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Jens Pitkanen 6 år sedan
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+ 68 - 0
projects/scripts/README.md

@@ -0,0 +1,68 @@
+Here are dependency-less build scripts for raylib projects.
+
+## Dependencies
+The scripts, as mentioned above, do not have dependencies. There's one
+exception to this however, and that is Windows, because Windows
+doesn't have a built-in C compiler. On Windows, you'll need to install
+[Visual Studio][visual-studio] or the [build tools][vs-tools]. If you
+didn't install them in the default location, write your changes around
+line 101 of [`windows-build.bat`](windows-build.bat).
+
+## Script customization
+First of all, the scripts have a few variables at the very top, which
+are supposed to be configured for each project separately:
+- `GAME_NAME` variable is used for the executable name.
+- `SOURCES` is a list of .c source files, divided by spaces, which are
+  going to be compiled and linked with raylib to create the final
+  executable. You can use wildcards, so if you have all your .c files
+  in a directory called `src`, you can just set `SOURCES` to
+  `../../src/*.c`. Note: the paths should be either absolute, or
+  relative to `builds/platform`, hence `../../`.
+- `RAYLIB_SRC` should point to the raylib/src directory. In this case,
+  it's `../../src`, but as with the `SOURCES`, if the path is
+  relative, it should be relative to `temp/debug`, so it's actually
+  `../../../../src`.
+
+## Compilation flags
+- `-Os` (`/O1` with MSVC, `-O2` with clang\*) is used for release
+  builds, to save space. Since it's a good practice to make your games
+  run on the slowest possible systems, only a few games would benefit
+  from additional runtime performance on almost all systems. Other
+  flags: `-flto` (`/GL` and `/LTCG` for MSVC) in release builds, `-O0
+  -g` (`/Od /Zi` for MSVC) in debug builds.
+- `-Wall -Wextra -Wpedantic` (`/Wall` for MSVC) are used for warnings.
+
+\* Clang 7.0.1 seems to have problems compiling with `-flto` and `-Os`
+enabled at the same time, so `-Os` is replaced with `-O2` for clang.
+
+## Command line arguments
+The build scripts accept some flags, which can be given either one at
+a time (`-d -c -r`) or in bunches (`-dcr`). Here's a description of
+all of the flags.
+- `-h` Describes all the flags, and a few example commands
+- `-d` Faster builds that have debug symbols, and enable warnings
+- `-u` Run upx\* on the executable after compilation (before -r)
+- `-r` Run the executable after compilation
+- `-c` Remove the temp/(debug|release) directory, ie. full recompile
+- `-q` Suppress this script's informational prints
+- `-qq` Suppress all prints, complete silence
+- `-v` cl.exe normally prints out a lot of superficial information, as
+  well as the MSVC build environment activation scripts, but these are
+  mostly suppressed by default. If you do want to see everything, use
+  this flag.
+
+\* This is mostly here to make building simple "shipping" versions
+   easier, and it's a very small bit in the build scripts. The option
+   requires that you have upx installed and on your path, of course.
+
+#### Examples
+| What the command does                                       | Command                   |
+|-------------------------------------------------------------|---------------------------|
+| Build a release build, on Windows                           | `windows-build.bat`       |
+| Build a release build, full recompile, on Linux             | `./linux-build.sh -c`     |
+| Build a debug build and run, on macOS                       | `./osx-build.sh -d -r`    |
+| Build in debug, run, don't print at all, on Linux with `sh` | `sh linux-build.sh -drqq` |
+
+
+[visual-studio]: https://visualstudio.microsoft.com/downloads/#visual-studio-community-2017
+[vs-tools]: https://visualstudio.microsoft.com/downloads/#build-tools-for-visual-studio-2017

+ 62 - 0
projects/scripts/core_basic_window.c

@@ -0,0 +1,62 @@
+/*******************************************************************************************
+*
+*   raylib [core] example - Basic window
+*
+*   Welcome to raylib!
