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-rw-r--r--projects/scripts/README.md68
-rw-r--r--projects/scripts/core_basic_window.c62
-rwxr-xr-xprojects/scripts/linux-build.sh158
-rwxr-xr-xprojects/scripts/osx-build.sh154
-rw-r--r--projects/scripts/windows-build.bat211
5 files changed, 653 insertions, 0 deletions
diff --git a/projects/scripts/README.md b/projects/scripts/README.md
new file mode 100644
index 00000000..cdfa29bf
--- /dev/null
+++ b/projects/scripts/README.md
@@ -0,0 +1,68 @@
+Here are dependency-less build scripts for raylib projects.
+
+## Dependencies
+The scripts, as mentioned above, do not have dependencies. There's one
+exception to this however, and that is Windows, because Windows
+doesn't have a built-in C compiler. On Windows, you'll need to install
+[Visual Studio][visual-studio] or the [build tools][vs-tools]. If you
+didn't install them in the default location, write your changes around
+line 101 of [`windows-build.bat`](windows-build.bat).
+
+## Script customization
+First of all, the scripts have a few variables at the very top, which
+are supposed to be configured for each project separately:
+- `GAME_NAME` variable is used for the executable name.
+- `SOURCES` is a list of .c source files, divided by spaces, which are
+ going to be compiled and linked with raylib to create the final
+ executable. You can use wildcards, so if you have all your .c files
+ in a directory called `src`, you can just set `SOURCES` to
+ `../../src/*.c`. Note: the paths should be either absolute, or
+ relative to `builds/platform`, hence `../../`.
+- `RAYLIB_SRC` should point to the raylib/src directory. In this case,
+ it's `../../src`, but as with the `SOURCES`, if the path is
+ relative, it should be relative to `temp/debug`, so it's actually
+ `../../../../src`.
+
+## Compilation flags
+- `-Os` (`/O1` with MSVC, `-O2` with clang\*) is used for release
+ builds, to save space. Since it's a good practice to make your games
+ run on the slowest possible systems, only a few games would benefit
+ from additional runtime performance on almost all systems. Other
+ flags: `-flto` (`/GL` and `/LTCG` for MSVC) in release builds, `-O0
+ -g` (`/Od /Zi` for MSVC) in debug builds.
+- `-Wall -Wextra -Wpedantic` (`/Wall` for MSVC) are used for warnings.
+
+\* Clang 7.0.1 seems to have problems compiling with `-flto` and `-Os`
+enabled at the same time, so `-Os` is replaced with `-O2` for clang.
+
+## Command line arguments
+The build scripts accept some flags, which can be given either one at
+a time (`-d -c -r`) or in bunches (`-dcr`). Here's a description of
+all of the flags.
+- `-h` Describes all the flags, and a few example commands
+- `-d` Faster builds that have debug symbols, and enable warnings
+- `-u` Run upx\* on the executable after compilation (before -r)
+- `-r` Run the executable after compilation
+- `-c` Remove the temp/(debug|release) directory, ie. full recompile
+- `-q` Suppress this script's informational prints
+- `-qq` Suppress all prints, complete silence
+- `-v` cl.exe normally prints out a lot of superficial information, as
+ well as the MSVC build environment activation scripts, but these are
+ mostly suppressed by default. If you do want to see everything, use
+ this flag.
+
+\* This is mostly here to make building simple "shipping" versions
+ easier, and it's a very small bit in the build scripts. The option
+ requires that you have upx installed and on your path, of course.
