690 lines
22 KiB
Zig
690 lines
22 KiB
Zig
// MVK_CONFIG_USE_METAL_ARGUMENT_BUFFERS=1 -- use this if you're getting that odd crash on mac
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b: *std.Build,
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nw_builder: *std.Build,
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target: std.Build.ResolvedTarget,
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optimize: std.builtin.Mode,
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nw_mod: *std.Build.Module,
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spirvReflect: SpirvReflect.SpirvGenerator2,
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gltf2ozz: ozz.GltfToOzz,
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options: *std.Build.Step.Options,
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cookShaders: bool,
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backlogRoot: []const u8,
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// list of all shaders discovered under
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// content/_shaders/def
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reflectShaderPathList: [][]u8 = undefined,
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staticBuild: bool = false,
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nwdep: *std.Build.Dependency,
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apigen: *std.Build.Step.Compile,
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shaderEmbedGen: *std.Build.Step.Compile,
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loadDynamicsGen: *std.Build.Step.Compile,
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rcGen: *std.Build.Step.Compile,
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generatedApis: std.StringHashMapUnmanaged(*std.Build.Module) = .{},
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const engineDepList = [_][]const u8{
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"assets",
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"audio",
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"core",
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"net",
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"papyrus",
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"platform",
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"rend",
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"ui",
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"imgui",
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"physics",
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"sys",
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};
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const BuildSystem = @This();
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const std = @import("std");
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const Build = std.Build;
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const LazyPath = Build.LazyPath;
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const SpirvReflect = @import("SpirvReflect");
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const ozz = @import("ozz");
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pub const InitOptions = struct {
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import_name: []const u8 = "Backlog",
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backlogRoot: []const u8 = "./BacklogEngine",
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staticBuild: bool = false,
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target: Build.ResolvedTarget,
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optimize: std.builtin.OptimizeMode,
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};
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pub fn init(b: *std.Build, opts: InitOptions) BuildSystem {
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var buildOpts = declareBuildOptions(b);
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if (opts.target.result.os.tag == .linux) {
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// using a static build for linux... object loading hell is not fun
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std.debug.print("Important! only supporting static builds for linux", .{});
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buildOpts.static_build = true;
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}
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const nwdep = b.dependency(opts.import_name, .{
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.target = opts.target,
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.optimize = opts.optimize,
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.static_build = buildOpts.static_build,
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});
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var self = BuildSystem{
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.b = b,
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.nw_builder = nwdep.builder,
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.target = opts.target,
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.optimize = opts.optimize,
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.nw_mod = nwdep.module("Backlog"),
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.backlogRoot = opts.backlogRoot,
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.spirvReflect = SpirvReflect.SpirvGenerator2.init(nwdep.builder, .{}),
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.options = createGameOptions(b, buildOpts),
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.gltf2ozz = ozz.GltfToOzz.init(nwdep.builder, .{}),
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.cookShaders = b.option(bool, "cookShaders", "generates shaders and updates .json files before running the build. (needs to be done whenever shaders are updated, this just runs tools/scripts/cook-shaders.py)") orelse false,
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.staticBuild = buildOpts.static_build,
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.nwdep = nwdep,
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.apigen = nwdep.artifact("backlog-apigen"),
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.loadDynamicsGen = nwdep.artifact("backlog-generate-loadDynamics"),
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.rcGen = nwdep.artifact("backlog-generate-rc"),
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.shaderEmbedGen = nwdep.artifact("backlog-shaderEmbedGen"),
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};
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const exeList = [2]*std.Build.Step.Compile{ self.gltf2ozz.exe, self.spirvReflect.reflect };
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const install_tools = b.step("tools", "installs tools needed to generate outputs for the engine");
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for (exeList) |exe| {
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const toolsInstall = b.addInstallArtifact(exe, .{
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.dest_dir = .{ .override = .{ .custom = "tools" } },
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});
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install_tools.dependOn(&toolsInstall.step);
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}
