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build.zig
executable file
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build.zig
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const std = @import("std");
const builtin = @import("builtin");
// Although this function looks imperative, note that its job is to
// declaratively construct a build graph that will be executed by an external
// runner.
pub fn build(b: *std.Build) void {
// Standard target options allows the person running `zig build` to choose
// what target to build for. Here we do not override the defaults, which
// means any target is allowed, and the default is native. Other options
// for restricting supported target set are available.
const target = b.standardTargetOptions(.{});
// Standard optimization options allow the person running `zig build` to select
// between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall. Here we do not
// set a preferred release mode, allowing the user to decide how to optimize.
const optimize = b.standardOptimizeOption(.{});
const exe = b.addExecutable(.{
.name = "game",
// In this case the main source file is merely a path, however, in more
// complicated build scripts, this could be a generated file.
.root_source_file = b.path("src/main.zig"),
.target = target,
.optimize = optimize
});
exe.linkLibC();
if (target.result.os.tag == .linux) {
// Linking at runtime
} else if (target.result.os.tag == .windows) {
exe.addIncludePath(b.path("lib/SDL2/include"));
exe.addIncludePath(b.path("lib/SDL2_image/include"));
exe.addLibraryPath(b.path("lib/SDL2/lib/x64"));
exe.addLibraryPath(b.path("lib/SDL2_image/lib/x64"));
exe.linkSystemLibrary("SDL2");
exe.linkSystemLibrary("SDL2_image");
} else if (target.result.os.tag == .macos) {
exe.addIncludePath(.{ .cwd_relative = "/opt/homebrew/include" });
exe.linkSystemLibrary("SDL2");
exe.linkSystemLibrary("SDL2_image");
}
exe.addIncludePath(b.path("lib/glad/include"));
exe.addCSourceFile(.{
.file = b.path("lib/glad/src/glad.c"),
.flags = &.{}
});
// exe.strip = true;
// This declares intent for the executable to be installed into the
// standard location when the user invokes the "install" step (the default
// step when running `zig build`).
b.installArtifact(exe);
// This *creates* a Run step in the build graph, to be executed when another
// step is evaluated that depends on it. The next line below will establish
// such a dependency.
const run_cmd = b.addRunArtifact(exe);
// By making the run step depend on the install step, it will be run from the
// installation directory rather than directly from within the cache directory.
// This is not necessary, however, if the application depends on other installed
// files, this ensures they will be present and in the expected location.
run_cmd.step.dependOn(b.getInstallStep());
// This allows the user to pass arguments to the application in the build
// command itself, like this: `zig build run -- arg1 arg2 etc`
if (b.args) |args| {
run_cmd.addArgs(args);
}
// This creates a build step. It will be visible in the `zig build --help` menu,
// and can be selected like this: `zig build run`
// This will evaluate the `run` step rather than the default, which is "install".
const run_step = b.step("run", "Run the app");
run_step.dependOn(&run_cmd.step);
// Creates a step for unit testing. This only builds the test executable
// but does not run it.
const unit_tests = b.addTest(.{
.root_source_file = b.path("src/main.zig"),
.target = target,
.optimize = optimize,
});
const run_unit_tests = b.addRunArtifact(unit_tests);
// Similar to creating the run step earlier, this exposes a `test` step to
// the `zig build --help` menu, providing a way for the user to request
// running the unit tests.
const test_step = b.step("test", "Run unit tests");
test_step.dependOn(&run_unit_tests.step);
}