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authorRay <[email protected]>2019-02-12 12:18:26 +0100
committerRay <[email protected]>2019-02-12 12:18:26 +0100
commit2e3310c9de01f9b636075769a35db7293ed9dbb7 (patch)
treeab61d49f19ea95d2717e228c16000e7f00991bdf /projects/scripts/build-windows.bat
parent944a388b1bfee6048528c29719c5a78d4888bfa5 (diff)
downloadraylib-2e3310c9de01f9b636075769a35db7293ed9dbb7.tar.gz
raylib-2e3310c9de01f9b636075769a35db7293ed9dbb7.zip
Review scripts name and mini_al inclusion
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diff --git a/projects/scripts/build-windows.bat b/projects/scripts/build-windows.bat
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+@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!\raudio.c" "!RAYLIB_SRC!\rglfw.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.