Checkpoint/3ds/Makefile

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#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
TOPDIR ?= $(CURDIR)
include $(DEVKITARM)/3ds_rules
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#---------------------------------------------------------------------------------
# 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
# GRAPHICS is a list of directories containing graphics files
# GFXBUILD is the directory where converted graphics files will be placed
# If set to $(BUILD), it will statically link in the converted
# files as if they were data files.
#
# NO_SMDH: if set to anything, no SMDH file is generated.
# ROMFS is the directory which contains the RomFS, relative to the Makefile (Optional)
# APP_TITLE is the name of the app stored in the SMDH file (Optional)
# APP_DESCRIPTION is the description of the app stored in the SMDH file (Optional)
# APP_AUTHOR is the author of the app stored in the SMDH file (Optional)
# ICON is the filename of the icon (.png), relative to the project folder.
# If not set, it attempts to use one of the following (in this order):
# - <Project name>.png
# - icon.png
# - <libctru folder>/default_icon.png
#---------------------------------------------------------------------------------
APP_TITLE := Checkpoint
APP_DESCRIPTION := Fast and simple save manager
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APP_AUTHOR := Bernardo Giordano, FlagBrew
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TARGET := $(subst $e ,_,$(notdir $(APP_TITLE)))
OUTDIR := out
BUILD := build
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FORMATSOURCES := source ../common
SOURCES := $(FORMATSOURCES) ../3rd-party/sha256
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DATA := data
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FORMATINCLUDES := include ../common
INCLUDES := $(FORMATINCLUDES) ../3rd-party/json ../3rd-party/sha256
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GRAPHICS := assets/gfx
ROMFS := assets/romfs
GFXBUILD := $(ROMFS)/gfx
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SHARKIVE := ../sharkive
CHEATS := cheats
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# If left blank, will try to use "icon.png", "$(TARGET).png", or the default ctrulib icon, in that order
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ICON := assets/icon.png
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BANNER_AUDIO := assets/audio.wav
BANNER_IMAGE := assets/banner.png
RSF_PATH := assets/app.rsf
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# If left blank, makerom will use the default Homebrew logo
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LOGO := assets/splash.bin
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# If left blank, makerom will use default values (0xff3ff and CTR-P-CTAP, respectively)
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UNIQUE_ID := 0xBCFFF
PRODUCT_CODE := CTR-HB-CKPT
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# Don't really need to change this
ICON_FLAGS := nosavebackups,visible
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft
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CFLAGS := -g -Wall -Wextra -Wno-psabi -O3 -mword-relocations -flto \
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-fomit-frame-pointer -ffunction-sections \
$(ARCH) \
-DVERSION_MAJOR=${VERSION_MAJOR} \
-DVERSION_MINOR=${VERSION_MINOR} \
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-DVERSION_MICRO=${VERSION_MICRO} \
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-DGIT_REV=\"${GIT_REV}\" \
-DCHEAT_SIZE_DECOMPRESSED=${CHEAT_SIZE_DECOMPRESSED}
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CFLAGS += $(INCLUDE) -DARM11 -D_3DS -D_GNU_SOURCE=1
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CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++17
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ASFLAGS := -g $(ARCH)
LDFLAGS = -specs=3dsx.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
LIBS := -lbz2 -lcitro2d -lcitro3d -lctru -lm
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CXX := `which ccache` $(CXX)
CC := `which ccache` $(CC)
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#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS := $(CTRULIB) $(PORTLIBS)
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#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(OUTDIR)/$(TARGET)
export TOPDIR := $(CURDIR)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
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$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir)) \
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$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
PICAFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.v.pica)))
SHLISTFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.shlist)))
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GFXFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.t3s)))
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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
#---------------------------------------------------------------------------------
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export T3XFILES := $(GFXFILES:.t3s=.t3x)
export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
export OFILES_BIN := $(addsuffix .o,$(BINFILES)) \
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$(PICAFILES:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.shbin.o) \
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$(if $(filter $(BUILD),$(GFXBUILD)),$(addsuffix .o,$(T3XFILES)))
export OFILES := $(OFILES_BIN) $(OFILES_SOURCES)
export HFILES := $(PICAFILES:.v.pica=_shbin.h) $(SHLISTFILES:.shlist=_shbin.h) \
$(addsuffix .h,$(subst .,_,$(BINFILES))) \
$(GFXFILES:.t3s=.h)
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export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD)
