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483 lines
19 KiB
Lua
Executable File
483 lines
19 KiB
Lua
Executable File
-- Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
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--
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-- This software is provided 'as-is', without any express or implied
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-- warranty. In no event will the authors be held liable for any damages
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-- arising from the use of this software.
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--
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-- Permission is granted to anyone to use this software for any purpose,
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-- including commercial applications, and to alter it and redistribute it
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-- freely.
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--
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-- Meta-build system using premake created and maintained by
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-- Benjamin Henning <b.henning@digipen.edu>
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--[[
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premake4.lua
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This script sets up the entire premake system. It's responsible for executing
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all of the definition scripts for the SDL2 library and the entire test suite,
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or demos for the iOS platform. It handles each specific platform and uses the
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setup state to generate both the configuration header file needed to build
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SDL2 and the premake lua script to generate the target project files.
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]]
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-- string utility functions
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dofile "util/sdl_string.lua"
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-- utility file wrapper for some useful functions
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dofile "util/sdl_file.lua"
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-- system for defining SDL projects
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dofile "util/sdl_projects.lua"
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-- offers a utility function for finding dependencies specifically on windows
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dofile "util/sdl_depends.lua"
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-- system for generating a *config.h file used to build the SDL2 library
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dofile "util/sdl_gen_config.lua"
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-- functions to handle complicated dependency checks using CMake-esque functions
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dofile "util/sdl_check_compile.lua"
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-- a list of dependency functions for the SDL2 project and any other projects
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dofile "util/sdl_dependency_checkers.lua"
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-- the following are various options for configuring the meta-build system
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newoption {
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trigger = "to",
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value = "path",
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description = "Set the base output directory for the generated and executed lua file."
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}
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newoption {
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trigger = "mingw",
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description = "Runs the premake generation script targeted to MinGW."
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}
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newoption {
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trigger = "cygwin",
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description = "Runs the premake generation script targeted to Cygwin."
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}
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newoption {
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trigger = "ios",
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description = "Runs the premake generation script targeted to iOS."
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}
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-- determine the localized destination path
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local baseLoc = "./"
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if _OPTIONS["to"] then
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baseLoc = _OPTIONS["to"]:gsub("\\", "/")
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end
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local deps = SDL_getDependencies()
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for _,v in ipairs(deps) do
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newoption {
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trigger = v:lower(),
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description = "Force on the dependency: " .. v
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}
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end
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-- clean action
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if _ACTION == "clean" then
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-- this is kept the way it is because premake's default method of cleaning the
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-- build tree is not very good standalone, whereas the following correctly
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-- cleans every build option
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print("Cleaning the build environment...")
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os.rmdir(baseLoc .. "/SDL2")
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os.rmdir(baseLoc .. "/SDL2main")
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os.rmdir(baseLoc .. "/SDL2test")
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os.rmdir(baseLoc .. "/tests")
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os.rmdir(baseLoc .. "/Demos")
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os.rmdir(baseLoc .. "/ipch") -- sometimes shows up
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os.remove(baseLoc .. "/SDL.sln")
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os.remove(baseLoc .. "/SDL.suo")
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os.remove(baseLoc .. "/SDL.v11.suo")
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os.remove(baseLoc .. "/SDL.sdf")
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os.remove(baseLoc .. "/SDL.ncb")
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os.remove(baseLoc .. "/SDL-gen.lua")
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os.remove(baseLoc .. "/SDL_config_premake.h")
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os.remove(baseLoc .. "/Makefile")
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os.rmdir(baseLoc .. "/SDL.xcworkspace")
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os.exit()
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end
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-- only run through standard execution if not in help mode
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if _OPTIONS["help"] == nil then
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-- load all of the project definitions
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local results = os.matchfiles("projects/**.lua")
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for _,dir in ipairs(results) do
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dofile(dir)
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end
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-- figure out which configuration template to use
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local premakeConfigHeader = baseLoc .. "/SDL_config_premake.h"
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-- minimal configuration is the default
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local premakeTemplateHeader = "./config/SDL_config_minimal.template.h"
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if SDL_getos() == "windows" or SDL_getos() == "mingw" then
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premakeTemplateHeader = "./config/SDL_config_windows.template.h"
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elseif SDL_getos() == "macosx" then
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premakeTemplateHeader = "./config/SDL_config_macosx.template.h"
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elseif SDL_getos() == "ios" then
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premakeTemplateHeader = "./config/SDL_config_iphoneos.template.h"
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elseif os.get() == "linux" then
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premakeTemplateHeader = "./config/SDL_config_linux.template.h"
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elseif SDL_getos() == "cygwin" then
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premakeTemplateHeader = "./config/SDL_config_cygwin.template.h"
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end
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local genFile = baseLoc .. "/SDL-gen.lua"
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local file = fileopen(genFile, "wt")
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print("Generating " .. genFile .. "...")