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{
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const runArtifact = b.addRunArtifact(self.gltf2ozz.exe);
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if (b.args) |args| {
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runArtifact.addArgs(args);
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}
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const run_exe = b.step("gltf2ozz", "runs the gltf animation converter.");
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run_exe.dependOn(&runArtifact.step);
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}
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{
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const runArtifact = b.addRunArtifact(self.spirvReflect.reflect);
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if (b.args) |args| {
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runArtifact.addArgs(args);
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}
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const run_exe = b.step("spv-reflect", "runs the gltf animation converter.");
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run_exe.dependOn(&runArtifact.step);
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}
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self.addDependencyInstalls(self.b, .ReleaseFast);
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return self;
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}
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pub const AddProgramOptions = struct {
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name: []const u8,
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desc: []const u8,
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root_source_file: LazyPath,
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imports: []const Build.Module.Import = &.{},
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};
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pub fn addProgram(self: *BuildSystem, opts: AddProgramOptions) *std.Build.Module {
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const b = self.b;
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const exe = self.nw_builder.addExecutable(.{
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.name = opts.name,
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.target = self.target,
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.optimize = self.optimize,
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.root_source_file = self.nw_builder.path("engine/main.zig"),
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});
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b.installArtifact(exe);
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const runArtifact = b.addRunArtifact(exe);
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if (b.args) |args| {
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runArtifact.addArgs(args);
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}
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const run_exe = b.step(self.b.fmt("run-{s}", .{opts.name}), opts.desc);
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run_exe.dependOn(&runArtifact.step);
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// main path = name/main.zig
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const mod = b.addModule(opts.name, .{
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.target = self.target,
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.optimize = self.optimize,
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.root_source_file = opts.root_source_file,
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.imports = opts.imports,
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});
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exe.root_module.addImport("main", mod);
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// todo.. remove this one and see what happens
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exe.root_module.addImport("core", self.nwdep.module("core"));
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// mod.addImport("Backlog", self.nw_mod);
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exe.root_module.addOptions("BacklogOptions", self.options);
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if (self.cookShaders) {
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const cookShadersScript = b.fmt("{s}/tools/scripts/cookShaders.py", .{self.backlogRoot});
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const cookShadersCommand = b.addSystemCommand(&[_][]const u8{"python"});
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cookShadersCommand.addArg(cookShadersScript);
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run_exe.dependOn(&cookShadersCommand.step);
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}
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b.getInstallStep().dependOn(self.nw_builder.getInstallStep());
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// run_exe.dependOn(b.getInstallStep());
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return mod;
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}
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pub const BuildOptions = struct {
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mutex_job_queue: bool,
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static_build: bool,
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zero_logging: bool,
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slow_logging: bool,
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force_mailbox: bool,
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};
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pub fn declareBuildOptions(b: *std.Build) BuildOptions {
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return .{
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.mutex_job_queue = b.option(bool, "mutex_job_queue", "temporary test, reverts to old mutex based queue behaviour in jobs.zig:JobManager") orelse false,
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.static_build = b.option(bool, "static_build", "builds the entire game as a single executable") orelse false,
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.zero_logging = b.option(bool, "zero_logging", "disables all logging, only intended for use on job dispatch testing") orelse false,
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.slow_logging = b.option(bool, "slow_logging", "Disables buffered logging, takes a hit to performance but gain timing information on logging") orelse false,
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.force_mailbox = b.option(bool, "force_mailbox", "forces mailbox mode for present mode. unlocks framerate to irresponsible levels") orelse false,
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};
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}
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pub fn createGameOptions(b: *std.Build, options: BuildOptions) *std.Build.Step.Options {
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const opts = b.addOptions();
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inline for (@typeInfo(BuildOptions).@"struct".fields) |field| {
