Use TouchGFX
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242
TouchGFX/generated/simulator/gcc/Makefile
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242
TouchGFX/generated/simulator/gcc/Makefile
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# Get identification of this system
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ifeq ($(OS),Windows_NT)
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UNAME := MINGW32_NT-6.2
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else
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UNAME := $(shell uname -s)
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endif
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board_name := $(UNAME)
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.PHONY: all clean assets
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# Directories containing application-specific source and header files.
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# Additional components can be added to this list. make will look for
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# source files recursively in comp_name/src and setup an include directive
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# for comp_name/include.
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components := gui simulator generated/gui_generated generated/simulator
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# Location of folder containing bmp/png files.
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asset_images_input := assets/images
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# Location of folder to search for ttf font files
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asset_fonts_input := assets/fonts
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# Location of folder where the texts.xml is placed
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asset_texts_input := assets/texts
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# Location of folder where video files are places
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asset_videos_input := assets/videos
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build_root_path := build
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object_output_path := $(build_root_path)/$(board_name)
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binary_output_path := $(build_root_path)/bin
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# Location of output folders where autogenerated code from assets is placed
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asset_root_path := generated
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asset_images_output := $(asset_root_path)/images
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asset_fonts_output := $(asset_root_path)/fonts
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asset_texts_output := $(asset_root_path)/texts
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asset_videos_output := $(asset_root_path)/videos
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#include application specific configuration
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include config/gcc/app.mk
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### END OF USER SECTION. THE FOLLOWING SHOULD NOT BE MODIFIED ###
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ifeq ($(UNAME), Linux)
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library_path := $(touchgfx_path)/3rdparty/libjpeg/lib/linux $(touchgfx_path)/lib/linux $(ADDITIONAL_LIBRARY_PATHS)
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libraries := touchgfx SDL2 SDL2_image jpeg rt m pthread dl $(ADDITIONAL_LIBRARIES)
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libstart := -Wl,--start-group
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libend := -Wl,--end-group
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libextra :=
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library_includes += $(touchgfx_path)/3rdparty/libjpeg/include
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linker_options_local := -Xlinker -rpath -Xlinker $(touchgfx_path)/3rdparty/libjpeg/lib/linux
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resource_file :=
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imageconvert_executable := $(touchgfx_path)/framework/tools/imageconvert/build/linux/imageconvert.out
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fontconvert_executable := $(touchgfx_path)/framework/tools/fontconvert/build/linux/fontconvert.out
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simulator_executable := simulator.out
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linker_options += -static-libgcc -Xlinker --no-as-needed
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else
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sdl_library_path := $(touchgfx_path)/lib/sdl2/win32
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jpeg_library_path := $(touchgfx_path)/3rdparty/libjpeg/lib/win32
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library_path := $(sdl_library_path) $(jpeg_library_path) $(touchgfx_path)/lib/win/mingw32 $(ADDITIONAL_LIBRARY_PATHS)
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libraries := touchgfx SDL2 SDL2_image jpeg-8 m pthread mingw32 $(ADDITIONAL_LIBRARIES)
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libstart := -Wl,--start-group
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libend := -Wl,--end-group
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libextra := -Wl,--subsystem,windows
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library_includes += $(touchgfx_path)/framework/include/platform/hal/simulator/sdl2/vendor $(touchgfx_path)/3rdparty/libjpeg/include
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resource_file := generated/simulator/touchgfx.res
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imageconvert_executable := $(touchgfx_path)/framework/tools/imageconvert/build/win/imageconvert.out
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fontconvert_executable := $(touchgfx_path)/framework/tools/fontconvert/build/win/fontconvert.out
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simulator_executable := simulator.exe
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$(resource_file): $(resource_file:%.res=%.rc) $(resource_file:%.res=%.ico)
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@echo Creating Windows resource file with program icon
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@windres $(resource_file:%.res=%.rc) -O coff -o $@
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linker_options += -static-libgcc -static-libstdc++
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endif
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c_compiler := g++
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c_compiler_options += -DSIMULATOR='' -g
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cpp_compiler := g++
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cpp_compiler_options += -g -DSIMULATOR='' -DENABLE_LOG
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linker := g++
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WARN = error all extra write-strings init-self cast-qual \
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pointer-arith strict-aliasing format=2 uninitialized \
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missing-declarations no-long-long no-unused-parameter \
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no-variadic-macros no-format-extra-args \
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no-conversion no-overloaded-virtual
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CXXWARN = non-virtual-dtor ctor-dtor-privacy
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c_compiler_options_local += -pedantic $(addprefix -W,$(WARN))
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cpp_compiler_options_local += -pedantic $(addprefix -W,$(WARN) $(CXXWARN))
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#include everything + specific vendor folders
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framework_includes := $(touchgfx_path)/framework/include
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#only take in the source we want to build for this sim
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framework_files := $(touchgfx_path)/framework/source/platform/driver/touch/SDL2TouchController.cpp
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framework_source := $(touchgfx_path)/framework/source/platform/hal/simulator/sdl2
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#this needs to change when assset include folder changes.
