sdl2_frt/premake/premake4.lua
David Ludwig 3dcb451f85 Added a README file regarding WinRT support
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2014-04-09 21:29:19 -04:00

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Lua
Executable File

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