+*
+*   To test examples, just press F6 and execute raylib_compile_execute script
+*   Note that compiled executable is placed in the same folder as .c file
+*
+*   You can find all basic examples on C:\raylib\raylib\examples folder or
+*   raylib official webpage: www.raylib.com
+*
+*   Enjoy using raylib. :)
+*
+*   This example has been created using raylib 1.0 (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+int main()
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    int screenWidth = 800;
+    int screenHeight = 450;
+
+    InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
+    
+    SetTargetFPS(60);
+    //--------------------------------------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        // TODO: Update your variables here
+        //----------------------------------------------------------------------------------
+
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+
+            ClearBackground(RAYWHITE);
+
+            DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
+
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------   
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}

+ 158 - 0
projects/scripts/linux-build.sh

@@ -0,0 +1,158 @@
+#!/bin/sh
+# Change your executable name here
+GAME_NAME="game"
+
+# Set your sources here (relative to the ./builds/linux directory)
+# Example with two source folders:
+# SOURCES="../../src/*.c ../../src/submodule/*.c"
+SOURCES="../../core_basic_window.c"
+
+# Set your raylib/src location here, relative to the ./temp/x directory
+RAYLIB_SRC="../../../../src"
+
+# About this build script: it does many things, but in essence, it's
+# very simple. It has 3 compiler invocations: building raylib (which
+# is not done always, see logic by searching "Build raylib"), building
+# src/*.c files, and linking together those two. Each invocation is
+# wrapped in an if statement to make the -qq flag work, it's pretty
+# verbose, sorry.
+
+# Get arguments
+while getopts ":hdurcq" opt; do
+    case $opt in
+        h)
+            echo "Usage: ./linux-build.sh [-hdurcqq]"
+            echo " -h  Show this information"
+            echo " -d  Faster builds that have debug symbols, and enable warnings"
+            echo " -u  Run upx* on the executable after compilation (before -r)"
+            echo " -r  Run the executable after compilation"
+            echo " -c  Remove the temp/(debug|release) directory, ie. full recompile"
+            echo " -q  Suppress this script's informational prints"
+            echo " -qq Suppress all prints, complete silence (> /dev/null 2>&1)"
+            echo ""
+            echo "* This is mostly here to make building simple \"shipping\" versions"
+            echo "  easier, and it's a very small bit in the build scripts. The option"
+            echo "  requires that you have upx installed and on your path, of course."
+            echo ""
+            echo "Examples:"
+            echo " Build a release build:                    ./linux-build.sh"
+            echo " Build a release build, full recompile:    ./linux-build.sh -c"
+            echo " Build a debug build and run:              ./linux-build.sh -d -r"
+            echo " Build in debug, run, don't print at all:  ./linux-build.sh -drqq"
+            exit 0
+            ;;
+        d)
+            BUILD_DEBUG="1"
+            ;;
+        u)
+            UPX_IT="1"
+            ;;
+        r)
+            RUN_AFTER_BUILD="1"
+            ;;
+        c)
+            BUILD_ALL="1"
+            ;;
+        q)
+            if [ -n "$QUIET" ]; then
+                REALLY_QUIET="1"
+            else
+                QUIET="1"
+            fi
+            ;;
+        \?)
+            echo "Invalid option: -$OPTARG" >&2
+            exit 1
+            ;;
+    esac
+done
+
+# Set CC if it's not set already
+if [ -z "$CC" ]; then
+    CC=cc
+fi
+
+# Flags
+OUTPUT_DIR="builds/linux"
+COMPILATION_FLAGS="-std=c99 -Os -flto"
+if [ "$CC" = "clang" ]; then
+    # Clang 7.0.1 fails to compile with -Os, possibly the same bug as this:
+    # https://www.mail-archive.com/[email protected]/msg25771.html
+    COMPILATION_FLAGS="-std=c99 -O2 -flto"
+    [ -z "$QUIET" ] && echo "COMPILE-WARNING: \$CC is clang, using -O2 instead of -Os."
