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##
## Supermodel
## A Sega Model 3 Arcade Emulator.
## Copyright 2011-2016 Bart Trzynadlowski, Nik Henson
##
## This file is part of Supermodel.
##
## Supermodel is free software: you can redistribute it and/or modify it under
## the terms of the GNU General Public License as published by the Free
## Software Foundation, either version 3 of the License, or (at your option)
## any later version.
##
## Supermodel is distributed in the hope that it will be useful, but WITHOUT
## ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
## FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
## more details.
##
## You should have received a copy of the GNU General Public License along
## with Supermodel. If not, see <http://www.gnu.org/licenses/>.
##
#
# Makefile.SDL.OSX.GCC
#
# GNU Makefile for SDL port using GCC on Mac OS X.
#
###############################################################################
# Build Options
###############################################################################
#
# Include console-based debugger in emulator ('yes' or 'no')
#
ENABLE_DEBUGGER = no
###############################################################################
# Required Libraries
#
# Edit these paths as necessary.
###############################################################################
#
# SDL
#
SDL_LDFLAGS = -framework SDL -framework AGL -framework OpenGL -framework GLUT -framework Cocoa
SDL_INCLUDEPATH =
###############################################################################
# Outputs
###############################################################################
OUTFILE = Supermodel
OBJ_DIR = obj
BIN_DIR = bin
OUTFILE = $(BIN_DIR)/Supermodel
###############################################################################
# Compiler
###############################################################################
CC = gcc
OCC = gcc
LD = gcc
CXX = g++
COMPILER_FLAGS = -I$(OBJ_DIR) -ISrc/ -ISrc/OSD -ISrc/OSD/SDL/ -ISrc/Pkgs/ -ISrc/CPU/68K/Musashi -ISrc/Sound/MPEG -c -Wall -O3 -DUSE_FILE32API -DSUPERMODEL_OSX -F/Library/Frameworks/
CFLAGS = $(COMPILER_FLAGS)
CPPFLAGS = $(COMPILER_FLAGS) -std=c++11
LFLAGS = -o $(OUTFILE) $(SDL_LDFLAGS) -lz -lm -lstdc++ -F/Library/Frameworks/
#
# Build options...
#
# Add compiler flags for various options
ifeq ($(strip $(ENABLE_DEBUGGER)),yes)
COMPILER_FLAGS += -DSUPERMODEL_DEBUGGER
endif
###############################################################################
# Build Instructions
###############################################################################