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-- begin generating the config header file
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startGeneration(premakeConfigHeader, premakeTemplateHeader)
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-- begin generating the actual premake script
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file:print(0, "-- Premake script generated by Simple DirectMedia Layer meta-build script")
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file:print(1, 'solution "SDL"')
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local platforms = { }
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local platformsIndexed = { }
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for n,p in pairs(projects) do
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if p.platforms and #p.platforms ~= 0 then
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for k,v in pairs(p.platforms) do
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platforms[v] = true
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end
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end
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end
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for n,v in pairs(platforms) do
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platformsIndexed[#platformsIndexed + 1] = n
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end
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file:print(2, implode(platformsIndexed, 'platforms {', '"', '"', ', ', '}'))
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file:print(2, 'configurations { "Debug", "Release" }')
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for n,p in pairs(projects) do
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if p.compat then
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local proj = {}
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if p.projectLocation ~= nil then
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proj.location = p.projectLocation .. "/" .. p.name
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else
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proj.location = p.name .. "/"
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end
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proj.includedirs = { path.getrelative(baseLoc,
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path.getdirectory(premakeConfigHeader)),
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path.getrelative(baseLoc, "../include") }
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proj.libdirs = { }
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proj.files = { }
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local links = { }
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local dbgCopyTable = { }
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local relCopyTable = { }
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-- custom links that shouldn't exist...
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-- (these should always happen before dependencies)
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if p.customLinks ~= nil then
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for k,lnk in pairs(p.customLinks) do
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table.insert(links, lnk)
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end
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end
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-- setup project dependencies
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local dependencyLocs = { }
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if p.projectDependencies ~= nil and #p.projectDependencies ~= 0 then
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for k,projname in pairs(p.projectDependencies) do
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local depproj = projects[projname]
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-- validation that it exists and can be linked to
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if depproj ~= nil and (depproj.kind == "SharedLib" or depproj.kind == "StaticLib") then
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if depproj.kind == "SharedLib" then
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local deplocation = nil
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if depproj.projectLocation ~= nil then
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deplocation = depproj.projectLocation .. "/" .. p.name
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else
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deplocation = depproj.name .. "/"
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end
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table.insert(dependencyLocs, { location = deplocation, name = projname })
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else -- static lib
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-- we are now dependent on everything the static lib is dependent on
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if depproj.customLinks ~= nil then
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for k,lnk in pairs(depproj.customLinks) do
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table.insert(links, lnk)
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end
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end
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-- also include links from dependencies
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for i,d in pairs(depproj.dependencyTree) do
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if d.links then
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for k,v in pairs(d.links) do
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local propPath = v:gsub("\\", "/")
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table.insert(links, propPath)
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end
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end
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end
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end
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-- finally, depend on the project itself
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table.insert(links, projname)
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elseif depproj == nil then
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print("Warning: Missing external dependency for project: ".. p.name ..
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". Be sure you setup project dependencies in a logical order.")
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else
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print("Warning: Cannot link " .. p.name .. " to second project " ..
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projname .. " because the second project is not a library.")