+
+#### Examples
+| What the command does | Command |
+|-------------------------------------------------------------|---------------------------|
+| Build a release build, on Windows | `windows-build.bat` |
+| Build a release build, full recompile, on Linux | `./linux-build.sh -c` |
+| Build a debug build and run, on macOS | `./osx-build.sh -d -r` |
+| Build in debug, run, don't print at all, on Linux with `sh` | `sh linux-build.sh -drqq` |
+
+
+[visual-studio]: https://visualstudio.microsoft.com/downloads/#visual-studio-community-2017
+[vs-tools]: https://visualstudio.microsoft.com/downloads/#build-tools-for-visual-studio-2017
diff --git a/projects/scripts/core_basic_window.c b/projects/scripts/core_basic_window.c
new file mode 100644
index 00000000..b30f05de
--- /dev/null
+++ b/projects/scripts/core_basic_window.c
@@ -0,0 +1,62 @@
+/*******************************************************************************************
+*
+* raylib [core] example - Basic window
+*
+* Welcome to raylib!
+*
+* To test examples, just press F6 and execute raylib_compile_execute script
+* Note that compiled executable is placed in the same folder as .c file
+*
+* You can find all basic examples on C:\raylib\raylib\examples folder or
+* raylib official webpage: www.raylib.com
+*
+* Enjoy using raylib. :)
+*
+* This example has been created using raylib 1.0 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ // TODO: Update your variables here
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/projects/scripts/linux-build.sh b/projects/scripts/linux-build.sh
new file mode 100755
index 00000000..851ea1a5
--- /dev/null
+++ b/projects/scripts/linux-build.sh
@@ -0,0 +1,158 @@
+#!/bin/sh
+# Change your executable name here
+GAME_NAME="game"
+
+# Set your sources here (relative to the ./builds/linux directory)
+# Example with two source folders:
+# SOURCES="../../src/*.c ../../src/submodule/*.c"
+SOURCES="../../core_basic_window.c"
+
+# Set your raylib/src location here, relative to the ./temp/x directory
+RAYLIB_SRC="../../../../src"
+
+# About this build script: it does many things, but in essence, it's
+# very simple. It has 3 compiler invocations: building raylib (which
+# is not done always, see logic by searching "Build raylib"), building
+# src/*.c files, and linking together those two. Each invocation is
+# wrapped in an if statement to make the -qq flag work, it's pretty
+# verbose, sorry.
+
+# Get arguments
+while getopts ":hdurcq" opt; do
+ case $opt in
+ h)
+ echo "Usage: ./linux-build.sh [-hdurcqq]"
+ echo " -h Show this information"
+ echo " -d Faster builds that have debug symbols, and enable warnings"
+ echo " -u Run upx* on the executable after compilation (before -r)"
+ echo " -r Run the executable after compilation"
+ echo " -c Remove the temp/(debug|release) directory, ie. full recompile"
+ echo " -q Suppress this script's informational prints"
+ echo " -qq Suppress all prints, complete silence (> /dev/null 2>&1)"
+ echo ""
+ echo "* This is mostly here to make building simple \"shipping\" versions"
+ echo " easier, and it's a very small bit in the build scripts. The option"
+ echo " requires that you have upx installed and on your path, of course."
+ echo ""
+ echo "Examples:"
+ echo " Build a release build: ./linux-build.sh"
+ echo " Build a release build, full recompile: ./linux-build.sh -c"
+ echo " Build a debug build and run: ./linux-build.sh -d -r"
+ echo " Build in debug, run, don't print at all: ./linux-build.sh -drqq"
+ exit 0
+ ;;
+ d)
+ BUILD_DEBUG="1"
+ ;;
+ u)
+ UPX_IT="1"
+ ;;
+ r)
+ RUN_AFTER_BUILD="1"
+ ;;
+ c)
+ BUILD_ALL="1"
+ ;;
+ q)
+ if [ -n "$QUIET" ]; then
+ REALLY_QUIET="1"
+ else
+ QUIET="1"
+ fi
+ ;;
+ \?)
