Fixup makefile for docker builds
This commit is contained in:
parent
6897f09e59
commit
7d1f19bbf5
13
.gitignore
vendored
13
.gitignore
vendored
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@ -4,10 +4,21 @@ bin/
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build/
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*.o
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*.a
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*.d
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tags
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Jenkinsfile
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*~
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*.log
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*.gz
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*.tar
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.nova/
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packer
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primum
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sokol-shdc
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source/shaders/*.h
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core.cdb
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primum.exe
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core.cdb.h
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jsc
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.DS_Store
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primum.html
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49
Makefile
49
Makefile
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@ -1,7 +1,6 @@
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MAKEFLAGS = --jobs=4
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UNAME != uname
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MAKEDIR != pwd
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# Options
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# DBG --- build with debugging symbols and logging
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@ -92,6 +91,8 @@ endif
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CPPFLAGS += -DHAVE_CEIL -DCP_USE_CGTYPES=0 -DCP_USE_DOUBLES=0 -DHAVE_FLOOR -DHAVE_FMOD -DHAVE_LRINT -DHAVE_LRINTF $(includeflag) -MD $(WARNING_FLAGS) -I. -DVER=\"$(VER)\" -DCOM=\"$(COM)\" -DINFO=\"$(INFO)\" #-DENABLE_SINC_MEDIUM_CONVERTER -DENABLE_SINC_FAST_CONVERTER -DCP_COLLISION_TYPE_TYPE=uintptr_t -DCP_BITMASK_TYPE=uintptr_t
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CPPFLAGS += -D_FILE_OFFSET_BITS=64 # for tinycdb
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# ENABLE_SINC_[BEST|FAST|MEDIUM]_CONVERTER
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# default, fast and medium available in game at runtime; best available in editor
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@ -120,7 +121,7 @@ endif
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ifeq ($(OS), Windows_NT)
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LDFLAGS += -mwin32 -static
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CPPFLAGS += -mwin32
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LDLIBS += mingw32 kernel32 d3d11 user32 shell32 dxgi gdi32 ws2_32 ole32 winmm setupapi m
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LDLIBS += mingw32 kernel32 d3d11 user32 shell32 dxgi gdi32 ws2_32 ole32 winmm setupapi m pthread
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EXT = .exe
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ARCH := x86_64
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PKGCMD = cd $(BIN); zip -q -r $(MAKEDIR)/$(DISTDIR)/$(DIST) . -x \*.a ./obj/\*
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@ -158,8 +159,8 @@ endif
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OBJDIR = $(BIN)/obj
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# All other sources
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OBJS != find source/engine -type f -name '*.c' | grep -vE 'test|tool|example'
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CPPOBJS != find source/engine -type f -name '*.cpp' | grep -vE 'test|tool|example'
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OBJS != find source/engine -type f -name '*.c' | grep -vE 'test|tool|example|fuzz|main'
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CPPOBJS != find source/engine -type f -name '*.cpp' | grep -vE 'test|tool|example|fuzz|main'
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OBJS += $(CPPOBJS)
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OBJS += $(shell find source/engine -type f -name '*.m')
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OBJS := $(patsubst %.cpp, %.o, $(OBJS))
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@ -220,19 +221,17 @@ $(DISTDIR)/$(DIST): $(BIN)/$(NAME)
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@mkdir -p $(DISTDIR)
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@$(PKGCMD)
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$(BIN)/libengine.a: source/engine/core.cdb.h $(OBJS)
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$(BIN)/libengine.a: $(OBJS)
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@$(AR) rcs $@ $(OBJS)
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$(BIN)/libcdb.a:
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mkdir -p $(BIN)
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CDB_C != find $(CDB) -name *.c
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CDB_O := $(patsubst %.c, %.o, $(CDB_C))
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$(CDB)/libcdb.a:
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rm -f $(CDB)/libcdb.a
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make -C $(CDB) CC=$(CC) AR=$(AR) libcdb.a
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cp $(CDB)/libcdb.a $(BIN)
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tools/libcdb.a:
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make -C $(CDB) libcdb.a
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mv $(CDB)/libcdb.a tools
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tools/libcdb.a: $(CDB)/libcdb.a
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cp $(CDB)/libcdb.a tools
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DOCOS = Sound gameobject Game Window physics Profile Time Player Mouse IO Log ColorMap sprite SpriteAnim Render Geometry
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DOCHTML := $(addsuffix .api.html, $(DOCOS))
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@ -257,20 +256,20 @@ input.md: $(INPUTMD)
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@echo Printing api for $*
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@./primum -d $* > $@
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$(BIN)/libquickjs.a: $(QUICKJS_O)
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$(BIN)/libquickjs.a:
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make -C quickjs clean
