#--------------------------------------------------------------------------------- .SUFFIXES: #--------------------------------------------------------------------------------- ifeq ($(strip $(DEVKITARM)),) $(error "Please set DEVKITARM in your environment. export DEVKITARM=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 #---------------------------------------------------------------------------------------