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all_components := $(components) \
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$(asset_fonts_output) \
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$(asset_images_output) \
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$(asset_texts_output) \
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$(asset_videos_output)
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#keep framework include and source out of this
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include_paths := $(library_includes) $(foreach comp, $(all_components), $(comp)/include) $(framework_includes) $(ADDITIONAL_INCLUDE_PATHS)
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source_paths = $(foreach comp, $(all_components), $(comp)/src) $(framework_source) simulator
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# Finds files that matches the specified pattern. The directory list
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# is searched recursively. It is safe to invoke this function with an
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# empty list of directories.
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#
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# Param $(1): List of directories to search
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# Param $(2): The file pattern to search for
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define find
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$(foreach dir,$(1),$(foreach d,$(wildcard $(dir)/*),\
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$(call find,$(d),$(2))) $(wildcard $(dir)/$(strip $(2))))
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endef
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unexport find
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fontconvert_ttf_lower_files := $(call find, $(asset_fonts_input), *.ttf)
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fontconvert_ttf_upper_files := $(call find, $(asset_fonts_input), *.TTF)
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fontconvert_otf_lower_files := $(call find, $(asset_fonts_input), *.otf)
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fontconvert_otf_upper_files := $(call find, $(asset_fonts_input), *.OTF)
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fontconvert_bdf_lower_files := $(call find, $(asset_fonts_input), *.bdf)
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fontconvert_bdf_upper_files := $(call find, $(asset_fonts_input), *.BDF)
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fontconvert_font_files := $(fontconvert_ttf_lower_files) \
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$(fontconvert_ttf_upper_files) \
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$(fontconvert_otf_lower_files) \
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$(fontconvert_otf_upper_files) \
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$(fontconvert_bdf_lower_files) \
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$(fontconvert_bdf_upper_files)
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source_files := $(call find, $(source_paths),*.cpp) $(framework_files) $(ADDITIONAL_SOURCES)
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c_source_files := $(call find, $(source_paths),*.c)
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object_files := $(source_files:$(touchgfx_path)/%.cpp=$(object_output_path)/touchgfx/%.o) $(c_source_files:$(touchgfx_path)/%.c=$(object_output_path)/touchgfx/%.o)
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object_files := $(object_files:%.cpp=$(object_output_path)/%.o)
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object_files := $(object_files:%.c=$(object_output_path)/%.o)
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dependency_files := $(object_files:%.o=%.d)
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textconvert_script_path := $(touchgfx_path)/framework/tools/textconvert
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videoconvert_script_path := $(touchgfx_path)/framework/tools/videoconvert
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text_database := $(asset_texts_input)/texts.xml
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.PHONY: all clean assets generate_assets build_executable
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all: generate_assets
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generate_assets: assets
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@$(MAKE) -f generated/simulator/gcc/Makefile -r -s $(MFLAGS) build_executable
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build_executable: $(binary_output_path)/$(simulator_executable) post_build
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$(binary_output_path)/$(simulator_executable): $(object_files) $(resource_file)
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@echo Linking $(@)
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@mkdir -p $(@D)
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@mkdir -p $(object_output_path)
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@$(file >$(build_root_path)/objects.tmp) $(foreach F,$(object_files),$(file >>$(build_root_path)/objects.tmp,$F))
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@$(linker) \
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$(linker_options) $(linker_options_local) \
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$(patsubst %,-L%,$(library_path)) \
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@$(build_root_path)/objects.tmp -o $@ $(resource_file) \
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$(libstart) $(patsubst %,-l%,$(libraries)) $(libend) $(libextra)
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@rm -f $(build_root_path)/objects.tmp
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# Remove old images
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@rm -f $(binary_output_path)/*.bin
