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| author | Ray <[email protected]> | 2019-02-12 12:18:26 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2019-02-12 12:18:26 +0100 |
| commit | 2e3310c9de01f9b636075769a35db7293ed9dbb7 (patch) | |
| tree | ab61d49f19ea95d2717e228c16000e7f00991bdf /projects/scripts/build-windows.bat | |
| parent | 944a388b1bfee6048528c29719c5a78d4888bfa5 (diff) | |
| download | raylib-2e3310c9de01f9b636075769a35db7293ed9dbb7.tar.gz raylib-2e3310c9de01f9b636075769a35db7293ed9dbb7.zip | |
Review scripts name and mini_al inclusion
Diffstat (limited to 'projects/scripts/build-windows.bat')
| -rw-r--r-- | projects/scripts/build-windows.bat | 211 |
1 files changed, 211 insertions, 0 deletions
diff --git a/projects/scripts/build-windows.bat b/projects/scripts/build-windows.bat new file mode 100644 index 00000000..b179b560 --- /dev/null +++ b/projects/scripts/build-windows.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!\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. |