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end
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end
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end
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-- iterate across all root directories, matching source directories
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local dirs = createDirTable(p.sourcedir)
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-- but first, handle any files specifically set in the project, rather than
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-- its dependencies
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-- register c and h files in this directory
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if (p.files ~= nil and #p.files ~= 0) or (p.paths ~= nil and #p.paths ~= 0) then
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-- handle all lists of files
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if p.files ~= nil and #p.files ~= 0 then
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for k,filepat in pairs(p.files) do
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for k,f in pairs(os.matchfiles(p.sourcedir .. filepat)) do
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table.insert(proj.files, path.getrelative(baseLoc, f))
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end
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end
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end -- end props files if
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-- add all .c/.h files from each path
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-- handle all related paths
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if p.paths ~= nil and #p.paths ~= 0 then
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for j,filepat in ipairs(p.paths) do
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for k,f in pairs(os.matchfiles(p.sourcedir .. filepat .. "*.c")) do
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table.insert(proj.files, path.getrelative(baseLoc, f))
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end
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for k,f in pairs(os.matchfiles(p.sourcedir .. filepat .. "*.h")) do
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table.insert(proj.files, path.getrelative(baseLoc, f))
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end
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-- mac osx
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for k,f in pairs(os.matchfiles(p.sourcedir .. filepat .. "*.m")) do
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table.insert(proj.files, path.getrelative(baseLoc, f))
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end
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end
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end -- end of props paths if
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end -- end of check for files/paths in main project
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-- if this project has any configuration flags, add them to the current file
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if p.config then
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addConfig(p.config)
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end
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-- now, handle files and paths for dependencies
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for i,props in ipairs(p.dependencyTree) do
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if props.compat then
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-- register c and h files in this directory
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-- handle all lists of files
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if props.files ~= nil and #props.files ~= 0 then
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for k,filepat in pairs(props.files) do
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for k,f in pairs(os.matchfiles(p.sourcedir .. filepat)) do
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table.insert(proj.files, path.getrelative(baseLoc, f))
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end
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end
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end -- end props files if
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-- add all .c/.h files from each path
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-- handle all related paths
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if props.paths ~= nil and #props.paths ~= 0 then
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for j,filepat in ipairs(props.paths) do
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for k,f in pairs(os.matchfiles(p.sourcedir .. filepat .. "*.c")) do
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table.insert(proj.files, path.getrelative(baseLoc, f))
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end
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for k,f in pairs(os.matchfiles(p.sourcedir .. filepat .. "*.h")) do
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table.insert(proj.files, path.getrelative(baseLoc, f))
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end
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-- mac osx
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for k,f in pairs(os.matchfiles(p.sourcedir .. filepat .. "*.m")) do
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table.insert(proj.files, path.getrelative(baseLoc, f))
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end
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end
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end -- end of props paths if
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-- if this dependency has any special configuration flags, add 'em
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if props.config then
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addConfig(props.config)
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end -- end of props config if check
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end -- end check for compatibility
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end -- end of props loop
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--local debugConfig = configuration("Debug")
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local debugConfig = {}
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local releaseConfig = {}
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debugConfig.defines = { "USING_PREMAKE_CONFIG_H", "_DEBUG" }
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releaseConfig.defines = { "USING_PREMAKE_CONFIG_H", "NDEBUG" }
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-- setup per-project defines
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if p.defines ~= nil then
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for k,def in pairs(p.defines) do
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table.insert(debugConfig.defines, def)
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table.insert(releaseConfig.defines, def)
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end
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end
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debugConfig.buildoptions = { }
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if SDL_getos() == "windows" then
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table.insert(debugConfig.buildoptions, "/MDd")
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end
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debugConfig.linkoptions = { }
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releaseConfig.buildoptions = {}
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releaseConfig.linkoptions = {}
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local baseBuildDir = "/Build"
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if os.get() == "windows" then
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baseBuildDir = "/Win32"
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end
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debugConfig.flags = { "Symbols" }
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debugConfig.targetdir = proj.location .. baseBuildDir .. "/Debug"
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releaseConfig.flags = { "OptimizeSpeed" }
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releaseConfig.targetdir = proj.location .. baseBuildDir .. "/Release"
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-- setup postbuild options
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local dbgPostbuildcommands = { }