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opts.addOption(bool, field.name, @field(options, field.name));
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}
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// build options for core.zig
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// opts.addOption(
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// bool,
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// "mutex_job_queue",
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// );
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// opts.addOption(
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// bool,
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// "static_build",
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// );
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// opts.addOption(
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// bool,
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// "zero_logging",
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// );
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// opts.addOption(
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// bool,
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// "slow_logging",
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// );
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// opts.addOption(
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// bool,
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// "force_mailbox",
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// );
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return opts;
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}
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pub fn addExtraModule(self: *BuildSystem, mod: *std.Build.Module, moduleName: []const u8) void {
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const dep = self.b.dependency(moduleName, .{ .target = self.target, .optimize = self.optimize, .static_build = self.staticBuild });
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mod.addImport(moduleName, dep.module(moduleName));
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}
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pub fn addDependencyInstalls(self: *BuildSystem, b: *std.Build, optimize: std.builtin.OptimizeMode) void {
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if (self.staticBuild) {
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return;
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}
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inline for (DynamicDepList) |d| {
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b.installArtifact(b.dependency(
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d.dep,
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.{ .target = self.target, .optimize = optimize, .static_build = self.staticBuild },
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).artifact(d.artifact));
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}
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// b.installArtifact(b.dependency(
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// "sdl3",
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// .{ .target = self.target, .optimize = optimize, .static_build = self.staticBuild },
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// ).artifact("SDL3"));
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}
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const DynamicDepList: []const struct { dep: []const u8, artifact: []const u8 } = &.{
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.{ .dep = "sdl3", .artifact = "SDL3" },
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.{ .dep = "spng", .artifact = "spng_c" },
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.{ .dep = "lua", .artifact = "luac" },
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.{ .dep = "miniaudio", .artifact = "miniaudio_c" },
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.{ .dep = "zphysics", .artifact = "joltc" },
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.{ .dep = "ozz", .artifact = "ozz_cpp" },
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};
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// all other modules are disabled by default
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pub const defaultEnabledModules: []const []const u8 = &.{
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"core",
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"assets",
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"platform",
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"rend",
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};
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pub const moduleOrder: []const []const u8 = &.{
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"core",
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"sys",
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"assets",
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"platform",
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"net",
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"physics",
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"audio",
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"rend",
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"ui",
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"imgui",
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"papyrus",
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};
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pub const DynamicModule = struct {
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name: []const u8,
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allocator: std.mem.Allocator,
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buildSystem: *BuildSystem,
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programName: []const u8,
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opts: AddProgramOptions,
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extras: std.ArrayListUnmanaged(GameModule) = .{},
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gameModules: std.ArrayListUnmanaged(GameModule) = .{},
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library: ?*std.Build.Step.Compile = null,
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pub fn addExtraModule(self: *@This(), module: []const u8) void {
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self.extras.append(self.allocator, .{ .name = module, .enabled = true }) catch @panic("out of memory");
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}
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pub fn init(name: []const u8, p: *Program) *@This() {
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var self: *@This() = p.allocator.create(@This()) catch @panic("out of memory");
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self.* = .{
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.opts = p.opts,
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.programName = p.opts.name,
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.buildSystem = p.buildSystem,
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.allocator = p.allocator,
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.name = name,
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};