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
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export _3DSXDEPS := $(if $(NO_SMDH),,$(OUTPUT).smdh)
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ifeq ($(strip $(ICON)),)
icons := $(wildcard *.png)
ifneq (,$(findstring $(TARGET).png,$(icons)))
export APP_ICON := $(TOPDIR)/$(TARGET).png
else
ifneq (,$(findstring icon.png,$(icons)))
export APP_ICON := $(TOPDIR)/icon.png
endif
endif
else
export APP_ICON := $(TOPDIR)/$(ICON)
endif
ifeq ($(strip $(NO_SMDH)),)
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export _3DSXFLAGS += --smdh=$(CURDIR)/$(OUTDIR)/$(TARGET).smdh
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endif
ifneq ($(ROMFS),)
export _3DSXFLAGS += --romfs=$(CURDIR)/$(ROMFS)
endif
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.PHONY: all clean format cheats
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#---------------------------------------------------------------------------------
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all: cheats
@mkdir -p $(BUILD) $(GFXBUILD) $(OUTDIR)
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@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile $(OUTPUT).3dsx
@bannertool makebanner -i "$(BANNER_IMAGE)" -a "$(BANNER_AUDIO)" -o $(BUILD)/banner.bnr
@bannertool makesmdh -s "$(APP_TITLE)" -l "$(APP_DESCRIPTION)" -p "$(APP_AUTHOR)" -i "$(APP_ICON)" -f "$(ICON_FLAGS)" -o $(BUILD)/icon.icn
@makerom -f cia -o $(OUTPUT).cia -target t -exefslogo -elf "$(OUTPUT).elf" -rsf "$(RSF_PATH)" -ver "$$(($(VERSION_MAJOR)*1024+$(VERSION_MINOR)*16+$(VERSION_MICRO)))" -banner "$(BUILD)/banner.bnr" -icon "$(BUILD)/icon.icn" -DAPP_TITLE="$(APP_TITLE)" -DAPP_PRODUCT_CODE="$(PRODUCT_CODE)" -DAPP_UNIQUE_ID="$(UNIQUE_ID)" -logo "$(LOGO)"
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#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(OUTDIR)
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#---------------------------------------------------------------------------------
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cheats:
@mkdir -p $(BUILD) $(ROMFS)/$(CHEATS)
ifeq ($(OS),Windows_NT)
@cd $(SHARKIVE) && py -3 joiner.py 3ds
else
@cd $(SHARKIVE) && python3 joiner.py 3ds
endif
@cd $(SHARKIVE)/$(BUILD) && mv 3ds.json.bz2 ../../3ds/$(ROMFS)/$(CHEATS)/$(CHEATS).json.bz2
#---------------------------------------------------------------------------------
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format:
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clang-format -i -style=file $(foreach dir,$(FORMATSOURCES),$(wildcard $(dir)/*.c) $(wildcard $(dir)/*.cpp) $(wildcard $(dir)/*.tcc)) $(foreach dir,$(FORMATINCLUDES),$(wildcard $(dir)/*.h) $(wildcard $(dir)/*.hpp))
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#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
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$(OUTPUT).3dsx : $(OUTPUT).elf $(_3DSXDEPS)
$(OFILES_SOURCES) : $(HFILES)
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$(OUTPUT).elf : $(OFILES)
#---------------------------------------------------------------------------------
# you need a rule like this for each extension you use as binary data
#---------------------------------------------------------------------------------
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%.bin.o %_bin.h : %.bin
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#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)
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#---------------------------------------------------------------------------------
%.t3x.o %_t3x.h : %.t3x
#---------------------------------------------------------------------------------
@$(bin2o)
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#---------------------------------------------------------------------------------
# rules for assembling GPU shaders
#---------------------------------------------------------------------------------
define shader-as
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$(eval CURBIN := $*.shbin)
$(eval DEPSFILE := $(DEPSDIR)/$*.shbin.d)
echo "$(CURBIN).o: $< $1" > $(DEPSFILE)
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echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"_end[];" > `(echo $(CURBIN) | tr . _)`.h
echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"[];" >> `(echo $(CURBIN) | tr . _)`.h
echo "extern const u32" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`_size";" >> `(echo $(CURBIN) | tr . _)`.h
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picasso -o $(CURBIN) $1
bin2s $(CURBIN) | $(AS) -o $*.shbin.o
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endef
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%.shbin.o %_shbin.h : %.v.pica %.g.pica
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@echo $(notdir $^)
@$(call shader-as,$^)
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%.shbin.o %_shbin.h : %.v.pica
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@echo $(notdir $<)
@$(call shader-as,$<)
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%.shbin.o %_shbin.h : %.shlist
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@echo $(notdir $<)
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@$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)$(file)))
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#---------------------------------------------------------------------------------
%.t3x %.h : %.t3s
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@tex3ds -i $< -H $*.h -d $*.d -o $(TOPDIR)/$(GFXBUILD)/$*.t3x
-include $(DEPSDIR)/*.d
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#---------------------------------------------------------------------------------------
endif
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#---------------------------------------------------------------------------------------