+fi
+FINAL_COMPILE_FLAGS="-s"
+WARNING_FLAGS="-Wall -Wextra -Wpedantic"
+LINK_FLAGS="-lm -ldl -lpthread -lX11 -lxcb -lGL -lGLX -lXext -lGLdispatch -lXau -lXdmcp"
+# Debug changes to flags
+if [ -n "$BUILD_DEBUG" ]; then
+    OUTPUT_DIR="builds-debug/linux"
+    COMPILATION_FLAGS="-std=c99 -O0 -g"
+    FINAL_COMPILE_FLAGS=""
+fi
+
+# Display what we're doing
+if [ -n "$BUILD_DEBUG" ]; then
+    [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in debug mode. ($COMPILATION_FLAGS $WARNING_FLAGS)"
+else
+    [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in release mode. ($COMPILATION_FLAGS $FINAL_COMPILE_FLAGS)"
+fi
+
+# Create the raylib cache directory
+ROOT_DIR=$(pwd)
+TEMP_DIR="temp/release"
+if [ -n "$BUILD_DEBUG" ]; then
+    TEMP_DIR="temp/debug"
+fi
+# If there's a -c flag, remove the cache
+if [ -d "$TEMP_DIR" ] && [ -n "$BUILD_ALL" ]; then
+    [ -z "$QUIET" ] && echo "COMPILE-INFO: Found cached raylib, rebuilding."
+    rm -r "$TEMP_DIR"
+fi
+# If temp directory doesn't exist, build raylib
+if [ ! -d "$TEMP_DIR" ]; then
+    mkdir -p $TEMP_DIR
+    cd $TEMP_DIR
+    RAYLIB_DEFINES="-D_DEFAULT_SOURCE -DPLATFORM_DESKTOP -DGRAPHICS_API_OPENGL_33"
+    RAYLIB_C_FILES="$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 $RAYLIB_SRC/external/mini_al.c"
+    RAYLIB_INCLUDE_FLAGS="-I$RAYLIB_SRC -I$RAYLIB_SRC/external/glfw/include"
+
+    if [ -n "$REALLY_QUIET" ]; then
+        $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES > /dev/null 2>&1
+    else
+        $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES
+    fi
+    [ -z "$QUIET" ] && echo "COMPILE-INFO: Raylib compiled into object files in: $TEMP_DIR/"
+    cd $ROOT_DIR
+fi
+
+# Build the actual game
+mkdir -p $OUTPUT_DIR
+cd $OUTPUT_DIR
+[ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling game code."
+if [ -n "$REALLY_QUIET" ]; then
+    $CC -c -o main.o -I$RAYLIB_SRC $COMPILATION_FLAGS $WARNING_FLAGS $SOURCES > /dev/null 2>&1
+    $CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o main.o $LINK_FLAGS > /dev/null 2>&1
+else
+    $CC -c -o main.o -I$RAYLIB_SRC $COMPILATION_FLAGS $WARNING_FLAGS $SOURCES
+    $CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o main.o $LINK_FLAGS
+fi
+rm main.o
+[ -z "$QUIET" ] && echo "COMPILE-INFO: Game compiled into an executable in: $OUTPUT_DIR/"
+
+if [ -n "$UPX_IT" ]; then
+    [ -z "$QUIET" ] && echo "COMPILE-INFO: Packing $GAME_NAME with upx."
+    upx $GAME_NAME > /dev/null 2>&1
+fi
+
+if [ -n "$RUN_AFTER_BUILD" ]; then
+    [ -z "$QUIET" ] && echo "COMPILE-INFO: Running."
+    if [ -n "$REALLY_QUIET" ]; then
+        ./$GAME_NAME > /dev/null 2>&1
+    else
+        ./$GAME_NAME
+    fi
+fi
+cd $ROOT_DIR
+
+[ -z "$QUIET" ] && echo "COMPILE-INFO: All done."

+ 154 - 0
projects/scripts/osx-build.sh

@@ -0,0 +1,154 @@
+#!/bin/sh
+# Change your executable name here
+GAME_NAME="game"
+
+# Set your sources here (relative to the ./builds/osx directory)
+# Example with two source folders:
+# SOURCES="../../src/*.c ../../src/submodule/*.c"
+SOURCES="../../core_basic_window.c"
+
+# Set your raylib/src location here, relative to the ./temp/x directory
+RAYLIB_SRC="../../../../src"
+
+# About this build script: it does many things, but in essence, it's
+# very simple. It has 3 compiler invocations: building raylib (which
+# is not done always, see logic by searching "Build raylib"), building
+# src/*.c files, and linking together those two. Each invocation is
+# wrapped in an if statement to make the -qq flag work, it's pretty
+# verbose, sorry.