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for (p.gameModules.items) |module| {
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self.gameModules.append(self.allocator, module) catch @panic("out of memory");
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}
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for (p.extras.items) |module| {
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self.extras.append(self.allocator, module) catch @panic("out of memory");
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}
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return self;
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}
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pub fn compileInstall(self: *@This()) *std.Build.Step.Compile {
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if (self.library) |lib| {
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return lib;
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}
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const b = self.buildSystem.b;
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const static = self.buildSystem.staticBuild;
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const lib = if (static)
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b.addStaticLibrary(.{
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.root_source_file = self.opts.root_source_file,
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.link_libc = true,
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.optimize = self.buildSystem.optimize,
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.target = self.buildSystem.target,
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.name = self.name,
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})
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else
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b.addSharedLibrary(.{
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.root_source_file = self.opts.root_source_file,
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.link_libc = true,
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.optimize = self.buildSystem.optimize,
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.target = self.buildSystem.target,
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.name = self.name,
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});
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var modlist = std.ArrayList([]const u8).init(self.buildSystem.b.allocator);
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for (self.gameModules.items) |mod| {
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if (mod.enabled) {
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modlist.append(mod.name) catch @panic("out of memory");
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}
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}
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for (self.extras.items) |extra| {
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self.buildSystem.addExtraModule(lib.root_module, extra.name);
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}
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lib.root_module.addImport("backlog", self.buildSystem.generateApi(self.name, modlist.items, null));
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lib.root_module.addOptions("BacklogOptions", self.buildSystem.options);
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if (static) {
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// generateApi should create static callers for the main program
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} else {
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const installExtern = b.addInstallArtifact(lib, .{
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.dest_dir = .{ .override = .{ .custom = "modules" } },
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});
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b.getInstallStep().dependOn(&installExtern.step);
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}
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return lib;
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}
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};
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pub const GameModule = struct {
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name: []const u8,
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enabled: bool = true,
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};
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pub const Program = struct {
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allocator: std.mem.Allocator,
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opts: AddProgramOptions,
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gameModules: std.ArrayListUnmanaged(GameModule) = .{},
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extras: std.ArrayListUnmanaged(GameModule) = .{},
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dynamicModules: std.ArrayListUnmanaged(*DynamicModule) = .{},
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buildSystem: *BuildSystem,
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iconPath: ?std.Build.LazyPath = null,
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pub fn setIconPath(self: *@This(), path: []const u8) void {
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if (self.iconPath != null) {
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return;
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}
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self.iconPath = self.buildSystem.generateRc(self.opts.name, path) catch return;
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}
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pub fn setModuleEnabled(self: *@This(), module: []const u8, enable: bool) void {
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for (self.gameModules.items) |*m| {
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if (std.mem.eql(u8, m.name, module)) {
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m.enabled = enable;
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return;
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}
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}
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// module not found, add it here.
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self.gameModules.append(self.allocator, .{ .name = module, .enabled = enable }) catch @panic("out of memory");
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}
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pub fn addExtraModule(self: *@This(), module: []const u8) void {
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self.extras.append(self.allocator, .{ .name = module, .enabled = true }) catch @panic("out of memory");
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}
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pub fn addDynamicModule(self: *@This(), module: []const u8, root_source_file: std.Build.LazyPath) *DynamicModule {
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const dynamicModule = DynamicModule.init(module, self);
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dynamicModule.opts.root_source_file = root_source_file;
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self.dynamicModules.append(self.allocator, dynamicModule) catch @panic("out of memory");