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local relPostbuildcommands = { }
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-- handle copying depended shared libraries to correct folders
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if os.get() == "windows" then
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for k,deploc in pairs(dependencyLocs) do
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table.insert(dbgCopyTable, { src = deploc.location .. baseBuildDir .. "/Debug/" .. deploc.name .. ".dll",
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dst = debugConfig.targetdir .. "/" .. deploc.name .. ".dll" })
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table.insert(relCopyTable, { src = deploc.location .. baseBuildDir .. "/Release/" .. deploc.name .. ".dll",
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dst = releaseConfig.targetdir .. "/" .. deploc.name .. ".dll" })
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end
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end
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if p.copy ~= nil then
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for k,file in pairs(p.copy) do
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-- the following builds relative paths native to the current system for copying, other
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-- than the copy command itself, this is essentially cross-platform for paths
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-- all custom copies should be relative to the current working directory
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table.insert(dbgCopyTable, { src = path.getrelative(baseLoc, p.sourcedir .. "/" .. file), dst = debugConfig.targetdir .. "/" .. file })
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table.insert(relCopyTable, { src = path.getrelative(baseLoc, p.sourcedir .. "/" .. file), dst = releaseConfig.targetdir .. "/" .. file })
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end
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end
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for k,file in pairs(dbgCopyTable) do
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-- all copies should be relative to project location, based on platform
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local relLocation = "./"
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--if os.get() == "windows" then
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relLocation = proj.location
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--end
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local fromPath = "./" .. path.getrelative(relLocation, file.src)
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local toPath = "./" .. path.getrelative(relLocation, file.dst)
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local toPathParent = path.getdirectory(toPath)
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local copyCommand = "cp"
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local destCheck = "if [ ! -d \\\"" .. toPathParent .. "\\\" ]; then mkdir -p \\\"" .. toPathParent .. "\\\"; fi"
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if SDL_getos() ~= "windows" and fromPath:find("*") ~= nil then
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-- to path must be a directory for * copies
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toPath = path.getdirectory(toPath)
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end
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if SDL_getos() == "windows" then
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fromPath = path.translate(fromPath, "/"):gsub("/", "\\\\")
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toPath = path.translate(toPath, "/"):gsub("/", "\\\\")
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toPathParent = path.translate(toPathParent, "/"):gsub("/", "\\\\")
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copyCommand = "copy"
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destCheck = "if not exist \\\"" .. toPathParent .. "\\\" ( mkdir \\\"" .. toPathParent .. "\\\" )"
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else
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fromPath = path.translate(fromPath, nil):gsub("\\", "/")
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toPath = path.translate(toPath, nil):gsub("\\", "/")
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end
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-- command will check for destination directory to exist and, if it doesn't,
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-- it will make the directory and then copy over any assets
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local quotedFromPath = fromPath
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if SDL_getos() == "windows" or fromPath:find("*") == nil then
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quotedFromPath = '\\"' .. quotedFromPath .. '\\"'
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end
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table.insert(dbgPostbuildcommands, destCheck)
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table.insert(dbgPostbuildcommands,
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copyCommand .. " " ..
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quotedFromPath .. " \\\"" ..
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toPath .. "\\\"")
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end
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for k,file in pairs(relCopyTable) do
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-- all copies should be relative to project location, based on platform
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local relLocation = "./"
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relLocation = proj.location
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local fromPath = "./" .. path.getrelative(relLocation, file.src)
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local toPath = "./" .. path.getrelative(relLocation, file.dst)
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local toPathParent = path.getdirectory(toPath)
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local copyCommand = "cp"
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local destCheck = "if [ ! -d \\\"" .. toPathParent .. "\\\" ]; then mkdir -p \\\"" .. toPathParent .. "\\\"; fi"
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if SDL_getos() ~= "windows" and fromPath:find("*") ~= nil then
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-- to path must be a directory for * copies
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toPath = path.getdirectory(toPath)
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end
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if SDL_getos() == "windows" then
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fromPath = path.translate(fromPath, "/"):gsub("/", "\\\\")
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toPath = path.translate(toPath, "/"):gsub("/", "\\\\")
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toPathParent = path.translate(toPathParent, "/"):gsub("/", "\\\\")
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copyCommand = "copy"
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destCheck = "if not exist \\\"" .. toPathParent .. "\\\" ( mkdir \\\"" .. toPathParent .. "\\\" )"
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else
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fromPath = path.translate(fromPath, nil):gsub("\\", "/")
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toPath = path.translate(toPath, nil):gsub("\\", "/")
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end
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-- command will check for destination directory to exist and, if it doesn't,
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-- it will make the directory and then copy over any assets
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local quotedFromPath = fromPath
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if SDL_getos() == "windows" or fromPath:find("*") == nil then
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quotedFromPath = '\\"' .. quotedFromPath .. '\\"'
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end
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table.insert(relPostbuildcommands, destCheck)
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table.insert(relPostbuildcommands,
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copyCommand .. " " ..
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quotedFromPath .. " \\\"" ..