+
+# Get arguments
+while getopts ":hdurcq" opt; do
+    case $opt in
+        h)
+            echo "Usage: ./osx-build.sh [-hdurcqq]"
+            echo " -h  Show this information"
+            echo " -d  Faster builds that have debug symbols, and enable warnings"
+            echo " -u  Run upx* on the executable after compilation (before -r)"
+            echo " -r  Run the executable after compilation"
+            echo " -c  Remove the temp/(debug|release) directory, ie. full recompile"
+            echo " -q  Suppress this script's informational prints"
+            echo " -qq Suppress all prints, complete silence (> /dev/null 2>&1)"
+            echo ""
+            echo "* This is mostly here to make building simple \"shipping\" versions"
+            echo "  easier, and it's a very small bit in the build scripts. The option"
+            echo "  requires that you have upx installed and on your path, of course."
+            echo ""
+            echo "Examples:"
+            echo " Build a release build:                    ./osx-build.sh"
+            echo " Build a release build, full recompile:    ./osx-build.sh -c"
+            echo " Build a debug build and run:              ./osx-build.sh -d -r"
+            echo " Build in debug, run, don't print at all:  ./osx-build.sh -drqq"
+            exit 0
+            ;;
+        d)
+            BUILD_DEBUG="1"
+            ;;
+        u)
+            UPX_IT="1"
+            ;;
+        r)
+            RUN_AFTER_BUILD="1"
+            ;;
+        c)
+            BUILD_ALL="1"
+            ;;
+        q)
+            if [ -n "$QUIET" ]; then
+                REALLY_QUIET="1"
+            else
+                QUIET="1"
+            fi
+            ;;
+        \?)
+            echo "Invalid option: -$OPTARG" >&2
+            exit 1
+            ;;
+    esac
+done
+
+# Set CC if it's not set already
+if [ -z "$CC" ]; then
+    CC=cc
+fi
+
+# Flags
+OUTPUT_DIR="builds/osx"
+COMPILATION_FLAGS="-std=c99 -O2 -flto"
+FINAL_COMPILE_FLAGS="-s"
+WARNING_FLAGS="-Wall -Wextra -Wpedantic"
+LINK_FLAGS="-framework OpenGL -framework OpenAL -framework IOKit -framework CoreVideo -framework Cocoa"
+# Debug changes to flags
+if [ -n "$BUILD_DEBUG" ]; then
+    OUTPUT_DIR="builds-debug/osx"
+    COMPILATION_FLAGS="-std=c99 -O0 -g"
+    FINAL_COMPILE_FLAGS=""
+fi
+
+# Display what we're doing
+if [ -n "$BUILD_DEBUG" ]; then
+    [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in debug mode. ($COMPILATION_FLAGS $WARNING_FLAGS)"
+else
+    [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in release mode. ($COMPILATION_FLAGS $FINAL_COMPILE_FLAGS)"
+fi
+
+# Create the raylib cache directory
+ROOT_DIR=$(pwd)
+TEMP_DIR="temp/release"
+if [ -n "$BUILD_DEBUG" ]; then
+    TEMP_DIR="temp/debug"
+fi
+# If there's a -c flag, remove the cache
+if [ -d "$TEMP_DIR" ] && [ -n "$BUILD_ALL" ]; then
+    [ -z "$QUIET" ] && echo "COMPILE-INFO: Found cached raylib, rebuilding."
