File: Makefile.xming

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eureka 1.00-3
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#
#  --- Eureka Editor ---
#
#  Makefile for WIN32, using a CROSS-COMPILER on Linux
#

PROGRAM=Eureka.exe
INSTALLER=Eureka_setup.exe

MINGW=i586-mingw32msvc-

CXX=$(MINGW)g++

LIB_LOC=lib_win32
OBJ_DIR=obj_win32

FLTK_DIR=$(LIB_LOC)/fltk-1.3.0
ZLIB_DIR=$(LIB_LOC)/zlib-1.2.3

OPTIMISE=-O2 -fno-strict-aliasing

# operating system choices: UNIX WIN32
OS=WIN32


#--- Internal stuff from here -----------------------------------

FLTK_FLAGS=-I$(FLTK_DIR)
FLTK_LIBS=$(FLTK_DIR)/mingw/lib/libfltk_images.a \
          $(FLTK_DIR)/mingw/lib/libfltk_png.a \
          $(FLTK_DIR)/mingw/lib/libfltk.a

ZLIB_FLAGS=-I$(ZLIB_DIR)
ZLIB_LIBS=$(ZLIB_DIR)/libz.a

CXXFLAGS=$(OPTIMISE) -Wall -D$(OS) \
         -Iglbsp_src $(FLTK_FLAGS) $(ZLIB_FLAGS)

LDFLAGS=

LIBS=-lm $(FLTK_LIBS) $(ZLIB_LIBS) \
     -mwindows  -lshell32  \
     -lcomdlg32 -lole32 -luuid -lgdi32 \
     -lcomctl32 -lwsock32 -lsupc++


#--- main target ---

all: stripped


#----- Object files ----------------------------------------------

OBJS = \
	$(OBJ_DIR)/editloop.o  \
	$(OBJ_DIR)/e_basis.o   \
	$(OBJ_DIR)/e_checks.o   \
	$(OBJ_DIR)/e_checks2.o   \
	$(OBJ_DIR)/e_cutpaste.o  \
	$(OBJ_DIR)/e_linedef.o  \
	$(OBJ_DIR)/e_loadsave.o  \
	$(OBJ_DIR)/e_nodes.o  \
	$(OBJ_DIR)/e_path.o  \
	$(OBJ_DIR)/e_sector.o  \
	$(OBJ_DIR)/e_things.o  \
	$(OBJ_DIR)/e_vertex.o  \
	$(OBJ_DIR)/im_arrows.o  \
	$(OBJ_DIR)/im_color.o  \
	$(OBJ_DIR)/im_img.o   \
	$(OBJ_DIR)/levels.o  \
	$(OBJ_DIR)/lib_adler.o  \
	$(OBJ_DIR)/lib_file.o  \
	$(OBJ_DIR)/lib_util.o  \
	$(OBJ_DIR)/main.o  \
	$(OBJ_DIR)/m_bitvec.o  \
	$(OBJ_DIR)/m_config.o  \
	$(OBJ_DIR)/m_files.o  \
	$(OBJ_DIR)/m_game.o  \
	$(OBJ_DIR)/m_keys.o  \
	$(OBJ_DIR)/m_select.o  \
	$(OBJ_DIR)/m_strings.o  \
	$(OBJ_DIR)/objects.o  \
	$(OBJ_DIR)/r_grid.o  \
	$(OBJ_DIR)/r_render.o  \
	$(OBJ_DIR)/selectn.o  \
	$(OBJ_DIR)/sys_debug.o \
	$(OBJ_DIR)/ui_about.o  \
	$(OBJ_DIR)/ui_browser.o  \
	$(OBJ_DIR)/ui_canvas.o  \
	$(OBJ_DIR)/ui_dialog.o  \
	$(OBJ_DIR)/ui_file.o  \
	$(OBJ_DIR)/ui_hyper.o  \
	$(OBJ_DIR)/ui_infobar.o  \
	$(OBJ_DIR)/ui_linedef.o  \
	$(OBJ_DIR)/ui_menu.o  \
	$(OBJ_DIR)/ui_misc.o  \
	$(OBJ_DIR)/ui_nombre.o  \
	$(OBJ_DIR)/ui_nodes.o  \
	$(OBJ_DIR)/ui_pic.o  \
	$(OBJ_DIR)/ui_prefs.o  \
	$(OBJ_DIR)/ui_sector.o  \
	$(OBJ_DIR)/ui_scroll.o  \
	$(OBJ_DIR)/ui_sidedef.o  \
	$(OBJ_DIR)/ui_thing.o  \
	$(OBJ_DIR)/ui_tile.o   \
	$(OBJ_DIR)/ui_vertex.o  \
	$(OBJ_DIR)/ui_window.o  \
	$(OBJ_DIR)/vm_builtin.o  \
	$(OBJ_DIR)/vm_compile.o  \
	$(OBJ_DIR)/vm_execute.o  \
	$(OBJ_DIR)/vm_object.o  \
	$(OBJ_DIR)/vm_lex.o  \
	$(OBJ_DIR)/w_loadpic.o  \
	$(OBJ_DIR)/w_flats.o  \
	$(OBJ_DIR)/w_sprite.o  \
	$(OBJ_DIR)/w_texture.o  \
	$(OBJ_DIR)/w_wad.o   \
	$(OBJ_DIR)/x_hover.o  \
	$(OBJ_DIR)/x_loop.o  \
	$(OBJ_DIR)/x_mirror.o \
	\
	$(OBJ_DIR)/eureka_res.o

