Added first version of OS X compilation support
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14 changed files with 352 additions and 11 deletions
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@ -24,8 +24,8 @@
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#**************************************************************************************************
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# define raylib platform (by default, compile for RPI)
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# Other possible platforms: PLATFORM_DESKTOP PLATFORM_DESKTOP_LINUX
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PLATFORM ?= PLATFORM_RPI
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# Other possible platforms: PLATFORM_DESKTOP PLATFORM_DESKTOP_LINUX PLATFORM_DESKTOP_OSX
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PLATFORM ?= PLATFORM_DESKTOP_OSX
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# define compiler: gcc for C program, define as g++ for C++
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CC = gcc
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@ -55,6 +55,14 @@ else
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LFLAGS = -L. -L../src -L/opt/vc/lib
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endif
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# define library paths containing required libs
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ifeq ($(PLATFORM),PLATFORM_DESKTOP_OSX)
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LFLAGS = -L. -L../src -L../external/glfw3/lib/ -I../external/openal_soft/lib/
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else
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LFLAGS = -L. -L../src
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endif
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# define any libraries to link into executable
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# if you want to link libraries (libname.so or libname.a), use the -lname
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ifeq ($(PLATFORM),PLATFORM_RPI)
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@ -67,12 +75,19 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP_LINUX)
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# requires the following packages:
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# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
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LIBS = -lraylib -lglfw -lGLEW -lGL -lopenal
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else
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ifeq ($(PLATFORM),PLATFORM_DESKTOP_OSX)
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# libraries for OS X 10.9 desktop compiling
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# requires the following packages:
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# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
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LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
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else
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# libraries for Windows desktop compiling
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# NOTE: GLFW3 and OpenAL Soft libraries should be installed
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LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
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endif
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endif
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endif
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# define additional parameters and flags for windows
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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@ -253,9 +268,13 @@ else
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ifeq ($(PLATFORM),PLATFORM_DESKTOP_LINUX)
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find . -type f -executable -delete
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rm -f *.o
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else
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ifeq ($(PLATFORM),PLATFORM_DESKTOP_OSX)
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rm -f *.o
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else
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del *.o *.exe
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endif
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endif
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endif
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@echo Cleaning done
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@ -21,7 +21,7 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture loading and drawing");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Texture2D texture = LoadTexture("resources/raylib_logo.png"); // Texture loading
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Texture2D texture = LoadTexture("./resources/raylib_logo.png"); // Texture loading
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//---------------------------------------------------------------------------------------
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// Main game loop
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