Supermodel/Makefiles/Makefile.SDL.Win32.GCC

235 lines
8.1 KiB
Makefile

##
## Supermodel
## A Sega Model 3 Arcade Emulator.
## Copyright 2011 Bart Trzynadlowski, Nik Henson
##
## This file is part of Supermodel.
##
## Supermodel is free software: you can redistribute it and/or modify it under
## the terms of the GNU General Public License as published by the Free
## Software Foundation, either version 3 of the License, or (at your option)
## any later version.
##
## Supermodel is distributed in the hope that it will be useful, but WITHOUT
## ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
## FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
## more details.
##
## You should have received a copy of the GNU General Public License along
## with Supermodel. If not, see <http://www.gnu.org/licenses/>.
##
#
# Makefile.SDL.Win32.GCC
#
# GNU Makefile for SDL port using GCC (MinGW) on Windows. Copy this Makefile
# to the base directory of the source distribution (one up from Src/ and here).
#
###############################################################################
# Build Options
###############################################################################
#
# Bitness of build ('32' or '64')
#
BITS = 64
#
# Include console-based debugger in emulator ('yes' or 'no')
#
ENABLE_DEBUGGER = no
###############################################################################
# Required Libraries
#
# Edit these paths as necessary.
###############################################################################
#
# SDL
#
ifeq ($(strip $(BITS)),64)
SDL_LIBPATH = /mingw64/lib64
SDL_INCLUDEPATH = /mingw64/x86_64-w64-mingw32/include/SDL
else
SDL_LIBPATH = /mingw/lib
SDL_INCLUDEPATH = /mingw/include/SDL
endif
#
# Microsoft Windows SDK
#
ifeq ($(strip $(BITS)),64)
WINSDK_LIBPATH = /Program\ Files/Microsoft\ SDKs/Windows/v7.0/Lib/x64
else
WINSDK_LIBPATH = /Program\ Files/Microsoft\ SDKs/Windows/v7.0/Lib
endif
###############################################################################
# Outputs
###############################################################################
ifeq ($(strip $(BITS)),64)
OBJ_DIR = obj64
BIN_DIR = bin64
else
OBJ_DIR = obj
BIN_DIR = bin
endif
OUTFILE = $(BIN_DIR)\Supermodel.exe
###############################################################################
# Compiler and Linker
###############################################################################
CC = gcc
LD = g++
COMPILER_FLAGS = -I$(SDL_INCLUDEPATH) -ISrc/ -ISrc/OSD/ -ISrc/OSD/SDL/ -ISrc/OSD/Windows/ -c -Wall -O3 -DSUPERMODEL_WIN32 -DGLEW_STATIC
CFLAGS = $(COMPILER_FLAGS)
CPPFLAGS = $(COMPILER_FLAGS)
LFLAGS = -s -o $(OUTFILE) $(OBJ) -L$(SDL_LIBPATH) -lmingw32 -lSDLmain -lSDL -lopengl32 -lglu32 -ldinput8 -ldxguid -lole32 -loleaut32 -lz -l:$(WINSDK_LIBPATH)/WbemUuid.lib
#
# Build options...
#
# Add compiler flags for various options
ifeq ($(strip $(ENABLE_DEBUGGER)),yes)
COMPILER_FLAGS += -DSUPERMODEL_DEBUGGER
endif
###############################################################################
# Build Instructions
###############################################################################
#
# Objects and Dependencies
#
OBJ = $(OBJ_DIR)/PPCDisasm.o $(OBJ_DIR)/Games.o $(OBJ_DIR)/Config.o $(OBJ_DIR)/INIFile.o $(OBJ_DIR)/BlockFile.o $(OBJ_DIR)/93C46.o \
$(OBJ_DIR)/ROMLoad.o $(OBJ_DIR)/unzip.o $(OBJ_DIR)/ioapi.o $(OBJ_DIR)/Error.o $(OBJ_DIR)/glew.o $(OBJ_DIR)/Shader.o \
$(OBJ_DIR)/Real3D.o $(OBJ_DIR)/Render3D.o $(OBJ_DIR)/Models.o $(OBJ_DIR)/Render2D.o $(OBJ_DIR)/TileGen.o \
$(OBJ_DIR)/Model3.o $(OBJ_DIR)/ppc.o $(OBJ_DIR)/Main.o $(OBJ_DIR)/Audio.o $(OBJ_DIR)/Thread.o $(OBJ_DIR)/SoundBoard.o \
$(OBJ_DIR)/SCSP.o $(OBJ_DIR)/SCSPDSP.o $(OBJ_DIR)/68K.o $(OBJ_DIR)/m68kcpu.o $(OBJ_DIR)/m68kopnz.o $(OBJ_DIR)/m68kopdm.o \
$(OBJ_DIR)/m68kopac.o $(OBJ_DIR)/m68kops.o $(OBJ_DIR)/DSB.o $(OBJ_DIR)/Z80.o \