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make -C quickjs SYSRT=$(SYSRT) TTARGET=$(TTARGET) ARCH=$(ARCH) DBG=$(DBG) OPT=$(OPT) AR=$(AR) OS=$(OS) libquickjs.a HOST_CC=$(CC) LEAK=$(LEAK)
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@mkdir -p $(BIN)
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cp -rf quickjs/libquickjs.* $(BIN)
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$(OBJDIR)/%.o: %.c
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$(OBJDIR)/%.o: %.c source/engine/core.cdb.h $(SHADERS)
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@mkdir -p $(@D)
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@echo Making C object $@
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@$(CC) $(CPPFLAGS) $(CFLAGS) -c $< -o $@
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$(OBJDIR)/%.o: %.cpp
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@mkdir -p $(@D)
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@echo Making C++ object $@ with $(CXX)
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@echo Making C++ object $@
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@$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c $< -o $@
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$(OBJDIR)/%.o: %.m
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@ -301,22 +300,20 @@ core.cdb: packer $(CORE)
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chmod 644 out.cdb
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mv out.cdb core.cdb
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CDB_C != find $(CDB) -name *.c
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packer: tools/packer.c tools/libcdb.a
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cc $^ -I$(CDB) -o packer
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jsc: tools/jso.c tools/libquickjs.a
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$(CC) $^ -lm -Iquickjs -o $@
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tools/libquickjs.a:
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make -C quickjs clean
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make -C quickjs OPT=$(OPT) AR=$(AR) libquickjs.a
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cp -f quickjs/libquickjs.a tools
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tools/libquickjs.a: $(BIN)/libquickjs.a
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cp -f $(BIN)/libquickjs.a tools
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WINCC = x86_64-w64-mingw32-gcc
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#WINCC = i686-w64-mingw32-g++
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.PHONY: crosswin
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crosswin:
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make packer
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make CC=$(WINCC) OS=Windows_NT
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crossmac:
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@ -326,16 +323,24 @@ crossmac:
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mv primum primum_x86_64
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lipo primum_arm64 primum_x86_64 -create -output primum
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crossweb:
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make packer
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make CC=emcc
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clean:
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@echo Cleaning project
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@rm -rf bin dist
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@rm -f shaders/*.sglsl.h shaders/*.metal core.cdb jso cdb packer TAGS
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rm -rf bin dist
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rm -f source/shaders/*.h core.cdb jso cdb packer TAGS source/engine/core.cdb.h tools/libcdb.a $(CDB)/libcdb.a
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rm -f $(CDB)/*.o
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@make -C quickjs clean
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docs: doc/prosperon.org
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make -C doc
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mv doc/html .
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test:
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@echo No tests yet ...
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TAGINC != find . -name "*.[chj]"
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tags: $(TAGINC)
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@echo Making tags.
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@ -106,7 +106,7 @@ Run ~prosperon~. You will see "Hello world!" in the console, and it shuts down.
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Using ~config.js~ and ~game.js~, you can write an entire game, without reaching any further. When you want to populate a world with independent actors, entities are what you will reach for.
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** Actors
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The fundamental tool for building in Prosperon is the actor system. Actors run independently from each other. Actors are defined by a combination of code and data. All actors have a *master*[fn::I am aware of the ongoing controversy surrounding the use of this term. That is precisely why I have used it: there are a plethora of similar relationships in video games, and by using a term most teams would rather not used, I have saved left the field of avaialable ones wide open] which controls certain properties of the actor.
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The fundamental tool for building in Prosperon is the actor system. Actors run independently from each other. Actors are defined by a combination of code and data. All actors have a *master* which controls certain properties of the actor.
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The most masterful actor is the *Empyrean*. The first actor you create will have the Empyrean as its master. Subsequent actors can use any other actor as its master.
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@ -117,7 +117,7 @@ The most masterful actor is the *Empyrean*. The first actor you create will have
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| delay(fn, seconds) | Calls 'fn' after 'seconds' with the context of the actor |
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*** Actor Lifetime
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When an actor dies, all of the actors that have it as their master[fn::What a mouthful!] will die as well.
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When an actor dies, all of the actors that have it as their master will die as well.
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*** Turns
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Actors get fragments of time called a *turn*. Actors which belong to different systems can have different lengths of turns.
