ref: 9aa38e0a65d48bd8265e497a18b971f3047f0e2b
dir: /platform/switch/Makefile/
#--------------------------------------------------------------------------------- .SUFFIXES: #--------------------------------------------------------------------------------- ifeq ($(strip $(DEVKITPRO)),) $(error "Please set DEVKITPRO in your environment. export DEVKITPRO=<path to>/devkitpro") endif TOPDIR ?= $(CURDIR) include $(DEVKITPRO)/libnx/switch_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 # ROMFS is the directory containing data to be added to RomFS, relative to the Makefile (Optional) # # NO_ICON: if set to anything, do not use icon. # NO_NACP: if set to anything, no .nacp file is generated. # APP_TITLE is the name of the app stored in the .nacp file (Optional) # APP_AUTHOR is the author of the app stored in the .nacp file (Optional) # APP_VERSION is the version of the app stored in the .nacp file (Optional) # APP_TITLEID is the titleID of the app stored in the .nacp file (Optional) # ICON is the filename of the icon (.jpg), relative to the project folder. # If not set, it attempts to use one of the following (in this order): # - <Project name>.jpg # - icon.jpg # - <libnx folder>/default_icon.jpg # # CONFIG_JSON is the filename of the NPDM config file (.json), relative to the project folder. # If not set, it attempts to use one of the following (in this order): # - <Project name>.json # - config.json # If a JSON file is provided or autodetected, an ExeFS PFS0 (.nsp) is built instead # of a homebrew executable (.nro). This is intended to be used for sysmodules. # NACP building is skipped as well. #--------------------------------------------------------------------------------- SRC_DIR := ../.. TARGET := zelda3 BUILD := bin SOURCES := $(SRC_DIR) $(SRC_DIR)/snes $(SRC_DIR)/third_party/gl_core $(SRC_DIR)/third_party/opus-1.3.1-stripped CFILES := $(wildcard $(SRC_DIR)/*.c $(SRC_DIR)/snes/*.c) $(SRC_DIR)/third_party/gl_core/gl_core_3_1.c $(SRC_DIR)/third_party/opus-1.3.1-stripped/opus_decoder_amalgam.c INCLUDES := include APP_TITLE := The Legend of Zelda: A Link to the Past APP_AUTHOR := snesrev & Lywx APP_VERSION := $(shell git rev-parse --short HEAD) $(shell git rev-parse --abbrev-ref HEAD) #--------------------------------------------------------------------------------- # options for code generation #--------------------------------------------------------------------------------- ARCH := -march=armv8-a+crc+crypto -mtune=cortex-a57 -mtp=soft -fPIE CFLAGS := -g -Wall -O2 -ffunction-sections -Wno-parentheses \ $(ARCH) $(DEFINES) CFLAGS += -D__SWITCH__ $(INCLUDE) -DSTBI_NO_THREAD_LOCALS `sdl2-config --cflags` CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions CFLAGS += -std=gnu11 ASFLAGS := -g $(ARCH) LDFLAGS = -specs=$(DEVKITPRO)/libnx/switch.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map) LIBS := `$(PREFIX)pkg-config --libs sdl2` -lnx -lm #--------------------------------------------------------------------------------- # list of directories containing libraries, this must be the top level containing # include and lib #--------------------------------------------------------------------------------- LIBDIRS := $(PORTLIBS) $(LIBNX) #--------------------------------------------------------------------------------- # no real need to edit anything past this point unless you need to add additional # rules for different file extensions #--------------------------------------------------------------------------------- ifneq ($(BUILD),$(notdir $(CURDIR))) #--------------------------------------------------------------------------------- export OUTPUT := $(CURDIR)/$(TARGET) export TOPDIR := $(CURDIR) export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \ $(foreach dir,$(DATA),$(CURDIR)/$(dir)) \ export DEPSDIR := $(CURDIR)/$(BUILD) #CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c))) #CFILES := $(wildcard ../../*.c ../../snes/*.c) ../../third_party/gl_core/gl_core_3_1.c ../../third_party/opus-1.3.1-stripped/opus_decoder_amalgam.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 #--------------------------------------------------------------------------------- export LD := $(CXX) #--------------------------------------------------------------------------------- export OFILES_BIN := $(addsuffix .o,$(BINFILES)) export OFILES_SRC := $(CPPFILES:.cpp=.o) $(notdir $(CFILES:.c=.o)) $(SFILES:.s=.o) export OFILES := $(OFILES_BIN) $(OFILES_SRC) export HFILES_BIN := $(addsuffix .h,$(subst .,_,$(BINFILES))) 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) $(info $(OFILES)) ifeq ($(strip $(CONFIG_JSON)),) jsons := $(wildcard *.json) ifneq (,$(findstring $(TARGET).json,$(jsons))) export APP_JSON := $(TOPDIR)/$(TARGET).json else ifneq (,$(findstring config.json,$(jsons))) export APP_JSON := $(TOPDIR)/config.json endif endif else export APP_JSON := $(TOPDIR)/$(CONFIG_JSON) endif ifeq ($(strip $(ICON)),) icons := $(wildcard *.jpg) ifneq (,$(findstring $(TARGET).jpg,$(icons))) export APP_ICON := $(TOPDIR)/$(TARGET).jpg else ifneq (,$(findstring icon.jpg,$(icons))) export APP_ICON := $(TOPDIR)/icon.jpg endif endif else export APP_ICON := $(TOPDIR)/$(ICON) endif ifeq ($(strip $(NO_ICON)),) export NROFLAGS += --icon=$(APP_ICON) endif ifeq ($(strip $(NO_NACP)),) export NROFLAGS += --nacp=$(CURDIR)/$(TARGET).nacp endif ifneq ($(APP_TITLEID),) export NACPFLAGS += --titleid=$(APP_TITLEID) endif ifneq ($(ROMFS),) export NROFLAGS += --romfsdir=$(CURDIR)/$(ROMFS) endif .PHONY: $(BUILD) clean all #--------------------------------------------------------------------------------- all: $(BUILD) $(BUILD): @echo $(CFILES) ... @[ -d $@ ] || mkdir -p $@ @$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile #--------------------------------------------------------------------------------- clean: @echo clean ... ifeq ($(strip $(APP_JSON)),) @rm -fr $(BUILD) $(TARGET).nro $(TARGET).nacp $(TARGET).elf else @rm -fr $(BUILD) $(TARGET).nsp $(TARGET).nso $(TARGET).npdm $(TARGET).elf endif #--------------------------------------------------------------------------------- else .PHONY: all DEPENDS := $(OFILES:.o=.d) #--------------------------------------------------------------------------------- # main targets #--------------------------------------------------------------------------------- ifeq ($(strip $(APP_JSON)),) all : $(OUTPUT).nro ifeq ($(strip $(NO_NACP)),) $(OUTPUT).nro : $(OUTPUT).elf $(OUTPUT).nacp else $(OUTPUT).nro : $(OUTPUT).elf endif else all : $(OUTPUT).nsp $(OUTPUT).nsp : $(OUTPUT).nso $(OUTPUT).npdm $(OUTPUT).nso : $(OUTPUT).elf endif $(OUTPUT).elf : $(OFILES) $(OFILES_SRC) : $(HFILES_BIN) #--------------------------------------------------------------------------------- # you need a rule like this for each extension you use as binary data #--------------------------------------------------------------------------------- %.bin.o %_bin.h : %.bin #--------------------------------------------------------------------------------- @echo $(notdir $<) @$(bin2o) -include $(DEPENDS) #--------------------------------------------------------------------------------------- endif #---------------------------------------------------------------------------------------