+    rm -r "$TEMP_DIR"
+fi
+# If temp directory doesn't exist, build raylib
+if [ ! -d "$TEMP_DIR" ]; then
+    mkdir -p $TEMP_DIR
+    cd $TEMP_DIR
+    RAYLIB_DEFINES="-D_DEFAULT_SOURCE -DPLATFORM_DESKTOP -DGRAPHICS_API_OPENGL_33"
+    RAYLIB_C_FILES="$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 $RAYLIB_SRC/external/mini_al.c"
+    RAYLIB_INCLUDE_FLAGS="-I$RAYLIB_SRC -I$RAYLIB_SRC/external/glfw/include"
+
+    if [ -n "$REALLY_QUIET" ]; then
+        $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS -x objective-c $RAYLIB_SRC/rglfw.c > /dev/null 2>&1
+        $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES > /dev/null 2>&1
+    else
+        $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS -x objective-c $RAYLIB_SRC/rglfw.c
+        $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES
+    fi
+    [ -z "$QUIET" ] && echo "COMPILE-INFO: Raylib compiled into object files in: $TEMP_DIR/"
+    cd $ROOT_DIR
+fi
+
+# Build the actual game
+mkdir -p $OUTPUT_DIR
+cd $OUTPUT_DIR
+[ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling game code."
+if [ -n "$REALLY_QUIET" ]; then
+    $CC -c -o main.o -I$RAYLIB_SRC $COMPILATION_FLAGS $WARNING_FLAGS $SOURCES > /dev/null 2>&1
+    $CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o main.o $LINK_FLAGS > /dev/null 2>&1
+else
+    $CC -c -o main.o -I$RAYLIB_SRC $COMPILATION_FLAGS $WARNING_FLAGS $SOURCES
+    $CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o main.o $LINK_FLAGS
+fi
+rm main.o
+[ -z "$QUIET" ] && echo "COMPILE-INFO: Game compiled into an executable in: $OUTPUT_DIR/"
+
+if [ -n "$UPX_IT" ]; then
+    [ -z "$QUIET" ] && echo "COMPILE-INFO: Packing $GAME_NAME with upx."
+    upx $GAME_NAME > /dev/null 2>&1
+fi
+
+if [ -n "$RUN_AFTER_BUILD" ]; then
+    [ -z "$QUIET" ] && echo "COMPILE-INFO: Running."
+    if [ -n "$REALLY_QUIET" ]; then
+        ./$GAME_NAME > /dev/null 2>&1
+    else
+        ./$GAME_NAME
+    fi
+fi
+cd $ROOT_DIR
+
+[ -z "$QUIET" ] && echo "COMPILE-INFO: All done."

+ 211 - 0
projects/scripts/windows-build.bat

@@ -0,0 +1,211 @@
+@echo off
+REM Change your executable name here
+set GAME_NAME=game.exe
+
+REM Set your sources here (relative to the builds\windows directory)
+REM Example with two source folders:
+REM set SOURCES=..\..\src\*.c ..\..\src\submodule\*.c
+set SOURCES=..\..\core_basic_window.c
+
+REM Set your raylib/src location here, relative to the ./temp/x directory
+set RAYLIB_SRC=..\..\..\..\src
+
+REM About this build script: it does many things, but in essence, it's
+REM very simple. It has 3 compiler invocations: building raylib (which
+REM is not done always, see logic by searching "Build raylib"), building
+REM src/*.c files, and linking together those two. Each invocation is
+REM wrapped in an if statement to make the -qq flag work, it's pretty
+REM verbose, sorry.
+
+REM To skip to the actual building part of the script, search for ":BUILD"
+
+REM For the ! variable notation
+setlocal EnableDelayedExpansion
+REM For shifting, which the command line argument parsing needs
+setlocal EnableExtensions
+
+
+:ARG_LOOP
+set ARG=%1
+if "!ARG!" == "" ( goto PREPARE )
+IF NOT "x!ARG!" == "x!ARG:h=!" (
+  goto HELP
+)
+IF NOT "x!ARG!" == "x!ARG:d=!" (
+  set BUILD_DEBUG=1
+)
+IF NOT "x!ARG!" == "x!ARG:u=!" (
+  set UPX_IT=1
+)
+IF NOT "x!ARG!" == "x!ARG:r=!" (
+  set RUN_AFTER_BUILD=1
+)
+IF NOT "x!ARG!" == "x!ARG:c=!" (
+  set BUILD_ALL=1
+)
+IF NOT "x!ARG!" == "x!ARG:qq=!" (
+  set QUIET=1
+  set REALLY_QUIET=1
+) ELSE IF NOT "x!ARG!" == "x!ARG:q=!" (
+  IF DEFINED QUIET (
+    set REALLY_QUIET=1
+  ) ELSE (
+    set QUIET=1
+  )
+)
+IF NOT "x!ARG!" == "x!ARG:v=!" (
+  set VERBOSE=1
+)
+IF NOT "%1" == "" (
+  shift /1
+  goto ARG_LOOP
+)
+
+
+:HELP
+echo Usage: windows-build.bat [-hdurcqqv]
+echo  -h  Show this information
+echo  -d  Faster builds that have debug symbols, and enable warnings
+echo  -u  Run upx* on the executable after compilation (before -r)
+echo  -r  Run the executable after compilation
+echo  -c  Remove the temp\{debug,release} directory, ie. full recompile
+echo  -q  Suppress this script's informational prints
+echo  -qq Suppress all prints, complete silence
+echo  -v  cl.exe normally prints out a lot of superficial information, as
+echo      well as the MSVC build environment activation scripts, but these are
+echo      mostly suppressed by default. If you do want to see everything, use
+echo      this flag.
