1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
|
CheckVersion("0.1")
require("other/sdl/sdl.bam")
--- Setup Config --------
config = NewConfig()
config:add(OptFindCompiler())
config:add(OptTestCompileC("stackprotector", "int main(){return 0;}", "-fstack-protector -fstack-protector-all"))
config:add(OptFindLibrary("zlib", "zlib.h", false))
config:add(SDL.OptFind("sdl", true))
--- Auto detect ------
if not config:load("config.bam") then
print("--- Auto Configuration ---")
config:autodetect()
config:save("config.bam")
print("--- ")
end
-- data compiler
function Script(name)
if family == "windows" then
return str_replace(name, "/", "\\")
end
return "python " .. name
end
--dc_compiler = Script("scripts/compiler.py")
--netobj_compiler = Script("scripts/netobj.py")
dat2c_compiler = Script("scripts/dat2c.py")
cmd5_tool = Script("scripts/cmd5.py")
content_compiler = Script("datasrc/compile.py")
function CHash(output, ...)
local inputs = collect_input(arg)
output = Path(output)
-- compile all the files
local cmd = cmd5_tool .. " "
for index, inname in inputs do
cmd = cmd .. Path(inname) .. " "
end
cmd = cmd .. " > " .. output
bam_add_job(output, "cmd5 " .. output, cmd)
for index, inname in inputs do
bam_add_dependency(output, inname)
end
return output
end
function ResCompile(scriptfile)
scriptfile = Path(scriptfile)
output = PathBase(scriptfile) .. ".res"
bam_add_job(output, "rc " .. scriptfile, "rc /fo " .. output .. " " .. scriptfile)
bam_add_dependency(output, scriptfile)
return output
end
function Dat2c(datafile, sourcefile, arrayname)
datafile = Path(datafile)
sourcefile = Path(sourcefile)
bam_add_job(
sourcefile,
"dat2c " .. PathFilename(sourcefile) .. " = " .. PathFilename(datafile),
dat2c_compiler .. " " .. datafile .. " " .. arrayname .. " > " .. sourcefile
)
bam_add_dependency(sourcefile, datafile)
return sourcefile
end
function ContentCompile(action, output)
output = Path(output)
bam_add_job(
output,
action .. " > " .. output,
Script("datasrc/compile.py") .. " " .. action .. " > " .. Path(output)
)
bam_add_dependency(output, Path("datasrc/content.py")) -- do this more proper
bam_add_dependency(output, Path("datasrc/network.py"))
bam_add_dependency(output, Path("datasrc/compile.py"))
bam_add_dependency(output, Path("datasrc/datatypes.py"))
return output
end
-- Content Compile
network_source = ContentCompile("network_source", "src/game/generated/g_protocol.cpp")
network_header = ContentCompile("network_header", "src/game/generated/g_protocol.hpp")
client_content_source = ContentCompile("client_content_source", "src/game/generated/gc_data.cpp")
client_content_header = ContentCompile("client_content_header", "src/game/generated/gc_data.hpp")
server_content_source = ContentCompile("server_content_source", "src/game/generated/gs_data.cpp")
server_content_header = ContentCompile("server_content_header", "src/game/generated/gs_data.hpp")
bam_add_dependency(network_source, network_header)
bam_add_dependency(client_content_source, client_content_header)
bam_add_dependency(server_content_source, server_content_header)
nethash = CHash(
"src/game/generated/nethash.c",
"src/engine/e_protocol.h",
"src/game/generated/g_protocol.hpp",
"src/game/tuning.hpp",
"src/game/gamecore.cpp", network_header)
client_link_other = {}
if config.compiler.value == "cl" then
client_link_other = {ResCompile("other/icons/teeworlds.rc")}
end
function intermediate_output_func(dir, input, settings)
if not (dir == "") then
return Path(dir .. "/" .. PathBase(PathFilename(input)) .. settings.config_ext)
end
return PathBase(input) .. settings.config_ext
end
function build(settings)
settings.objdir = Path("objs")
settings.cc.output = intermediate_output_func
if config.compiler.value == "cl" then
settings.cc.flags = "/wd4244"
settings.linker.flags = ""
else
settings.cc.flags = "-Wall -fno-exceptions "
settings.linker.flags = ""
if platform == "macosx" then
settings.cc.flags = settings.cc.flags .. " -mmacosx-version-min=10.4 -isysroot /Developer/SDKs/MacOSX10.4u.sdk"
settings.linker.flags = settings.linker.flags .. " -mmacosx-version-min=10.4 -isysroot /Developer/SDKs/MacOSX10.4u.sdk"
elseif config.stackprotector.value == 1 then
settings.cc.flags = settings.cc.flags .. " -fstack-protector -fstack-protector-all"
settings.linker.flags = settings.linker.flags .. " -fstack-protector -fstack-protector-all"
end
end
-- set some platform specific settings
settings.cc.includes:add("src")
if family == "unix" then
if platform == "macosx" then
glfw_platform = "macosx"
pa_platform = "mac_osx"
settings.linker.frameworks:add("Carbon")
settings.linker.frameworks:add("AppKit")
else
glfw_platform = "x11"
pa_platform = "unix"
settings.linker.libs:add("pthread")
