SRC_PATH = ../..
OBJ_BASE = Release

PROJECT_NAME = unreal_speccy_portable
SRCFOLDERS = . z80 tools tools/zlib tools/tinyxml tools/libpng snapshot ui platform platform/custom_ui platform/gles2 platform/rpi platform/sdl platform/linux devices devices/fdd devices/input devices/sound 
CXXSRCS = $(foreach dir, $(SRCFOLDERS), $(wildcard $(SRC_PATH)/$(dir)/*.cpp))
CSRCS = $(foreach dir, $(SRCFOLDERS), $(wildcard $(SRC_PATH)/$(dir)/*.c))

CXX = g++
C = gcc
DIST_PATH = $(OBJ_BASE)
OBJ_PATH = $(OBJ_BASE)
CXX_OBJS = $(patsubst $(SRC_PATH)/%.cpp,$(OBJ_PATH)/%.o,$(CXXSRCS))
CXX_DEPS = $(patsubst $(SRC_PATH)/%.cpp,$(OBJ_PATH)/%.d,$(CXXSRCS))
C_OBJS = $(patsubst $(SRC_PATH)/%.c,$(OBJ_PATH)/%.o,$(CSRCS))
C_DEPS = $(patsubst $(SRC_PATH)/%.c,$(OBJ_PATH)/%.d,$(CSRCS))
BIN_TARGET = $(DIST_PATH)/$(PROJECT_NAME)

CXXCFLAGS = -O3 -g0 -Wall -c -fmessage-length=0 -I$(SDKSTAGE)/opt/vc/include -I$(SDKSTAGE)/opt/vc/include/interface/vcos/pthreads

CXXFLAGS := $(CXXCFLAGS) -D_LINUX -DUSE_GLES2 -D_RPI -DUSE_SDL -DSDL_UNUSE_VIDEO -DSDL_KEYS_COMMON `sdl-config --cflags`
#CXXFLAGS := $(CXXCFLAGS) -D_LINUX -DUSE_SDL -DSDL_KEYS_COMMON `sdl-config --cflags`
CFLAGS := $(CXXCFLAGS)
LFLAGS = -L$(SDKSTAGE)/opt/vc/lib -lGLESv2 -lEGL `sdl-config --libs`
#LFLAGS = `sdl-config --libs`

all: build

mkdirs:
	mkdir -p $(DIST_PATH)
	mkdir -p $(foreach dir, $(SRCFOLDERS), $(OBJ_PATH)/$(dir))
	
$(CXX_OBJS): $(OBJ_PATH)/%.o : $(SRC_PATH)/%.cpp
	$(CXX) $(CXXFLAGS) -o $@ $<

$(C_OBJS): $(OBJ_PATH)/%.o : $(SRC_PATH)/%.c
	$(C) $(CFLAGS) -o $@ $<

$(BIN_TARGET): $(CXX_OBJS) $(C_OBJS)
	$(CXX) $^ $(LFLAGS) -o$(BIN_TARGET)

build: mkdirs $(BIN_TARGET)

clean:
	rm -rf $(CXX_OBJS)
	rm -rf $(CXX_DEPS)
	rm -rf $(C_OBJS)
	rm -rf $(C_DEPS)
	rm -rf $(BIN_TARGET)

.PHONY: mkdirs clean build all