+echo.
+echo * This is mostly here to make building simple "shipping" versions
+echo   easier, and it's a very small bit in the build scripts. The option
+echo   requires that you have upx installed and on your path, of course.
+echo.
+echo Examples:
+echo  Build a release build:                    windows-build.bat
+echo  Build a release build, full recompile:    windows-build.bat -c
+echo  Build a debug build and run:              windows-build.bat -d -r
+echo  Build in debug, run, don't print at all:  windows-build.bat -drqq
+exit /B
+
+
+:PREPARE
+REM Activate the msvc build environment
+IF EXIST "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvarsall.bat" (
+  set VC_INIT="C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvarsall.bat"
+) ELSE IF EXIST "C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvarsall.bat" (
+  set VC_INIT="C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Auxiliary\Build\vcvarsall.bat"
+) ELSE IF EXIST "C:\Program Files (x86)\Microsoft Visual C++ Build Tools\vcbuildtools.bat" (
+  set VC_INIT="C:\Program Files (x86)\Microsoft Visual C++ Build Tools\vcbuildtools.bat"
+) ELSE (
+  REM Initialize your vc environment here if the defaults don't work
+  REM  set VC_INIT="C:\your\path\here\vcvarsall.bat"
+  REM And then remove/comment out the following two lines
+  echo "Couldn't find vcvarsall.bat or vcbuildtools.bat, please set it manually."
+  exit /B
+)
+IF DEFINED VERBOSE (
+  call !VC_INIT! x86
+) ELSE (
+  call !VC_INIT! x86 > NUL 2>&1
+)
+
+
+:BUILD
+REM Flags
+set OUTPUT_FLAG=/Fe: "!GAME_NAME!"
+set COMPILATION_FLAGS=/O1 /GL
+set WARNING_FLAGS=
+set SUBSYSTEM_FLAGS=/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup
+set LINK_FLAGS=/link /LTCG kernel32.lib user32.lib shell32.lib winmm.lib gdi32.lib opengl32.lib
+set OUTPUT_DIR=builds\windows
+REM Debug changes to flags
+IF DEFINED BUILD_DEBUG (
+  set OUTPUT_FLAG=/Fe: "!GAME_NAME!"
+  set COMPILATION_FLAGS=/Od /Zi
+  set WARNING_FLAGS=/Wall
+  set SUBSYSTEM_FLAGS=
+  set LINK_FLAGS=/link kernel32.lib user32.lib shell32.lib winmm.lib gdi32.lib opengl32.lib
+  set OUTPUT_DIR=builds-debug\windows
+)
+IF NOT DEFINED VERBOSE (
+  set VERBOSITY_FLAG=/nologo
+)
+
+REM Display what we're doing
+IF DEFINED BUILD_DEBUG (
+  IF NOT DEFINED QUIET echo COMPILE-INFO: Compiling in debug mode, flags: !COMPILATION_FLAGS! !WARNING_FLAGS!