#
# Objects and Dependencies
#
HEADERS = Src/Supermodel.h Src/Games.h Src/OSD/SDL/Types.h
OBJ = $(OBJ_DIR)/PPCDisasm.o $(OBJ_DIR)/BlockFile.o $(OBJ_DIR)/93C46.o \
$(OBJ_DIR)/unzip.o $(OBJ_DIR)/ioapi.o $(OBJ_DIR)/Error.o $(OBJ_DIR)/glew.o $(OBJ_DIR)/Shader.o \
$(OBJ_DIR)/JTAG.o $(OBJ_DIR)/Real3D.o $(OBJ_DIR)/Legacy3D.o $(OBJ_DIR)/Models.o $(OBJ_DIR)/TextureRefs.o \
$(OBJ_DIR)/New3D.o $(OBJ_DIR)/Mat4.o $(OBJ_DIR)/Model.o $(OBJ_DIR)/PolyHeader.o $(OBJ_DIR)/Texture.o $(OBJ_DIR)/TextureSheet.o $(OBJ_DIR)/VBO.o $(OBJ_DIR)/Vec.o $(OBJ_DIR)/R3DShader.o $(OBJ_DIR)/R3DFloat.o $(OBJ_DIR)/R3DScrollFog.o \
$(OBJ_DIR)/Render2D.o $(OBJ_DIR)/R3DFrameBuffers.o $(OBJ_DIR)/TileGen.o \
$(OBJ_DIR)/Model3.o $(OBJ_DIR)/ppc.o $(OBJ_DIR)/Main.o $(OBJ_DIR)/Audio.o $(OBJ_DIR)/Thread.o $(OBJ_DIR)/SoundBoard.o \
$(OBJ_DIR)/SCSP.o $(OBJ_DIR)/SCSPDSP.o $(OBJ_DIR)/68K.o $(OBJ_DIR)/m68kcpu.o $(OBJ_DIR)/m68kopnz.o $(OBJ_DIR)/m68kopdm.o \
$(OBJ_DIR)/m68kopac.o $(OBJ_DIR)/m68kops.o $(OBJ_DIR)/DSB.o $(OBJ_DIR)/Z80.o \
$(OBJ_DIR)/IRQ.o $(OBJ_DIR)/53C810.o $(OBJ_DIR)/PCI.o $(OBJ_DIR)/RTC72421.o $(OBJ_DIR)/DriveBoard.o \
$(OBJ_DIR)/MPC10x.o $(OBJ_DIR)/Input.o $(OBJ_DIR)/Inputs.o $(OBJ_DIR)/InputSource.o $(OBJ_DIR)/InputSystem.o \
$(OBJ_DIR)/InputTypes.o $(OBJ_DIR)/MultiInputSource.o $(OBJ_DIR)/SDLInputSystem.o \
$(OBJ_DIR)/Outputs.o \
$(OBJ_DIR)/amp_audio.o $(OBJ_DIR)/dump.o $(OBJ_DIR)/getbits.o $(OBJ_DIR)/getdata.o $(OBJ_DIR)/huffman.o \
$(OBJ_DIR)/layer2.o $(OBJ_DIR)/layer3.o $(OBJ_DIR)/misc2.o $(OBJ_DIR)/position.o $(OBJ_DIR)/transform.o \
$(OBJ_DIR)/util.o \
$(OBJ_DIR)/Crypto.o \
$(OBJ_DIR)/Format.o \
$(OBJ_DIR)/Logger.o \
$(OBJ_DIR)/SDLMain_tmpl.o \
$(OBJ_DIR)/tinyxml2.o \
$(OBJ_DIR)/BitRegister.o \
$(OBJ_DIR)/GLSLShader.o \
$(OBJ_DIR)/ByteSwap.o $(OBJ_DIR)/NewConfig.o $(OBJ_DIR)/ConfigBuilders.o $(OBJ_DIR)/GameLoader.o $(OBJ_DIR)/ROMSet.o
# If built-in debugger enabled, include all debugging classes
ifeq ($(strip $(ENABLE_DEBUGGER)),yes)
OBJ += $(OBJ_DIR)/Debugger.o $(OBJ_DIR)/ConsoleDebugger.o $(OBJ_DIR)/SupermodelDebugger.o $(OBJ_DIR)/CPUDebug.o \
$(OBJ_DIR)/AddressTable.o $(OBJ_DIR)/Breakpoint.o $(OBJ_DIR)/CodeAnalyser.o $(OBJ_DIR)/Exception.o \
$(OBJ_DIR)/Interrupt.o $(OBJ_DIR)/IO.o $(OBJ_DIR)/Label.o $(OBJ_DIR)/Register.o $(OBJ_DIR)/Watch.o \
$(OBJ_DIR)/PPCDebug.o $(OBJ_DIR)/68KDebug.o $(OBJ_DIR)/Musashi68KDebug.o $(OBJ_DIR)/Z80Debug.o
endif
#
# Targets
#
all: $(BIN_DIR) $(OBJ_DIR) $(OBJ)
$(LD) $(LFLAGS) $(OBJ_LIBS) $(OBJ)
$(BIN_DIR):
mkdir $(BIN_DIR)
$(OBJ_DIR):
mkdir $(OBJ_DIR)
clean:
rm -f $(OUTFILE)