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@ -527,6 +527,8 @@ component.edge2d = Object.copy(collider2d, {
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sample() {
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var spoints = this.spoints();
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if (spoints.length === 0) return [];
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if (this.type === -1) {
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if (this.looped) spoints.push(spoints[0]);
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return spoints;
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@ -383,13 +383,15 @@ var Window = {
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dimensions() { return cmd(265); },
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get width() { return this.dimensions().x; },
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get height() { return this.dimensions().y; },
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set width(x) { cmd(266, x); },
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set height(x) { cmd(267,x); },
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mode: {
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stretch: 0,
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keep: 1,
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width: 2,
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height: 3,
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expand: 4,
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full: 5
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stretch: 0, // stretch to fill window
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keep: 1, // keep exact dimensions
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width: 2, // keep width
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height: 3, // keep height
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expand: 4, // expand width or height
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full: 5 // expand out beyond window
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},
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aspect(x) { cmd(264, x); },
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title(str) { cmd(134, str); },
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@ -234,6 +234,7 @@ var gameobject = {
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},
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cry(file) {
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return;
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this.crying = audio.sound.play(file, audio.sound.bus.sfx);
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var killfn = () => {this.crying = undefined; console.warn("killed"); }
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this.crying.hook = killfn;
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@ -301,7 +302,8 @@ var gameobject = {
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Object.mixin(ent,gameobject_impl);
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ent.body = make_gameobject();
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ent.warp_layer = [true];
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ent.phys = 2;
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ent.components = {};
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ent.objects = {};
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ent.timers = [];
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@ -673,7 +675,7 @@ gameobject.doc = {
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elasticity: `When two objects collide, their elasticities are multiplied together. Their velocities are then multiplied by this value to find their resultant velocities.`,
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friction: `When one object touches another, friction slows them down.`,
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mass: `The higher the mass of the object, the less forces will affect it.`,
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phys: `Set to 0, 1, or 2, representing static, kinematic, and dynamic.`,
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phys: `Set to 0, 1, or 2, representing dynamic, kinematic, and static.`,
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worldpos: `Function returns the world position of the object.`,
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set_worldpos: `Function to set the position of the object in world coordinates.`,
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worldangle: `Function to get the angle of the entity in the world.`,
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@ -737,6 +739,7 @@ ur {
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/* u is given as */
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function apply_ur(u, e)
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{
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say(`applying ur ${u}`);
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if (typeof u !== 'string') {
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console.warn("Must give u as a string.");
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return;
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@ -70,7 +70,10 @@ physics.warp.gravity = function() { return cmd(253); }
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physics.warp.damp = function() { return cmd(254); }
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physics.gravity = physics.warp.gravity();
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physics.gravity.mask = [true];
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physics.gravity.strength = 500;
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physics.damp = physics.warp.damp();
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physics.damp.mask = [true];
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return {
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physics
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@ -51,12 +51,15 @@ Spline.catmull_loop = function(cp)
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Spline.catmull_caps = function(cp)
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{
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if (cp.length < 2) return;
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cp = cp.slice();
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cp.unshift(cp[0].sub(cp[1]).add(cp[0]));
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cp.push(cp.last().sub(cp.at(-2).add(cp.last())));
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return cp;
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}
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Spline.catmull_caps.doc = "Given a set of control points cp, return the necessary caps added to the spline.";
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Spline.catmull2bezier.doc = "Given a set of control points C for a camtull-rom type curve, return a set of cubic bezier points to give the same curve."
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Spline.type = {
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@ -1458,10 +1458,17 @@ JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
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break;
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case 264:
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aspect_mode = js2int(argv[1]);
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window_resize(0,0);
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break;
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case 265:
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ret = vec2js((HMM_Vec2){mainwin.width, mainwin.height});
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break;
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case 266:
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mainwin.width = js2number(argv[1]);
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break;
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case 267:
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mainwin.height = js2number(argv[1]);
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break;
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}
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if (str) JS_FreeCString(js, str);
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@ -434,9 +434,9 @@ void full_2d_pass(struct window *window)
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sg_apply_viewportf(left,0,pwidth, window->height,1); // keep height
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break;
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case MODE_FULL:
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usewidth = window->width;
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useheight = window->height;
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break;
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usewidth = window->width;
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useheight = window->height;
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break;
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}
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// 2D projection
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@ -284,7 +284,7 @@ SCHED_API void scheduler_stop(struct scheduler*, int doWait);
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/* windows requires Windows.h even if you use mingw */
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#if defined(_WIN32) || (defined(__MINGW32__) || defined(__MINGW64__))
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#define WIN32_LEAN_AND_MEAN
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#include <Windows.h>
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#include <windows.h>
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#endif
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/* make sure atomic and pointer types have correct size */
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2
source/engine/thirdparty/tinycdb/Makefile
vendored
2
source/engine/thirdparty/tinycdb/Makefile
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@ -18,7 +18,7 @@ NSSCDB_DIR = $(sysconfdir)
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DESTDIR=
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CC = cc
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CFLAGS = -O
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CFLAGS = -O2
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CDEFS = -D_FILE_OFFSET_BITS=64
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LD = $(CC)
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LDFLAGS =
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@ -23,6 +23,8 @@ struct Texture *icon = NULL;
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void window_resize(int width, int height)
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{
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width = sapp_width();
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height = sapp_height();
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mainwin.dpi = sapp_dpi_scale();
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mainwin.width = sapp_width();
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mainwin.height = sapp_height();
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