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@if ls $(asset_videos_output)/bin/*.bin >/dev/null 2>&1; then cp $(asset_videos_output)/bin/*.bin $(binary_output_path); fi
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ifneq ($(UNAME), Linux)
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@if [ ! -f $(binary_output_path)/SDL2.dll ]; then cp $(sdl_library_path)/SDL2.dll $(binary_output_path); fi
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@if [ ! -f $(binary_output_path)/SDL2_image.dll ]; then cp $(sdl_library_path)/SDL2_image.dll $(binary_output_path); fi
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@if [ ! -f $(binary_output_path)/libpng16-16.dll ]; then cp $(sdl_library_path)/libpng16-16.dll $(binary_output_path); fi
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@if [ ! -f $(binary_output_path)/zlib1.dll ]; then cp $(sdl_library_path)/zlib1.dll $(binary_output_path); fi
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@if [ ! -f $(binary_output_path)/libjpeg-8.dll ]; then cp $(jpeg_library_path)/libjpeg-8.dll $(binary_output_path); fi
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endif
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.PHONY: post_build
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post_build:
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@mkdir -p $(binary_output_path)
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@if [ -f simulator/landscape.png ]; then cp simulator/landscape.png $(binary_output_path); else rm -f $(binary_output_path)/landscape.png; fi
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@if [ -f simulator/portrait.png ]; then cp simulator/portrait.png $(binary_output_path); else rm -f $(binary_output_path)/portrait.png; fi
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$(object_output_path)/touchgfx/%.o: $(touchgfx_path)/%.cpp config/gcc/app.mk
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@echo Compiling $<
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@mkdir -p $(@D)
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@$(cpp_compiler) \
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-MMD -MP $(cpp_compiler_options) $(cpp_compiler_options_local) $(user_cflags) \
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$(patsubst %,-I%,$(include_paths)) \
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-c $< -o $@
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$(object_output_path)/%.o: %.cpp config/gcc/app.mk
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@echo Compiling $<
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@mkdir -p $(@D)
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@$(cpp_compiler) \
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-MMD -MP $(cpp_compiler_options) $(cpp_compiler_options_local) $(user_cflags) \
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$(patsubst %,-I%,$(include_paths)) \
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-c $< -o $@
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$(object_output_path)/%.o: %.c config/gcc/app.mk
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@echo Compiling $<
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@mkdir -p $(@D)
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@$(c_compiler) \
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-MMD -MP $(c_compiler_options) $(c_compiler_options_local) $(user_cflags) \
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$(patsubst %,-I%,$(include_paths)) \
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-c $< -o $@
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ifeq ($(MAKECMDGOALS),build_executable)
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$(firstword $(dependency_files)): config/gcc/app.mk
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@rm -rf $(object_output_path)
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-include $(dependency_files)
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endif
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assets: images texts videos
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.PHONY: images
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images:
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@$(imageconvert_executable) -r $(asset_images_input) -w $(asset_images_output)
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.PHONY: texts
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texts:
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@ruby $(textconvert_script_path)/main.rb $(text_database) $(fontconvert_executable) $(asset_fonts_output) $(asset_texts_output) $(asset_fonts_input) .
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.PHONY: videos
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videos:
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@ruby $(videoconvert_script_path)/videoconvert.rb $(asset_videos_input) $(asset_videos_output)
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clean:
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@echo Cleaning
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@rm -rf $(build_root_path)
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# Do not remove gui_generated
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@rm -rf $(asset_images_output)
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@rm -rf $(asset_fonts_output)
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@rm -rf $(asset_texts_output)
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@rm -rf $(asset_videos_output)
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# Create directory to avoid error if it does not exist
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@mkdir -p $(asset_root_path)
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# Remove assets folder if it is empty (i.e. no gui_generated folder)
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@rmdir --ignore-fail-on-non-empty $(asset_root_path)
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