rm -f $(OBJ_DIR)/*.*
#
# Musashi 68K emulator
#
# All generated source files are emitted to the object directory. For MSVC,
# INLINE must be redefined as "static __inline", which is the syntax in C mode.
#
$(OBJ_DIR)/m68kmake: Src/CPU/68K/Musashi/m68kmake.c
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kmake.o
$(LD) $(OBJ_DIR)/m68kmake.o -o $(OBJ_DIR)/m68kmake
$(OBJ_DIR)/m68kops.h: $(OBJ_DIR)/m68kmake Src/CPU/68K/Musashi/m68k_in.c
$(OBJ_DIR)/m68kmake $(OBJ_DIR) Src/CPU/68K/Musashi/m68k_in.c
$(OBJ_DIR)/m68kcpu.o: Src/CPU/68K/Musashi/m68kcpu.c $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kcpu.o -I$(OBJ_DIR) -ISrc/CPU/68K/Musashi -DINLINE="static inline"
$(OBJ_DIR)/m68kops.o: $(OBJ_DIR)/m68kops.c $(OBJ_DIR)/m68kmake $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kops.o -ISrc/CPU/68K/Musashi -DINLINE="static inline"
$(OBJ_DIR)/m68kopac.o: $(OBJ_DIR)/m68kopac.c $(OBJ_DIR)/m68kmake $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kopac.o -ISrc/CPU/68K/Musashi -DINLINE="static inline"
$(OBJ_DIR)/m68kopdm.o: $(OBJ_DIR)/m68kopdm.c $(OBJ_DIR)/m68kmake $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kopdm.o -ISrc/CPU/68K/Musashi -DINLINE="static inline"
$(OBJ_DIR)/m68kopnz.o: $(OBJ_DIR)/m68kopnz.c $(OBJ_DIR)/m68kmake $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/m68kopnz.o -ISrc/CPU/68K/Musashi -DINLINE="static inline"
#
# Rules for Supermodel C++ code
#
$(OBJ_DIR)/%.o: Src/%.cpp
$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Model3/%.cpp
$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Graphics/%.cpp Src/Graphics/Shaders2D.h
$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Graphics/Legacy3D/%.cpp Src/Graphics/Legacy3D/%.h Src/Graphics/Legacy3D/Shaders3D.h
$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Graphics/Legacy3D/%.cpp
$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Graphics/New3D/%.cpp Src/Graphics/New3D/%.h
$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Sound/%.cpp
$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Debugger/%.cpp
$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Debugger/CPU/%.cpp
$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/CPU/PowerPC/%.cpp Src/CPU/PowerPC/ppc.h Src/CPU/PowerPC/ppc603.c Src/CPU/PowerPC/ppc_ops.c Src/CPU/PowerPC/ppc_ops.h
$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/CPU/68K/%.cpp
$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/CPU/Z80/%.cpp
$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Inputs/%.cpp
$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/OSD/%.cpp
$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/OSD/SDL/%.cpp
$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/OSD/Windows/%.cpp
$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Pkgs/%.c
$(CC) $< $(CFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Pkgs/%.cpp
$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/Util/%.cpp Src/Util/%.h
$(CXX) $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
$(OBJ_DIR)/%.o: Src/OSD/SDL/%.m Src/OSD/SDL/%.h
$(OCC) -x objective-c++ $< $(CPPFLAGS) -o $(OBJ_DIR)/$(*F).o
#
# AMP MPEG decoder library
#
# To eliminate name conflicts, object files have the prefix "amp_" attached.
#
$(OBJ_DIR)/%.o: Src/Sound/MPEG/%.cpp Src/Sound/MPEG/%.h
$(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/amp_$(*F).o
$(OBJ_DIR)/%.o: Src/Sound/MPEG/%.cpp
$(CC) $< $(CPPFLAGS) -o $(OBJ_DIR)/amp_$(*F).ox
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