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return dynamicModule;
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}
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pub fn compileInstall(self: *@This()) *std.Build.Module {
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const exe = self.buildSystem.addProgram(self.opts);
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var modlist = std.ArrayList([]const u8).init(self.buildSystem.b.allocator);
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for (self.gameModules.items) |mod| {
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if (mod.enabled) {
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modlist.append(mod.name) catch @panic("out of memory");
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}
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}
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for (self.extras.items) |extra| {
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self.buildSystem.addExtraModule(exe, extra.name);
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}
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exe.addImport("backlog", self.buildSystem.generateApi(self.opts.name, modlist.items, self.dynamicModules.items));
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if (self.buildSystem.target.result.os.tag == .windows) {
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if (self.iconPath) |ip| {
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exe.addWin32ResourceFile(.{
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.file = ip,
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.flags = &.{},
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});
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}
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}
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return exe;
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}
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};
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pub fn program(self: *BuildSystem, opts: AddProgramOptions) *Program {
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const prog = self.b.allocator.create(Program) catch unreachable;
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prog.* = .{
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.allocator = self.b.allocator,
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.opts = opts,
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.buildSystem = self,
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};
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for (moduleOrder) |module| {
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prog.setModuleEnabled(module, false);
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}
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for (defaultEnabledModules) |module| {
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prog.setModuleEnabled(module, true);
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}
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return prog;
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}
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// ========= standalone build instance =======
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// maybe the default should be like an engine launcher/project launcher or something
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pub fn build(b: *std.Build) void {
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const target = b.standardTargetOptions(.{});
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const optimize = b.standardOptimizeOption(.{});
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const static_build = b.option(bool, "static_build", "builds backlog dependencies for static linking") orelse false;
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const spirvDep = b.dependency("SpirvReflect", .{
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.target = target,
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.optimize = optimize,
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.static_build = static_build,
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});
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_ = spirvDep;
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const fwdGeneratorExe = b.addExecutable(.{
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.name = "backlog-generate-fwd",
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.target = b.graph.host,
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.optimize = .Debug,
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.root_source_file = b.path("build/generateFwd.zig"),
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});
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const generateExe = b.addExecutable(.{
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.name = "backlog-apigen",
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.target = b.graph.host,
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.optimize = .Debug,
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.root_source_file = b.path("build/generateApi.zig"),
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});
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const generateShaders = b.addExecutable(.{
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.name = "backlog-shaderEmbedGen",
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.target = b.graph.host,
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.optimize = .Debug,
|
|
.root_source_file = b.path("build/generateEmbeddedShaders.zig"),
|
|
});
|
|
|
|
const generateRcExe = b.addExecutable(.{
|
|
.name = "backlog-generate-rc",
|
|
.target = b.graph.host,
|
|
.optimize = .Debug,
|
|
.root_source_file = b.path("build/generateRc.zig"),
|
|
});
|
|
|
|
const generateLoadDynamicsExe = b.addExecutable(.{
|
|
.name = "backlog-generate-loadDynamics",
|
|
.target = b.graph.host,
|
|
.optimize = .Debug,
|
|
.root_source_file = b.path("build/generateLoadDynamics.zig"),
|
|
});
|
|
|
|
b.installArtifact(generateLoadDynamicsExe);
|
|
b.installArtifact(generateExe);
|
|
b.installArtifact(generateShaders);
|
|
b.installArtifact(generateRcExe);
|
|
|
|
{
|
|
const loadDynamicsStub = b.addModule("loadDynamicsStub", .{
|
|
.target = target,
|
|
.optimize = optimize,
|
|
.root_source_file = b.path("engine/loadDynamicsStub.zig"),
|
|
});
|
|
|
|
_ = loadDynamicsStub;
|
|
|
|
const mod = b.addModule("Backlog", .{
|
|
.target = target,
|
|
.optimize = optimize,
|
|
.root_source_file = b.path("engine/backlog.zig"),
|
|
});
|
|
|
|
for (engineDepList) |depName| {
|
|
const dep = b.dependency(
|
|
depName,
|
|
.{
|
|
.target = target,
|
|
.optimize = optimize,
|
|
.static_build = static_build,
|
|
},
|
|
);
|
|
|
|
const run = b.addRunArtifact(fwdGeneratorExe);
|
|
const output = run.addOutputFileArg(b.fmt("{s}_fwd.zig", .{depName}));
|
|
|
|
const modFwd = b.addModule(depName, .{
|
|
.target = target,
|
|
.optimize = optimize,
|
|
.root_source_file = output,
|
|
});
|
|
|
|
mod.addImport(b.fmt("{s}", .{depName}), modFwd);
|
|
modFwd.addImport("module", dep.module(depName));
|
|
|
|
// mod.addImport(depName, dep.module(depName));
|
|
}
|
|
|
|
// link in large platform support functions... special case.