+ echo "Invalid option: -$OPTARG" >&2
+ exit 1
+ ;;
+ esac
+done
+
+# Set CC if it's not set already
+if [ -z "$CC" ]; then
+ CC=cc
+fi
+
+# Flags
+OUTPUT_DIR="builds/linux"
+COMPILATION_FLAGS="-std=c99 -Os -flto"
+if [ "$CC" = "clang" ]; then
+ # Clang 7.0.1 fails to compile with -Os, possibly the same bug as this:
+ # https://www.mail-archive.com/llvm-bugs@lists.llvm.org/msg25771.html
+ COMPILATION_FLAGS="-std=c99 -O2 -flto"
+ [ -z "$QUIET" ] && echo "COMPILE-WARNING: \$CC is clang, using -O2 instead of -Os."
+fi
+FINAL_COMPILE_FLAGS="-s"
+WARNING_FLAGS="-Wall -Wextra -Wpedantic"
+LINK_FLAGS="-lm -ldl -lpthread -lX11 -lxcb -lGL -lGLX -lXext -lGLdispatch -lXau -lXdmcp"
+# Debug changes to flags
+if [ -n "$BUILD_DEBUG" ]; then
+ OUTPUT_DIR="builds-debug/linux"
+ COMPILATION_FLAGS="-std=c99 -O0 -g"
+ FINAL_COMPILE_FLAGS=""
+fi
+
+# Display what we're doing
+if [ -n "$BUILD_DEBUG" ]; then
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in debug mode. ($COMPILATION_FLAGS $WARNING_FLAGS)"
+else
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in release mode. ($COMPILATION_FLAGS $FINAL_COMPILE_FLAGS)"
+fi
+
+# Create the raylib cache directory
+ROOT_DIR=$(pwd)
+TEMP_DIR="temp/release"
+if [ -n "$BUILD_DEBUG" ]; then
+ TEMP_DIR="temp/debug"
+fi
+# If there's a -c flag, remove the cache
+if [ -d "$TEMP_DIR" ] && [ -n "$BUILD_ALL" ]; then
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Found cached raylib, rebuilding."
+ rm -r "$TEMP_DIR"
+fi
+# If temp directory doesn't exist, build raylib
+if [ ! -d "$TEMP_DIR" ]; then
+ mkdir -p $TEMP_DIR
+ cd $TEMP_DIR
+ RAYLIB_DEFINES="-D_DEFAULT_SOURCE -DPLATFORM_DESKTOP -DGRAPHICS_API_OPENGL_33"
+ RAYLIB_C_FILES="$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/audio.c $RAYLIB_SRC/rglfw.c $RAYLIB_SRC/external/mini_al.c"
+ RAYLIB_INCLUDE_FLAGS="-I$RAYLIB_SRC -I$RAYLIB_SRC/external/glfw/include"
+
+ if [ -n "$REALLY_QUIET" ]; then
+ $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES > /dev/null 2>&1
+ else
+ $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES
+ fi
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Raylib compiled into object files in: $TEMP_DIR/"
+ cd $ROOT_DIR
+fi
+
+# Build the actual game
+mkdir -p $OUTPUT_DIR
+cd $OUTPUT_DIR
+[ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling game code."
+if [ -n "$REALLY_QUIET" ]; then
+ $CC -c -o main.o -I$RAYLIB_SRC $COMPILATION_FLAGS $WARNING_FLAGS $SOURCES > /dev/null 2>&1
+ $CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o main.o $LINK_FLAGS > /dev/null 2>&1
+else
+ $CC -c -o main.o -I$RAYLIB_SRC $COMPILATION_FLAGS $WARNING_FLAGS $SOURCES
+ $CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o main.o $LINK_FLAGS
+fi
+rm main.o
+[ -z "$QUIET" ] && echo "COMPILE-INFO: Game compiled into an executable in: $OUTPUT_DIR/"
+
+if [ -n "$UPX_IT" ]; then
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Packing $GAME_NAME with upx."
+ upx $GAME_NAME > /dev/null 2>&1
+fi
+
+if [ -n "$RUN_AFTER_BUILD" ]; then
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Running."