+) ELSE (
+  IF NOT DEFINED QUIET echo COMPILE-INFO: Compiling in release mode, flags: !COMPILATION_FLAGS! /link /LTCG
+)
+
+REM Create the temp directory for raylib
+set "ROOT_DIR=%CD%"
+set "TEMP_DIR=temp\release"
+IF DEFINED BUILD_DEBUG (
+  set "TEMP_DIR=temp\debug"
+)
+
+IF DEFINED BUILD_ALL (
+  IF EXIST !TEMP_DIR!\ (
+    IF NOT DEFINED QUIET echo COMPILE-INFO: Found cached raylib, rebuilding.
+    del /Q !TEMP_DIR!
+    rmdir !TEMP_DIR!
+  )
+)
+
+REM Build raylib if it hasn't been cached in TEMP_DIR
+IF NOT EXIST !TEMP_DIR!\ (
+  mkdir !TEMP_DIR!
+  cd !TEMP_DIR!
+  REM Raylib's src folder
+  set "RAYLIB_DEFINES=/D_DEFAULT_SOURCE /DPLATFORM_DESKTOP /DGRAPHICS_API_OPENGL_33"
+  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"
+  set RAYLIB_INCLUDE_FLAGS=/I"!RAYLIB_SRC!" /I"!RAYLIB_SRC!\external\glfw\include"
+
+  IF DEFINED REALLY_QUIET (
+    cl.exe /w /c !RAYLIB_DEFINES! !RAYLIB_INCLUDE_FLAGS! !COMPILATION_FLAGS! !RAYLIB_C_FILES! > NUL 2>&1
+  ) ELSE (
+    cl.exe /w /c !VERBOSITY_FLAG! !RAYLIB_DEFINES! !RAYLIB_INCLUDE_FLAGS! !COMPILATION_FLAGS! !RAYLIB_C_FILES!
+  )
+  IF NOT DEFINED QUIET echo COMPILE-INFO: Raylib compiled into object files in: !TEMP_DIR!\
+
+  REM Out of the temp directory
+  cd !ROOT_DIR!
+)
+
+REM Move to the build directory
+IF NOT EXIST !OUTPUT_DIR! mkdir !OUTPUT_DIR!
+cd !OUTPUT_DIR!
+
+REM Build the actual game
+IF NOT DEFINED QUIET echo COMPILE-INFO: Compiling game code.
+IF DEFINED REALLY_QUIET (
+  cl.exe !VERBOSITY_FLAG! /Fo"main.obj" !COMPILATION_FLAGS! !WARNING_FLAGS! /c /I"!RAYLIB_SRC!" !SOURCES! > NUL 2>&1
+  cl.exe !VERBOSITY_FLAG! !OUTPUT_FLAG! "!ROOT_DIR!\!TEMP_DIR!\*.obj" main.obj !LINK_FLAGS! !SUBSYSTEM_FLAGS! > NUL 2>&1
+) ELSE (
+  cl.exe !VERBOSITY_FLAG! /Fo"main.obj" !COMPILATION_FLAGS! !WARNING_FLAGS! /c /I"!RAYLIB_SRC!" !SOURCES!
+  cl.exe !VERBOSITY_FLAG! !OUTPUT_FLAG! "!ROOT_DIR!\!TEMP_DIR!\*.obj" main.obj !LINK_FLAGS! !SUBSYSTEM_FLAGS!
+)
+del main.obj
+IF NOT DEFINED QUIET echo COMPILE-INFO: Game compiled into an executable in: !OUTPUT_DIR!\
+
+REM Run upx
+IF DEFINED UPX_IT (
+  IF NOT DEFINED QUIET echo COMPILE-INFO: Packing !GAME_NAME! with upx.
+  upx !GAME_NAME! > NUL 2>&1
+)
+
+REM Finally, run the produced executable
+IF DEFINED RUN_AFTER_BUILD (
+  IF NOT DEFINED QUIET echo COMPILE-INFO: Running.
+  IF DEFINED REALLY_QUIET (
+    !GAME_NAME! > NUL 2>&1
+  ) ELSE (
+    !GAME_NAME!
+  )
+)
+
+REM Back to development directory
+cd !ROOT_DIR!
+
+IF NOT DEFINED QUIET echo COMPILE-INFO: All done.