Fix asset bundling to work on Windows

This commit is contained in:
Simon Gellis 2024-10-23 19:47:28 -04:00
parent af3692fd11
commit 0b21febc6b
5 changed files with 49 additions and 40 deletions

3
.gitignore vendored
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@ -1,3 +1,4 @@
/shrooms-vb
/shrooms-vb.exe
.vscode
.vscode
output

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@ -3,10 +3,10 @@
#include <stdint.h>
extern const uint8_t asset_lefteye_start;
const uint8_t *LEFT_EYE_DEFAULT = &asset_lefteye_start;
extern const uint8_t _binary_assets_lefteye_bin_start;
const uint8_t *LEFT_EYE_DEFAULT = &_binary_assets_lefteye_bin_start;
extern const uint8_t asset_righteye_start;
const uint8_t *RIGHT_EYE_DEFAULT = &asset_righteye_start;
extern const uint8_t _binary_assets_righteye_bin_start;
const uint8_t *RIGHT_EYE_DEFAULT = &_binary_assets_righteye_bin_start;
#endif

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@ -1,15 +0,0 @@
.section .note.GNU-stack,"",@progbits
.section .bindata, "a", @progbits
.global asset_lefteye_start
.type asset_lefteye_start, @object
.global asset_righteye_start
.type asset_righteye_start, @object
.section .bindata
.balign 64
asset_lefteye_start:
.incbin "assets/lefteye.bin"
.balign 64
asset_righteye_start:
.incbin "assets/righteye.bin"

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@ -23,15 +23,15 @@ int gfxInit(GraphicsContext *gfx) {
return 1;
}
gfx->winSurface = SDL_GetWindowSurface(gfx->window);
if (!gfx->winSurface) {
fprintf(stderr, "Error getting surface: %s\n", SDL_GetError());
gfx->renderer = SDL_CreateRenderer(gfx->window, -1, 0);
if (!gfx->renderer) {
fprintf(stderr, "Error creating renderer: %s\n", SDL_GetError());
goto cleanup_window;
}
gfx->renderer = SDL_GetRenderer(gfx->window);
if (!gfx->renderer) {
fprintf(stderr, "Error getting renderer: %s\n", SDL_GetError());
gfx->winSurface = SDL_GetWindowSurface(gfx->window);
if (!gfx->winSurface) {
fprintf(stderr, "Error getting surface: %s\n", SDL_GetError());
goto cleanup_window;
}

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@ -1,19 +1,42 @@
CC?=gcc
LD?=ld
SHROOMSFLAGS=shrooms-vb-core/core/vb.c -I shrooms-vb-core/core
SDL2FLAGS=$(shell pkg-config sdl2 --cflags --libs)
SDL2FLAGS=$(shell pkg-config sdl2 --cflags --libs) -mconsole
.PHONY: clean
.PHONY: clean build
clean:
ifeq ($(OS),WINDOWS_NT)
@del shrooms-vb.exe
else
@rm -f shrooms-vb
endif
@rm -rf shrooms-vb output
build:
@$(CC) audio.c cli.c controller.c game.c graphics.c main.c assets/assets.s -I . \
$(SHROOMSFLAGS) $(SDL2FLAGS) \
-D POSIX_C_SOURCE=199309L \
-o shrooms-vb \
-O3 -fno-strict-aliasing \
-Werror -std=c90 -Wall -Wextra -Wpedantic
CFILES := $(foreach dir,./,$(notdir $(wildcard $(dir)/*.c)))
BINFILES := $(foreach dir,assets/,$(notdir $(wildcard $(dir)/*.bin)))
COBJS := $(CFILES:%.c=output/%.o)
SHROOMSOBJS := output/vb.o
BINOBJS := $(BINFILES:%.bin=output/%.o)
OFILES := $(COBJS) $(SHROOMSOBJS) $(BINOBJS)
output/%.o: %.c
@mkdir -p output
@$(CC) -c -o $@ $< -I . \
-I shrooms-vb-core/core $(SDL2FLAGS) \
-D _POSIX_C_SOURCE=199309L \
-O3 -flto -fno-strict-aliasing \
-Werror -std=c11 -Wall -Wextra -Wpedantic
output/vb.o: shrooms-vb-core/core/vb.c
@mkdir -p output
@$(CC) -c -o $@ $< -I . \
-I shrooms-vb-core/core $(SDL2FLAGS) \
-D _POSIX_C_SOURCE=199309L \
-O3 -flto -fno-strict-aliasing \
-Werror -std=c11 -Wall -Wextra -Wpedantic
output/%.o: assets/%.bin
@mkdir -p output
@$(LD) -r -b binary -o $@ $<
shrooms-vb: $(OFILES)
@$(CC) -o $@ $(OFILES) $(SDL2FLAGS) -flto
build: shrooms-vb