
* remove TBSystem::GetRoot. fix glew header * make runtime debug info an indepedent setting * fix IOS and macos high-dpi * fix win+sdl2 combo * try to auto detect what can be make-alld * rework resource file functions for android * fix android assets, actually runs now
51 lines
1.1 KiB
Makefile
51 lines
1.1 KiB
Makefile
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all:
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$(MAKE) glfw sdl2 lib
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[ `uname` != 'Darwin' ] || $(MAKE) osx ios
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[ ! -d ~/.android ] || $(MAKE) and
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[ ! -f ~/.emscripten ] || $(MAKE) em em-glfw
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glfw:
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[ -d Build-glfw ] || ./build.sh -glfw -gl -o Build-glfw
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cd Build-glfw && $(MAKE) package
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sdl2:
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[ -d Build-sdl2 ] || ./build.sh -sdl2 -gl3 -o Build-sdl2
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cd Build-sdl2 && $(MAKE) package
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em-sdl2:
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[ -d Build-emsc ] || ./build.sh -gles2 -sdl2 -em -o Build-emsc
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cd Build-emsc && $(MAKE)
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em-glfw:
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[ -d Build-emscgl ] || ./build.sh -gles2 -glfw -em -o Build-emscgl
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cd Build-emscgl && $(MAKE)
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em: em-sdl2 em-glfw
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Build-osx:
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cmake . -G Xcode -BBuild-osx -DTB_RENDERER=GL3 -DTB_BUILD_DEMO=SDL2 || rm -rf Build-osx
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osx: Build-osx
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cd Build-osx && cmake --build . --target package
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Build-ios:
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cmake . -G Xcode -BBuild-ios -DCMAKE_TOOLCHAIN_FILE=cmake/iOS.cmake -DTB_BUILD_DEMO=SDL2 || rm -rf Build-ios
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ios: Build-ios
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cd Build-ios && cmake --build . --target package
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lib:
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[ -d Build-lib ] || ./build.sh -o Build-lib -gl3
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cd Build-lib && $(MAKE) package
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and:
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cd DemoAndroid2 && ./gradlew build
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distclean:
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rm -rf Build-*
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#%:
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# cd Build && $(MAKE) $@
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#
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