Fix asset bundling to work on Windows
This commit is contained in:
parent
af3692fd11
commit
0b21febc6b
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@ -1,3 +1,4 @@
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/shrooms-vb
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/shrooms-vb.exe
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.vscode
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.vscode
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output
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8
assets.h
8
assets.h
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@ -3,10 +3,10 @@
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#include <stdint.h>
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extern const uint8_t asset_lefteye_start;
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const uint8_t *LEFT_EYE_DEFAULT = &asset_lefteye_start;
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extern const uint8_t _binary_assets_lefteye_bin_start;
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const uint8_t *LEFT_EYE_DEFAULT = &_binary_assets_lefteye_bin_start;
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extern const uint8_t asset_righteye_start;
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const uint8_t *RIGHT_EYE_DEFAULT = &asset_righteye_start;
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extern const uint8_t _binary_assets_righteye_bin_start;
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const uint8_t *RIGHT_EYE_DEFAULT = &_binary_assets_righteye_bin_start;
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#endif
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@ -1,15 +0,0 @@
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.section .note.GNU-stack,"",@progbits
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.section .bindata, "a", @progbits
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.global asset_lefteye_start
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.type asset_lefteye_start, @object
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.global asset_righteye_start
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.type asset_righteye_start, @object
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.section .bindata
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.balign 64
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asset_lefteye_start:
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.incbin "assets/lefteye.bin"
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.balign 64
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asset_righteye_start:
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.incbin "assets/righteye.bin"
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12
graphics.c
12
graphics.c
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@ -23,15 +23,15 @@ int gfxInit(GraphicsContext *gfx) {
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return 1;
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}
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gfx->winSurface = SDL_GetWindowSurface(gfx->window);
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if (!gfx->winSurface) {
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fprintf(stderr, "Error getting surface: %s\n", SDL_GetError());
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gfx->renderer = SDL_CreateRenderer(gfx->window, -1, 0);
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if (!gfx->renderer) {
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fprintf(stderr, "Error creating renderer: %s\n", SDL_GetError());
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goto cleanup_window;
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}
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gfx->renderer = SDL_GetRenderer(gfx->window);
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if (!gfx->renderer) {
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fprintf(stderr, "Error getting renderer: %s\n", SDL_GetError());
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gfx->winSurface = SDL_GetWindowSurface(gfx->window);
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if (!gfx->winSurface) {
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fprintf(stderr, "Error getting surface: %s\n", SDL_GetError());
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goto cleanup_window;
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}
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51
makefile
51
makefile
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@ -1,19 +1,42 @@
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CC?=gcc
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LD?=ld
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SHROOMSFLAGS=shrooms-vb-core/core/vb.c -I shrooms-vb-core/core
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SDL2FLAGS=$(shell pkg-config sdl2 --cflags --libs)
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SDL2FLAGS=$(shell pkg-config sdl2 --cflags --libs) -mconsole
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.PHONY: clean
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.PHONY: clean build
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clean:
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ifeq ($(OS),WINDOWS_NT)
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@del shrooms-vb.exe
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else
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@rm -f shrooms-vb
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endif
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@rm -rf shrooms-vb output
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build:
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@$(CC) audio.c cli.c controller.c game.c graphics.c main.c assets/assets.s -I . \
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$(SHROOMSFLAGS) $(SDL2FLAGS) \
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-D POSIX_C_SOURCE=199309L \
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-o shrooms-vb \
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-O3 -fno-strict-aliasing \
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-Werror -std=c90 -Wall -Wextra -Wpedantic
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CFILES := $(foreach dir,./,$(notdir $(wildcard $(dir)/*.c)))
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BINFILES := $(foreach dir,assets/,$(notdir $(wildcard $(dir)/*.bin)))
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COBJS := $(CFILES:%.c=output/%.o)
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SHROOMSOBJS := output/vb.o
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BINOBJS := $(BINFILES:%.bin=output/%.o)
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OFILES := $(COBJS) $(SHROOMSOBJS) $(BINOBJS)
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output/%.o: %.c
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@mkdir -p output
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@$(CC) -c -o $@ $< -I . \
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-I shrooms-vb-core/core $(SDL2FLAGS) \
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-D _POSIX_C_SOURCE=199309L \
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-O3 -flto -fno-strict-aliasing \
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-Werror -std=c11 -Wall -Wextra -Wpedantic
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output/vb.o: shrooms-vb-core/core/vb.c
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@mkdir -p output
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@$(CC) -c -o $@ $< -I . \
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-I shrooms-vb-core/core $(SDL2FLAGS) \
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-D _POSIX_C_SOURCE=199309L \
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-O3 -flto -fno-strict-aliasing \
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-Werror -std=c11 -Wall -Wextra -Wpedantic
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output/%.o: assets/%.bin
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@mkdir -p output
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@$(LD) -r -b binary -o $@ $<
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shrooms-vb: $(OFILES)
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@$(CC) -o $@ $(OFILES) $(SDL2FLAGS) -flto
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build: shrooms-vb
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