+ if [ -n "$REALLY_QUIET" ]; then
+ ./$GAME_NAME > /dev/null 2>&1
+ else
+ ./$GAME_NAME
+ fi
+fi
+cd $ROOT_DIR
+
+[ -z "$QUIET" ] && echo "COMPILE-INFO: All done."
diff --git a/projects/scripts/osx-build.sh b/projects/scripts/osx-build.sh
new file mode 100755
index 00000000..36558f63
--- /dev/null
+++ b/projects/scripts/osx-build.sh
@@ -0,0 +1,154 @@
+#!/bin/sh
+# Change your executable name here
+GAME_NAME="game"
+
+# Set your sources here (relative to the ./builds/osx directory)
+# Example with two source folders:
+# SOURCES="../../src/*.c ../../src/submodule/*.c"
+SOURCES="../../core_basic_window.c"
+
+# Set your raylib/src location here, relative to the ./temp/x directory
+RAYLIB_SRC="../../../../src"
+
+# About this build script: it does many things, but in essence, it's
+# very simple. It has 3 compiler invocations: building raylib (which
+# is not done always, see logic by searching "Build raylib"), building
+# src/*.c files, and linking together those two. Each invocation is
+# wrapped in an if statement to make the -qq flag work, it's pretty
+# verbose, sorry.
+
+# Get arguments
+while getopts ":hdurcq" opt; do
+ case $opt in
+ h)
+ echo "Usage: ./osx-build.sh [-hdurcqq]"
+ echo " -h Show this information"
+ echo " -d Faster builds that have debug symbols, and enable warnings"
+ echo " -u Run upx* on the executable after compilation (before -r)"
+ echo " -r Run the executable after compilation"
+ echo " -c Remove the temp/(debug|release) directory, ie. full recompile"
+ echo " -q Suppress this script's informational prints"
+ echo " -qq Suppress all prints, complete silence (> /dev/null 2>&1)"
+ echo ""
+ echo "* This is mostly here to make building simple \"shipping\" versions"
+ echo " easier, and it's a very small bit in the build scripts. The option"
+ echo " requires that you have upx installed and on your path, of course."
+ echo ""
+ echo "Examples:"
+ echo " Build a release build: ./osx-build.sh"
+ echo " Build a release build, full recompile: ./osx-build.sh -c"
+ echo " Build a debug build and run: ./osx-build.sh -d -r"
+ echo " Build in debug, run, don't print at all: ./osx-build.sh -drqq"
+ exit 0
+ ;;
+ d)
+ BUILD_DEBUG="1"
+ ;;
+ u)
+ UPX_IT="1"
+ ;;
+ r)
+ RUN_AFTER_BUILD="1"
+ ;;
+ c)
+ BUILD_ALL="1"
+ ;;
+ q)
+ if [ -n "$QUIET" ]; then
+ REALLY_QUIET="1"
+ else
+ QUIET="1"
+ fi
+ ;;
+ \?)
+ echo "Invalid option: -$OPTARG" >&2
+ exit 1
+ ;;
+ esac
+done
+
+# Set CC if it's not set already
+if [ -z "$CC" ]; then
+ CC=cc
+fi
+
+# Flags
+OUTPUT_DIR="builds/osx"
+COMPILATION_FLAGS="-std=c99 -O2 -flto"
+FINAL_COMPILE_FLAGS="-s"
+WARNING_FLAGS="-Wall -Wextra -Wpedantic"
+LINK_FLAGS="-framework OpenGL -framework OpenAL -framework IOKit -framework CoreVideo -framework Cocoa"
+# Debug changes to flags
+if [ -n "$BUILD_DEBUG" ]; then
+ OUTPUT_DIR="builds-debug/osx"
+ COMPILATION_FLAGS="-std=c99 -O0 -g"
+ FINAL_COMPILE_FLAGS=""
+fi
+
+# Display what we're doing
+if [ -n "$BUILD_DEBUG" ]; then
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in debug mode. ($COMPILATION_FLAGS $WARNING_FLAGS)"
+else
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling in release mode. ($COMPILATION_FLAGS $FINAL_COMPILE_FLAGS)"
+fi
+
+# Create the raylib cache directory
+ROOT_DIR=$(pwd)
+TEMP_DIR="temp/release"
+if [ -n "$BUILD_DEBUG" ]; then
+ TEMP_DIR="temp/debug"
+fi
+# If there's a -c flag, remove the cache
+if [ -d "$TEMP_DIR" ] && [ -n "$BUILD_ALL" ]; then
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Found cached raylib, rebuilding."
