OS = $(shell uname) CC = g++ CFLAGS = -std=c++0x -Wall -pedantic -rdynamic # -rdynamic is to generate debug info for dynamic symbols on debian-based # systems (tested on Linux Mint) # for OSX, using -g generates a newgame.dSYS directory which has debug symbols. # However, this has no effect on the stack trace, so there must be a way to specify a *.dSYS directory when running ./newgame # or to instead put thos symbols directly into the executable, like -rdynamic does for Linux #-Wextra -fno-inline ifeq ($(OS),Darwin) DEP = -framework Cocoa -framework OpenGL -framework IOKit -framework CoreVideo -lglfw -lglew endif ifeq ($(OS),Linux) DEP = -lglfw3 -lGLEW -lGL -ldl -lX11 -lXrandr -lXxf86vm -lXinerama -lXcursor -pthread endif IMGUI_FILES = IMGUI/imgui_demo.cpp IMGUI/imgui_draw.cpp IMGUI/imgui.cpp # If I were generating .o files as well, I should use $? instead of $^ # as this well prevent regenerating .o files for unchanged .cpp files newgame: new-game.cpp logger.cpp utils.cpp CrashLogger.cpp stb_image.cpp imgui_impl_glfw_gl3.cpp $(IMGUI_FILES) $(CC) $^ $(DEP) $(CFLAGS) -o $@ pong: pong.cpp logger.cpp $(CC) $^ $(DEP) $(CFLAGS) -o $@ mygame: mygame.cpp common/shader.cpp common/texture.cpp common/controls-new.cpp $(CC) $^ $(DEP) $(CFLAGS) -o $@ demo: game06.cpp common/shader.cpp common/texture.cpp common/controls.cpp $(CC) $^ $(DEP) $(CFLAGS) -o $@ clean: rm -f newgame rm -f pong rm -f mygame rm -f demo