}
struct vg_compiler_conf conf = {0};
- vg_str sources = {0};
- vg_strcat( &sources, "marblecomp.c " );
- vg_add_engine( proj,
+ vg_make_app( proj,
&(struct vg_engine_config)
{
.fixed_update_hz = 60,
.custom_game_settings = 1,
.custom_shaders = 1
},
- env, &conf, &sources );
-
- vg_compiler_run( proj, env, &conf, sources.buffer, "fishladder",
- k_obj_type_exe );
+ env, &conf, "marblecomp.c", "fishladder" );
}
/*
* Scripts
* -------------------------------------------------------------------------- */
-#if 0
void s_release_all(void)
{
vg_info( "running script: s_release_all(void)\n" );
struct vg_project linux_proj, windows_proj;
+ struct vg_compiler_env env = vg_release_env;
- struct vg_env env = vg_release_env;
env.platform = k_platform_linux;
- vg_project_init( &linux_proj, &env, "marblecomp" );
+ vg_project_init( &linux_proj, "bin", "marblecomp", 1 );
build_game_content( &linux_proj );
- build_game_bin( &linux_proj );
+ build_game_bin( &linux_proj, &env );
env = vg_release_env;
env.platform = k_platform_windows;
- vg_project_init( &windows_proj, &env, "marblecomp" );
+ vg_project_init( &windows_proj, "bin", "marblecomp", 1 );
build_game_content( &windows_proj );
- build_game_bin( &windows_proj );
+ build_game_bin( &windows_proj, &env );
vg_tarball_project( &linux_proj );
vg_tarball_project( &windows_proj );
}
-#endif
void s_testing_build(void)
{
struct vg_project proj;
vg_project_init( &proj, "bin", "marblecomp-test", 0 );
-
build_game_content( &proj );
build_game_bin( &proj, &vg_test_env );
}
-
int main( int argc, char *argv[] ){
char *arg;
while( vg_argp( argc, argv ) )
{
-#if 0
if( vg_long_opt( "release-all" ) )
s_release_all();
-#endif
if( vg_long_opt( "testing-build" ) )
s_testing_build();
- if( vg_long_opt( "android-build" ) ) return 0;
-
if( vg_opt('r') )
vg_test_env.optimization = 3;
}