0.14 zig version, pretty build.zig, renamed SDL defs

This commit is contained in:
duck
2025-05-03 01:56:24 +05:00
parent d36f7de1a5
commit 4374c6dd84
7 changed files with 271 additions and 125 deletions

128
build.zig
View File

@@ -1,4 +1,5 @@
const std = @import("std");
const Build = std.Build;
/// Paths specified here are compiled to SPIR-V instead of being copied over
const SHADERS: []const []const u8 = &.{
@@ -6,19 +7,110 @@ const SHADERS: []const []const u8 = &.{
"data/shaders/basic.frag",
};
pub fn build(b: *std.Build) void {
pub fn build(b: *Build) void {
const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{});
const exe = step_build_main(b, target, optimize);
b.installArtifact(exe);
const copy_data = step_copy_data(b, target, optimize);
b.getInstallStep().dependOn(copy_data);
const run = b.addRunArtifact(exe);
run.step.dependOn(b.getInstallStep());
// Why is this not the default behavoir?
run.setCwd(b.path(std.fs.path.relative(b.allocator, b.build_root.path.?, b.exe_dir) catch unreachable));
if (b.args) |args| {
run.addArgs(args);
}
const run_step = b.step("run", "Run the app");
run_step.dependOn(&run.step);
const check_step = b.step("check", "Check for build errors");
check_step.dependOn(&exe.step);
}
fn step_build_main(
b: *Build,
target: Build.ResolvedTarget,
optimize: std.builtin.OptimizeMode,
) *Build.Step.Compile {
const exe = b.addExecutable(.{
.name = "spacefarer",
.root_source_file = b.path("src/main.zig"),
.target = target,
.optimize = optimize,
});
b.installArtifact(exe);
exe.linkLibC();
exe.linkSystemLibrary("SDL3");
const sdl_module, const sdl_step = step_sdl_module(b, target, optimize);
exe.root_module.addImport("sdl", sdl_module);
exe.step.dependOn(sdl_step);
return exe;
}
fn step_build_sdl_translator(
b: *Build,
target: Build.ResolvedTarget,
optimize: std.builtin.OptimizeMode,
) *Build.Step.Compile {
const sdl_translator = b.addExecutable(.{
.name = "sdl_header_translator",
.root_source_file = b.path("utils/sdl_translator.zig"),
.target = target,
.optimize = optimize,
});
sdl_translator.linkSystemLibrary("SDL3");
return sdl_translator;
}
fn step_translate_sdl(
b: *Build,
target: Build.ResolvedTarget,
optimize: std.builtin.OptimizeMode,
) struct { *Build.Step, Build.LazyPath } {
const sdl_translator = step_build_sdl_translator(b, target, optimize);
const translate = b.addRunArtifact(sdl_translator);
const sdl_rename = translate.addOutputFileArg("sdl_rename.h");
return .{
&translate.step,
sdl_rename,
};
}
fn step_sdl_module(
b: *Build,
target: Build.ResolvedTarget,
optimize: std.builtin.OptimizeMode,
) struct { *Build.Module, *Build.Step } {
const sdl_module = b.addModule("sdl", .{
.root_source_file = b.path("lib/sdl.zig"),
.link_libc = true,
.target = target,
.optimize = optimize,
});
sdl_module.linkSystemLibrary("SDL3", .{});
const translate_step, const sdl_rename = step_translate_sdl(b, target, optimize);
sdl_module.addIncludePath(sdl_rename.dirname());
return .{
sdl_module,
translate_step,
};
}
fn step_copy_data(
b: *Build,
target: Build.ResolvedTarget,
optimize: std.builtin.OptimizeMode,
) *Build.Step {
_ = ⌖
_ = &optimize;
const copy_data_cmd = b.addInstallDirectory(.{
.source_dir = b.path("data"),
@@ -26,8 +118,21 @@ pub fn build(b: *std.Build) void {
.install_subdir = "data",
.exclude_extensions = &.{ "vert", "frag" },
});
b.getInstallStep().dependOn(&copy_data_cmd.step);
const build_shaders = step_build_shaders(b, target, optimize);
copy_data_cmd.step.dependOn(build_shaders);
return &copy_data_cmd.step;
}
fn step_build_shaders(
b: *Build,
target: Build.ResolvedTarget,
optimize: std.builtin.OptimizeMode,
) *Build.Step {
_ = ⌖
const step = b.step("shaders", "Build all shaders with `glslc`");
for (SHADERS) |shader_path| {
const glslc = b.addSystemCommand(&.{"glslc"});
if (optimize != .Debug) {
@@ -45,16 +150,7 @@ pub fn build(b: *std.Build) void {
glslc.addFileArg(b.path(shader_path));
glslc.addArg("-o");
const shader_artifact = glslc.addOutputFileArg(std.fs.path.basename(shader_path));
b.getInstallStep().dependOn(&b.addInstallFileWithDir(shader_artifact, .bin, shader_path).step);
step.dependOn(&b.addInstallFileWithDir(shader_artifact, .bin, shader_path).step);
}
const run_cmd = b.addRunArtifact(exe);
run_cmd.setCwd(b.path(std.fs.path.relative(b.allocator, b.build_root.path.?, b.exe_dir) catch unreachable));
run_cmd.step.dependOn(b.getInstallStep());
if (b.args) |args| {
run_cmd.addArgs(args);
}
const run_step = b.step("run", "Run the app");
run_step.dependOn(&run_cmd.step);
return step;
}