|
|
{
|
|
const dep = b.dependency("sdl3", .{
|
|
.target = target,
|
|
.optimize = optimize,
|
|
.static_build = static_build,
|
|
});
|
|
const lib = dep.module("SDL3");
|
|
|
|
mod.addImport("sdl3_fwd", lib);
|
|
}
|
|
}
|
|
}
|
|
|
|
pub fn generateApi(self: *@This(), programName: []const u8, moduleList: []const []const u8, dynamicModules: ?[]const *DynamicModule) *std.Build.Module {
|
|
// std.debug.print("GENERATE API:: {s}\n\n", .{programName});
|
|
if (self.generatedApis.get(programName)) |m| {
|
|
return m;
|
|
}
|
|
|
|
const run = self.b.addRunArtifact(self.apigen);
|
|
const pfile = self.b.fmt("{s}Api.zig", .{programName});
|
|
const output = run.addOutputFileArg(pfile);
|
|
for (moduleList) |modName| {
|
|
run.addArg(modName);
|
|
}
|
|
|
|
const mod = self.b.addModule(pfile, .{
|
|
.target = self.target,
|
|
.optimize = self.optimize,
|
|
.root_source_file = output,
|
|
});
|
|
for (moduleList) |modName| {
|
|
mod.addImport(modName, self.nwdep.module(modName));
|
|
}
|
|
|
|
const loadStatics = self.generateInstallStaticResources(programName, "content/_shaders") catch unreachable;
|
|
mod.addImport("staticShaderLoader", loadStatics);
|
|
|
|
// deal with dynamics
|
|
if (dynamicModules) |dynamics| {
|
|
const loadDynamics = self.generateLoadDynamics(programName, dynamics) catch @panic("unknown");
|
|
mod.addImport("loadDynamics", loadDynamics);
|
|
} else {
|
|
mod.addImport("loadDynamics", self.nwdep.module("loadDynamicsStub"));
|
|
}
|
|
|
|
self.generatedApis.put(self.b.allocator, programName, mod) catch @panic("out of memory");
|
|
|
|
return mod;
|
|
}
|
|
|
|
pub fn generateRc(self: *@This(), programName: []const u8, iconPath: []const u8) !std.Build.LazyPath {
|
|
const run = self.b.addRunArtifact(self.rcGen);
|
|
const pfile = self.b.fmt("{s}.rc", .{programName});
|
|
const output = run.addOutputFileArg(pfile);
|
|
run.addArg(iconPath);
|
|
|
|
return output;
|
|
}
|
|
|
|
pub fn generateLoadDynamics(self: *@This(), programName: []const u8, dynamics: []const *DynamicModule) !*std.Build.Module {
|
|
const run = self.b.addRunArtifact(self.loadDynamicsGen);
|
|
const pfile = self.b.fmt("{s}LoadDynamics.zig", .{programName});
|
|
const output = run.addOutputFileArg(pfile);
|
|
if (self.staticBuild) {
|
|
run.addArg("static");
|
|
} else {
|
|
run.addArg("dynamic");
|
|
}
|
|
|
|
for (dynamics) |dyn| {
|
|
run.addArg(dyn.name);
|
|
}
|
|
|
|
const mod = self.b.addModule(pfile, .{
|
|
.target = self.target,
|
|
.optimize = self.optimize,
|
|
.root_source_file = output,
|
|
});
|
|
|
|
mod.addImport("core", self.nwdep.module("core"));
|
|
for (dynamics) |dyn| {
|
|
const dynmod = dyn.compileInstall();
|
|
mod.addImport(dyn.name, dynmod.root_module);
|
|
}
|
|
|
|
return mod;
|
|
}
|
|
|
|
pub fn generateInstallStaticResources(self: *@This(), programName: []const u8, shadersPath: []const u8) !*std.Build.Module {
|
|
const run = self.b.addRunArtifact(self.shaderEmbedGen);
|
|
const pfile = self.b.fmt("{s}ShaderGen.zig", .{programName});
|
|
const output = run.addOutputFileArg(pfile);
|
|
run.addArg(shadersPath);
|
|
|
|
const b = self.b;
|
|
const mod = self.b.addModule(pfile, .{
|
|
.target = self.target,
|
|
.optimize = self.optimize,
|
|
.root_source_file = output,
|
|
});
|
|
mod.addImport("core", self.nwdep.module("core"));
|
|
|
|
var dir = try std.fs.cwd().openDir("content/_shaders", .{ .iterate = true });
|
|
defer dir.close();
|
|
|
|
var walker = dir.iterate();
|
|
while (try walker.next()) |shaderType| {
|
|
if (shaderType.kind == .directory) {
|
|
var d2 = try dir.openDir(shaderType.name, .{ .iterate = true });
|
|
defer d2.close();
|
|
var w2 = d2.iterate();
|
|
while (try w2.next()) |shaderName| {
|
|
const shaderPath = b.fmt("content/_shaders/{s}/{s}", .{ shaderType.name, shaderName.name });
|
|
mod.addAnonymousImport(shaderName.name, .{
|
|
.root_source_file = b.path(shaderPath),
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
return mod;
|
|
}
|