end
elseif family == "windows" then
glfw_platform = "win32"
pa_platform = "win"
settings.linker.libs:add("gdi32")
settings.linker.libs:add("user32")
settings.linker.libs:add("ws2_32")
settings.linker.libs:add("ole32")
settings.linker.libs:add("shell32")
end
-- compile zlib if needed
if config.zlib.value == 1 then
settings.linker.libs:add("z")
if config.zlib.include_path then
settings.cc.includes:add(config.zlib.include_path)
end
zlib = {}
else
zlib = Compile(settings, Collect("src/engine/external/zlib/*.c"))
settings.cc.includes:add("src/engine/external/zlib")
end
-- build the small libraries
wavpack = Compile(settings, Collect("src/engine/external/wavpack/*.c"))
pnglite = Compile(settings, Collect("src/engine/external/pnglite/*.c"))
-- build game components
engine_settings = settings:copy()
if config.compiler.value == "cl" then
engine_settings.cc.flags = "/wd4244"
else
if platform == "macosx" then
engine_settings.cc.flags = "-Wall -mmacosx-version-min=10.4 -isysroot /Developer/SDKs/MacOSX10.4u.sdk"
engine_settings.linker.flags = "-mmacosx-version-min=10.4 -isysroot /Developer/SDKs/MacOSX10.4u.sdk"
else
engine_settings.cc.flags = "-Wall"
engine_settings.linker.flags = ""
if config.stackprotector.value == 1 then
engine_settings.cc.flags = settings.cc.flags .. " -fstack-protector -fstack-protector-all"
engine_settings.linker.flags = settings.linker.flags .. " -fstack-protector -fstack-protector-all"
end
end
end
-- server
server_settings = engine_settings:copy()
-- client
client_settings = engine_settings:copy()
if family == "unix" then
if platform == "macosx" then
client_settings.linker.frameworks:add("OpenGL")
client_settings.linker.frameworks:add("AGL")
client_settings.linker.frameworks:add("Carbon")
client_settings.linker.frameworks:add("Cocoa")
else
client_settings.linker.libs:add("X11")
client_settings.linker.libs:add("GL")
client_settings.linker.libs:add("GLU")
end
elseif family == "windows" then
client_settings.linker.libs:add("opengl32")
client_settings.linker.libs:add("glu32")
client_settings.linker.libs:add("winmm")
end
-- apply sdl settings
config.sdl:apply(client_settings)
engine = Compile(engine_settings, Collect("src/engine/*.c", "src/base/*.c"))
client = Compile(client_settings, Collect("src/engine/client/*.c"))
server = Compile(server_settings, Collect("src/engine/server/*.c"))
versionserver = Compile(settings, Collect("src/versionsrv/*.cpp"))
masterserver = Compile(settings, Collect("src/mastersrv/*.cpp"))
game_shared = Compile(settings, Collect("src/game/*.cpp"), nethash, network_source)
game_client = Compile(settings, Collect(
"src/game/client/*.cpp",
"src/game/client/components/*.cpp"), client_content_source)
game_server = Compile(settings, Collect(
"src/game/server/*.cpp",
"src/game/server/entities/*.cpp",
"src/game/server/gamemodes/*.cpp"), server_content_source)
game_editor = Compile(settings, Collect("src/game/editor/*.cpp"))
-- build tools (TODO: fix this so we don't get double _d_d stuff)
tools_src = Collect("src/tools/*.cpp", "src/tools/*.c")
osxlaunch = {}
if platform == "macosx" then
osxlaunch = Compile(client_settings, Collect("src/osxlaunch/*.m"))
end
objs = Compile(settings, tools_src)
tools = {}
for i,v in objs do
toolname = PathFilename(PathBase(v))
tools[i] = Link(settings, toolname, v, engine, zlib)
end
-- build client, server, version server and master server
client_exe = Link(client_settings, "teeworlds", game_shared, game_client,
engine, client, game_editor, zlib, pnglite, wavpack,
client_link_other, osxlaunch)
server_exe = Link(server_settings, "teeworlds_srv", engine, server,
game_shared, game_server, zlib)
versionserver_exe = Link(server_settings, "versionsrv", versionserver,
engine, zlib)
masterserver_exe = Link(server_settings, "mastersrv", masterserver,
engine, zlib)
-- make targets
c = PseudoTarget("client".."_"..settings.config_name, client_exe)
s = PseudoTarget("server".."_"..settings.config_name, server_exe)
v = PseudoTarget("versionserver".."_"..settings.config_name, versionserver_exe)
m = PseudoTarget("masterserver".."_"..settings.config_name, masterserver_exe)
t = PseudoTarget("tools".."_"..settings.config_name, tools)
Target(c)
Target(s)
Target(v)
Target(m)
Target(t)
all = PseudoTarget(settings.config_name, c, s, v, m, t)
Target(all)
return all
end
debug_settings = NewSettings()
debug_settings.config_name = "debug"
debug_settings.config_ext = "_d"
debug_settings.debug = 1
debug_settings.cc.optimize = 0
release_settings = NewSettings()
release_settings.config_name = "release"
release_settings.config_ext = ""
release_settings.debug = 0
release_settings.cc.optimize = 1
DefaultTarget(build(debug_settings))
build(release_settings)
|