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toPath .. "\\\"")
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end
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debugConfig.postbuildcommands = dbgPostbuildcommands
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debugConfig.links = links
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releaseConfig.postbuildcommands = relPostbuildcommands
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releaseConfig.links = links -- release links?
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for i,d in pairs(p.dependencyTree) do
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if d.includes then
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for k,v in pairs(d.includes) do
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local propPath = v:gsub("\\", "/")
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proj.includedirs[propPath] = propPath
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end
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end
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if d.libs then
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for k,v in pairs(d.libs) do
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local propPath = v:gsub("\\", "/")
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proj.libdirs[propPath] = propPath
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end
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end
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if d.links then
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for k,v in pairs(d.links) do
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local propPath = v:gsub("\\", "/")
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debugConfig.links[#debugConfig.links + 1] = propPath
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end
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end
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end
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if #proj.files > 0 then
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file:print(1, 'project "' .. p.name .. '"')
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file:print(2, 'targetname "' .. p.name .. '"')
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-- note: commented out because I think this hack is unnecessary
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--if iOSMode and p.kind == "ConsoleApp" then
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-- hack for iOS where we cannot build "tools"/ConsoleApps in
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-- Xcode for iOS, so we convert them over to WindowedApps
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-- p.kind = "WindowedApp"
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--end
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file:print(2, 'kind "' .. p.kind .. '"')
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file:print(2, 'language "' .. p.language .. '"')
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file:print(2, 'location "' .. proj.location .. '"')
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file:print(2, 'flags { "NoExceptions" }') -- NoRTTI
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file:print(2, 'buildoptions { }')--"/GS-" }')
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file:print(2, implode(proj.includedirs, 'includedirs {', '"', '"', ', ', '}'))
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file:print(2, implode(proj.libdirs, 'libdirs {', '"', '"', ', ', '}'))
|
|
file:print(2, implode(proj.files, 'files {', '"', '"', ', ', '}'))
|
|
-- debug configuration
|
|
file:print(2, 'configuration "Debug"')
|
|
file:print(3, 'targetdir "' .. debugConfig.targetdir .. '"')
|
|
-- debug dir is relative to the solution's location
|
|
file:print(3, 'debugdir "' .. debugConfig.targetdir .. '"')
|
|
file:print(3, implode(debugConfig.defines, 'defines {', '"', '"', ', ', '}'))
|
|
file:print(3, implode(debugConfig.links, "links {", '"', '"', ', ', "}"))
|
|
if SDL_getos() == "mingw" then
|
|
-- static runtime
|
|
file:print(3, 'linkoptions { "-lmingw32 -static-libgcc" }')
|
|
end
|
|
if SDL_getos() == "cygwin" then
|
|
file:print(3, 'linkoptions { "-static-libgcc" }')
|
|
end
|
|
file:print(3, implode(debugConfig.flags, "flags {", '"', '"', ', ', "}"))
|
|
file:print(3, implode(debugConfig.postbuildcommands, "postbuildcommands {", '"', '"', ', ', "}"))
|
|
-- release configuration
|
|
file:print(2, 'configuration "Release"')
|
|
file:print(3, 'targetdir "' .. releaseConfig.targetdir .. '"')
|
|
-- debug dir is relative to the solution's location
|
|
file:print(3, 'debugdir "' .. releaseConfig.targetdir .. '"')
|
|
file:print(3, implode(releaseConfig.defines, 'defines {', '"', '"', ', ', '}'))
|
|
file:print(3, implode(releaseConfig.links, "links {", '"', '"', ', ', "}"))
|
|
if SDL_getos() == "mingw" then
|
|
-- static runtime
|
|
file:print(3, 'linkoptions { "-lmingw32 -static-libgcc" }')
|
|
end
|
|
file:print(3, implode(releaseConfig.flags, "flags {", '"', '"', ', ', "}"))
|
|
file:print(3, implode(releaseConfig.postbuildcommands, "postbuildcommands {", '"', '"', ', ', "}"))
|
|
end -- end check for valid project (files to build)
|
|
end -- end compatibility check for projects
|
|
end -- end for loop for projects
|
|
|
|
endGeneration() -- finish generating the config header file
|
|
file:close()
|
|
|
|
-- generation is over, now execute the generated file, setup the premake
|
|
-- solution, and let premake execute the action and generate the project files
|
|
dofile(genFile)
|
|
end -- end check for not being in help mode
|