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Makefile.ds

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#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
include $(DEVKITARM)/ds_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# DATA is a list of directories containing data files
# INCLUDES is a list of directories containing header files
#---------------------------------------------------------------------------------
TARGET := $(shell basename $(CURDIR))
BUILD := src
SOURCES := src
DATA := data
INCLUDES := include
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -mthumb -mthumb-interwork \
-D__NDS__ -DENABLE_NDS -DNO_SIGNAL_H -DDISABLE_THREADS -DPACKAGE=\"SDL\" \
-DVERSION=\"2.0\" -DHAVE_ALLOCA_H=1 -DHAVE_ALLOCA=1
CFLAGS := -g -Wall -Os\
-march=armv5te -mtune=arm946e-s \
-fomit-frame-pointer -ffast-math \
$(ARCH)
CFLAGS += $(INCLUDE) -DARM9
CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
ASFLAGS := -g $(ARCH) -march=armv5te -mtune=arm946e-s
LDFLAGS = -specs=ds_arm9.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
# Set to 0 to use a framer buffer, or 1 to use the GL like hardware
# renderer. Alas, both cannot be used at the same time for lack of
# display/texture memory.
USE_HW_RENDERER := 1
ifeq ($(USE_HW_RENDERER),1)
CFLAGS += -DUSE_HW_RENDERER
else
endif
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS := $(LIBNDS) $(PORTLIBS)
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/lib/lib$(TARGET).a
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
CFILES := \
SDL.c \
SDL_assert.c \
SDL_error.c \
SDL_fatal.c \
SDL_hints.c \
SDL_log.c \
atomic/SDL_atomic.c \
atomic/SDL_spinlock.arm.c \
audio/SDL_audio.c \
audio/SDL_audiocvt.c \
audio/SDL_audiodev.c \
audio/SDL_audiotypecvt.c \
audio/SDL_mixer.c \
audio/SDL_wave.c \
audio/nds/SDL_ndsaudio.c \
cpuinfo/SDL_cpuinfo.c \
events/SDL_events.c \
events/SDL_keyboard.c \
events/SDL_mouse.c \
events/SDL_quit.c \
events/SDL_touch.c \
events/SDL_windowevents.c \
events/nds/SDL_ndsgesture.c \
file/SDL_rwops.c \
haptic/SDL_haptic.c \
haptic/nds/SDL_syshaptic.c \
joystick/SDL_joystick.c \
joystick/nds/SDL_sysjoystick.c \
power/SDL_power.c \
power/nds/SDL_syspower.c \
render/SDL_render.c \
render/SDL_yuv_sw.c \
render/nds/SDL_ndsrender.c \
render/nds/SDL_libgl2D.c \
render/software/SDL_blendfillrect.c \
render/software/SDL_blendline.c \
render/software/SDL_blendpoint.c \
render/software/SDL_drawline.c \
render/software/SDL_drawpoint.c \
render/software/SDL_render_sw.c \
stdlib/SDL_getenv.c \
stdlib/SDL_iconv.c \
stdlib/SDL_malloc.c \
stdlib/SDL_qsort.c \
stdlib/SDL_stdlib.c \
stdlib/SDL_string.c \
thread/SDL_thread.c \
thread/nds/SDL_syscond.c \
thread/nds/SDL_sysmutex.c \
thread/nds/SDL_syssem.c \
thread/nds/SDL_systhread.c \
timer/SDL_timer.c \
timer/nds/SDL_systimer.c \
video/SDL_RLEaccel.c \
video/SDL_blit.c \
video/SDL_blit_0.c \
video/SDL_blit_1.c \
video/SDL_blit_A.c \
video/SDL_blit_N.c \
video/SDL_blit_auto.c \
video/SDL_blit_copy.c \
video/SDL_blit_slow.c \
video/SDL_bmp.c \
video/SDL_clipboard.c \
video/SDL_fillrect.c \
video/SDL_pixels.c \
video/SDL_rect.c \
video/SDL_stretch.c \
video/SDL_surface.c \
video/SDL_video.c \
video/nds/SDL_ndsevents.c \
video/nds/SDL_ndsvideo.c \
video/nds/SDL_ndswindow.c
#CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
#SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
#BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
#---------------------------------------------------------------------------------
export LD := $(CC)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
export LD := $(CXX)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD) \
-I$(PORTLIBS)/include/SDL
.PHONY: $(BUILD) clean all
#---------------------------------------------------------------------------------
all: arm_only $(BUILD) install nds_test
lib:
@[ -d $@ ] || mkdir -p $@
$(BUILD): lib
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile.ds -s
install: $(BUILD)
@mkdir -p $(PORTLIBS)/include/SDL/
@rsync -a $(OUTPUT) $(PORTLIBS)/lib/
@rsync -a include/*.h $(PORTLIBS)/include/SDL/
nds_test:
$(MAKE) -C test/nds-test-progs -s
tags:
cd $(SOURCES); etags $(CFILES)
# This file must be compiled with the ARM instruction set, not
# thumb. Use devkitpro way of doing things.
arm_only: src/atomic/SDL_spinlock.arm.c
src/atomic/SDL_spinlock.arm.c: src/atomic/SDL_spinlock.c
@cp $< $@
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@cd src; rm -fr $(OFILES) $(OFILES:.o=.d) lib
@rm -f $(OUTPUT)
@make -C test/nds-test-progs -s clean
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT) : $(OFILES)
#---------------------------------------------------------------------------------
%.bin.o : %.bin
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------