$(OBJ_DIR)/IRQ.o $(OBJ_DIR)/53C810.o $(OBJ_DIR)/PCI.o $(OBJ_DIR)/RTC72421.o $(OBJ_DIR)/DriveBoard.o \
$(OBJ_DIR)/MPC10x.o $(OBJ_DIR)/Input.o $(OBJ_DIR)/Inputs.o $(OBJ_DIR)/InputSource.o $(OBJ_DIR)/InputSystem.o \
$(OBJ_DIR)/InputTypes.o $(OBJ_DIR)/MultiInputSource.o $(OBJ_DIR)/SDLInputSystem.o $(OBJ_DIR)/DirectInputSystem.o \
$(OBJ_DIR)/amp_audio.o $(OBJ_DIR)/amp_dump.o $(OBJ_DIR)/amp_getbits.o $(OBJ_DIR)/amp_getdata.o $(OBJ_DIR)/amp_huffman.o \
$(OBJ_DIR)/amp_layer2.o $(OBJ_DIR)/amp_layer3.o $(OBJ_DIR)/amp_misc2.o $(OBJ_DIR)/amp_position.o $(OBJ_DIR)/amp_transform.o \
$(OBJ_DIR)/amp_util.o
# If built-in debugger enabled, include all debugging classes
ifeq ($(strip $(ENABLE_DEBUGGER)),yes)
OBJ += $(OBJ_DIR)/Debugger.o $(OBJ_DIR)/ConsoleDebugger.o $(OBJ_DIR)/SupermodelDebugger.o $(OBJ_DIR)/CPUDebug.o \
$(OBJ_DIR)/AddressTable.o $(OBJ_DIR)/Breakpoint.o $(OBJ_DIR)/CodeAnalyser.o $(OBJ_DIR)/Exception.o \
$(OBJ_DIR)/Interrupt.o $(OBJ_DIR)/IO.o $(OBJ_DIR)/Label.o $(OBJ_DIR)/Register.o $(OBJ_DIR)/Watch.o \
$(OBJ_DIR)/PPCDebug.o $(OBJ_DIR)/68KDebug.o $(OBJ_DIR)/Musashi68KDebug.o $(OBJ_DIR)/Z80Debug.o
endif
#
# Targets
#
all: $(BIN_DIR) $(OBJ_DIR) $(OBJ)
$(LD) $(LFLAGS)
$(BIN_DIR):
mkdir $(BIN_DIR)
$(OBJ_DIR):
mkdir $(OBJ_DIR)
clean:
del $(OUTFILE)
del $(OBJ_DIR)\*.o
del $(OBJ_DIR)\*.c
del $(OBJ_DIR)\*.h
del $(OBJ_DIR)\*.exe
#
# Musashi 68K emulator
#
# All generated source files are emitted to the object directory. For MSVC,
# INLINE must be redefined as "static __inline", which is the syntax in C mode.
#
$(OBJ_DIR)/m68kmake.exe: Src/CPU/68K/Musashi/m68kmake.c
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kmake.o
$(LD) -o $(OBJ_DIR)/m68kmake.exe -mconsole $(OBJ_DIR)/m68kmake.o
$(OBJ_DIR)/m68kops.h: $(OBJ_DIR)/m68kmake.exe Src/CPU/68K/Musashi/m68k_in.c
$(OBJ_DIR)/m68kmake.exe $(OBJ_DIR) Src/CPU/68K/Musashi/m68k_in.c
$(OBJ_DIR)/m68kcpu.o: Src/CPU/68K/Musashi/m68kcpu.c $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kcpu.o -I "$(OBJ_DIR)" -I "Src\CPU\68K\Musashi"
$(OBJ_DIR)/m68kops.o: $(OBJ_DIR)/m68kops.c $(OBJ_DIR)/m68kmake.exe $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kops.o -I "Src\CPU\68K\Musashi"
$(OBJ_DIR)/m68kopac.o: $(OBJ_DIR)/m68kopac.c $(OBJ_DIR)/m68kmake.exe $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kopac.o -I "Src\CPU\68K\Musashi"
$(OBJ_DIR)/m68kopdm.o: $(OBJ_DIR)/m68kopdm.c $(OBJ_DIR)/m68kmake.exe $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kopdm.o -I "Src\CPU\68K\Musashi"
$(OBJ_DIR)/m68kopnz.o: $(OBJ_DIR)/m68kopnz.c $(OBJ_DIR)/m68kmake.exe $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kopnz.o -I "Src\CPU\68K\Musashi"
#
# Rules for Supermodel C++ code
#
$(OBJ_DIR)/%.o: Src/%.cpp
$(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Model3/%.cpp
$(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Graphics/%.cpp
$(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Sound/%.cpp
$(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Debugger/%.cpp
$(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Debugger/CPU/%.cpp
$(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/CPU/PowerPC/%.cpp
$(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/CPU/68K/%.cpp
$(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/CPU/Z80/%.cpp
$(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Inputs/%.cpp
$(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/OSD/SDL/%.cpp
$(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/OSD/Windows/%.cpp
$(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Pkgs/%.c
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/$(*F).o
#
# AMP MPEG decoder library
#
# To eliminate name conflicts, object files have the prefix "amp_" attached.
#
$(OBJ_DIR)/amp_%.o: Src/Sound/MPEG/%.cpp
$(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/amp_$(*F).o