+ rm -r "$TEMP_DIR"
+fi
+# If temp directory doesn't exist, build raylib
+if [ ! -d "$TEMP_DIR" ]; then
+ mkdir -p $TEMP_DIR
+ cd $TEMP_DIR
+ RAYLIB_DEFINES="-D_DEFAULT_SOURCE -DPLATFORM_DESKTOP -DGRAPHICS_API_OPENGL_33"
+ RAYLIB_C_FILES="$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/audio.c $RAYLIB_SRC/external/mini_al.c"
+ RAYLIB_INCLUDE_FLAGS="-I$RAYLIB_SRC -I$RAYLIB_SRC/external/glfw/include"
+
+ if [ -n "$REALLY_QUIET" ]; then
+ $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS -x objective-c $RAYLIB_SRC/rglfw.c > /dev/null 2>&1
+ $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES > /dev/null 2>&1
+ else
+ $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS -x objective-c $RAYLIB_SRC/rglfw.c
+ $CC -c $RAYLIB_DEFINES $RAYLIB_INCLUDE_FLAGS $COMPILATION_FLAGS $RAYLIB_C_FILES
+ fi
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Raylib compiled into object files in: $TEMP_DIR/"
+ cd $ROOT_DIR
+fi
+
+# Build the actual game
+mkdir -p $OUTPUT_DIR
+cd $OUTPUT_DIR
+[ -z "$QUIET" ] && echo "COMPILE-INFO: Compiling game code."
+if [ -n "$REALLY_QUIET" ]; then
+ $CC -c -o main.o -I$RAYLIB_SRC $COMPILATION_FLAGS $WARNING_FLAGS $SOURCES > /dev/null 2>&1
+ $CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o main.o $LINK_FLAGS > /dev/null 2>&1
+else
+ $CC -c -o main.o -I$RAYLIB_SRC $COMPILATION_FLAGS $WARNING_FLAGS $SOURCES
+ $CC -o $GAME_NAME $ROOT_DIR/$TEMP_DIR/*.o main.o $LINK_FLAGS
+fi
+rm main.o
+[ -z "$QUIET" ] && echo "COMPILE-INFO: Game compiled into an executable in: $OUTPUT_DIR/"
+
+if [ -n "$UPX_IT" ]; then
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Packing $GAME_NAME with upx."
+ upx $GAME_NAME > /dev/null 2>&1
+fi
+
+if [ -n "$RUN_AFTER_BUILD" ]; then
+ [ -z "$QUIET" ] && echo "COMPILE-INFO: Running."
+ if [ -n "$REALLY_QUIET" ]; then
+ ./$GAME_NAME > /dev/null 2>&1
+ else
+ ./$GAME_NAME
+ fi
+fi
+cd $ROOT_DIR
+
+[ -z "$QUIET" ] && echo "COMPILE-INFO: All done."
diff --git a/projects/scripts/windows-build.bat b/projects/scripts/windows-build.bat
new file mode 100644
index 00000000..c4be4c89
--- /dev/null
+++ b/projects/scripts/windows-build.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!\audio.c" "!RAYLIB_SRC!\rglfw.c" "!RAYLIB_SRC!\external\mini_al.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.