RAYLIB_SRC!\core.c" "!RAYLIB_SRC!\shapes.c" "!RAYLIB_SRC!\textures.c" "!RAYLIB_SRC!\text.c" "!RAYLIB_SRC!\models.c" "!RAYLIB_SRC!\utils.c" "!RAYLIB_SRC!\audio.c" "!RAYLIB_SRC!\rglfw.c" "!RAYLIB_SRC!\external\mini_al.c"
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+ set RAYLIB_INCLUDE_FLAGS=/I"!RAYLIB_SRC!" /I"!RAYLIB_SRC!\external\glfw\include"
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+
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+ IF DEFINED REALLY_QUIET (
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+ cl.exe /w /c !RAYLIB_DEFINES! !RAYLIB_INCLUDE_FLAGS! !COMPILATION_FLAGS! !RAYLIB_C_FILES! > NUL 2>&1
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+ ) ELSE (
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+ cl.exe /w /c !VERBOSITY_FLAG! !RAYLIB_DEFINES! !RAYLIB_INCLUDE_FLAGS! !COMPILATION_FLAGS! !RAYLIB_C_FILES!
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+ )
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+ IF NOT DEFINED QUIET echo COMPILE-INFO: Raylib compiled into object files in: !TEMP_DIR!\
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+
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+ REM Out of the temp directory
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+ cd !ROOT_DIR!
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+)
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+
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+REM Move to the build directory
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+IF NOT EXIST !OUTPUT_DIR! mkdir !OUTPUT_DIR!
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+cd !OUTPUT_DIR!
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+
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+REM Build the actual game
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+IF NOT DEFINED QUIET echo COMPILE-INFO: Compiling game code.
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+IF DEFINED REALLY_QUIET (
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+ cl.exe !VERBOSITY_FLAG! /Fo"main.obj" !COMPILATION_FLAGS! !WARNING_FLAGS! /c /I"!RAYLIB_SRC!" !SOURCES! > NUL 2>&1
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+ cl.exe !VERBOSITY_FLAG! !OUTPUT_FLAG! "!ROOT_DIR!\!TEMP_DIR!\*.obj" main.obj !LINK_FLAGS! !SUBSYSTEM_FLAGS! > NUL 2>&1
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+) ELSE (
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+ cl.exe !VERBOSITY_FLAG! /Fo"main.obj" !COMPILATION_FLAGS! !WARNING_FLAGS! /c /I"!RAYLIB_SRC!" !SOURCES!
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+ cl.exe !VERBOSITY_FLAG! !OUTPUT_FLAG! "!ROOT_DIR!\!TEMP_DIR!\*.obj" main.obj !LINK_FLAGS! !SUBSYSTEM_FLAGS!
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+)
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+del main.obj
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+IF NOT DEFINED QUIET echo COMPILE-INFO: Game compiled into an executable in: !OUTPUT_DIR!\
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+
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+REM Run upx
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+IF DEFINED UPX_IT (
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+ IF NOT DEFINED QUIET echo COMPILE-INFO: Packing !GAME_NAME! with upx.
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+ upx !GAME_NAME! > NUL 2>&1
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+)
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+
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+REM Finally, run the produced executable
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+IF DEFINED RUN_AFTER_BUILD (
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+ IF NOT DEFINED QUIET echo COMPILE-INFO: Running.
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+ IF DEFINED REALLY_QUIET (
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+ !GAME_NAME! > NUL 2>&1
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+ ) ELSE (
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+ !GAME_NAME!
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+ )
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+)
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+
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+REM Back to development directory
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+cd !ROOT_DIR!
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+
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+IF NOT DEFINED QUIET echo COMPILE-INFO: All done.
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