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# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# Compilation Options
# Debug mode [yes/no] (allowing to debug the library via gdb):
DEBUG ?= no
# Specify your favourite C compiler here:
COMPILE ?= gcc
# Are you on Windows?
WINDOWS ?= no
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# Preparations
# Compile as ANSI C code:
CFLAGS = -xc -ansi -Wall
# Debug and optimisation (as well as -static for valgrind) are not compatible:
ifeq '$(DEBUG)' 'yes'
CFLAGS += -g -O0
else
CFLAGS += -O2
endif
ifeq '$(WINDOWS)' 'yes'
LFLAGS = -mwindows -lmingw32
endif
# Use SDL:
LFLAGS += -lSDL2main -lSDL2 -lSDL2_ttf -lSDL2_mixer -lm
# Directories definitions:
BUILD = build
SRCDIR = src
# Game itself:
GAME = takethis
# Determing needed object files:
MODULES = $(foreach x,$(notdir $(wildcard $(SRCDIR)/*.c)),$(x:.c=))
HEADERS = $(wildcard $(SRCDIR)/*.h)
SRC = $(foreach i,$(MODULES:=.c),$(SRCDIR)/$(i))
OBJ = $(foreach i,$(MODULES:=.o),$(BUILD)/$(i))
# Dependency file:
DEPS = deps.mk
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# Targets
.PHONY: all clean
all: $(BUILD) $(GAME)
clean:
rm -f $(GAME) $(OBJ) $(DEPS)
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# Compilation
ifneq '$(WINDOWS)' 'yes'
-include $(DEPS)
endif
# Packing object files into library:
$(GAME): $(OBJ)
$(COMPILE) -o $@ $^ $(LFLAGS)
# Compile object files from corresponding source:
$(BUILD)/%.o: $(SRCDIR)/%.c
$(COMPILE) $(CFLAGS) -c $< -o $@
# Create build directory, if no such:
$(BUILD):
mkdir $@
# Generate dependency file, adding corresponding build prefixes:
$(DEPS): $(SRC) $(HEADERS)
$(COMPILE) $(SRC) -MM | sed '/^ /!s#^#$(BUILD)/#' >$@
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