$(OBJ_DIR)/eureka_res.o: misc/eureka.rc
	$(MINGW)windres -i $^ -o $@

$(OBJ_DIR)/%.o: src/%.cc
	$(CXX) $(CXXFLAGS) -o $@ -c $<


#----- glBSP Objects ------------------------------------------------

GLBSP_OBJS= \
	$(OBJ_DIR)/glbsp/analyze.o  \
	$(OBJ_DIR)/glbsp/blockmap.o \
	$(OBJ_DIR)/glbsp/glbsp.o    \
	$(OBJ_DIR)/glbsp/level.o    \
	$(OBJ_DIR)/glbsp/node.o     \
	$(OBJ_DIR)/glbsp/reject.o   \
	$(OBJ_DIR)/glbsp/seg.o      \
	$(OBJ_DIR)/glbsp/system.o   \
	$(OBJ_DIR)/glbsp/util.o     \
	$(OBJ_DIR)/glbsp/wad.o

GLBSP_CXXFLAGS=$(OPTIMISE) -Wall -DINLINE_G=inline $(ZLIB_FLAGS)

$(OBJ_DIR)/glbsp/%.o: glbsp_src/%.cc
	$(CXX) $(GLBSP_CXXFLAGS) -o $@ -c $< 


#----- Targets -----------------------------------------------

clean:
	rm -f $(PROGRAM) $(OBJ_DIR)/*.*
	rm -f $(OBJ_DIR)/glbsp/*.*
	rm -f ERRS LOG.txt update.log

$(PROGRAM): $(OBJS) $(GLBSP_OBJS)
	$(CXX) $^ -o $@ $(LDFLAGS) $(LIBS)

stripped: $(PROGRAM)
	$(MINGW)strip --strip-unneeded $(PROGRAM)

# we need to recreate the final directory structure
# (since NSIS cannot convert unix text files to msdos format)
NSIS_BUILD=obj_win32/nsis

nsis_build: nsis_clean stripped
	# folders
	mkdir $(NSIS_BUILD)
	mkdir $(NSIS_BUILD)/games
	mkdir $(NSIS_BUILD)/common
	mkdir $(NSIS_BUILD)/ports
	mkdir $(NSIS_BUILD)/mods
	mkdir $(NSIS_BUILD)/ups
	#
	# executable
	cp Eureka.exe $(NSIS_BUILD)
	#
	# important files
	cp misc/bindings.cfg $(NSIS_BUILD)/bindings.cfg
	cp misc/about_logo.png $(NSIS_BUILD)/about_logo.png
	cp misc/core_defs.up $(NSIS_BUILD)/core_defs.up
	todos $(NSIS_BUILD)/*.cfg
	todos $(NSIS_BUILD)/*.up
	#
	# definition files
	cp games/*.ugh  $(NSIS_BUILD)/games
	cp common/*.ugh $(NSIS_BUILD)/common
	cp ports/*.ugh  $(NSIS_BUILD)/ports
	todos $(NSIS_BUILD)/*/*.ugh
	#
	# script files
	#
	# text documents
	cp README.txt TODO.txt AUTHORS.txt GPL.txt $(NSIS_BUILD)
	todos $(NSIS_BUILD)/*.txt
	#
	# run the MAKENSIS program
	cp misc/eureka.nsi $(NSIS_BUILD)/eureka.nsi
	makensis $(NSIS_BUILD)/eureka.nsi
	#
	mv $(NSIS_BUILD)/Eureka*.exe .

nsis_clean:
	rm -Rf $(NSIS_BUILD)

.PHONY: all clean bin 

#--- editor settings ------------
# vi:ts=8:sw=8:noexpandtab