Updated Toy and APIs, fixed a leak from Actor 'onStep'
This commit is contained in:
+1
-1
Submodule Toy updated: 6901b9a6c9...750ebd1f99
@@ -5,29 +5,29 @@
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#LDFLAGS+=
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#directories
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export GAME_SOURCEDIR=source
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export GAME_OUTDIR=out
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export GAME_OBJDIR=obj
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export VAMP_SOURCEDIR=source
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export VAMP_OUTDIR=out
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export VAMP_OBJDIR=obj
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#Override Toy's build destination
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export TOY_SOURCEDIR=Toy/source
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export TOY_OUTDIR=../$(GAME_OUTDIR)
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export TOY_OBJDIR=$(GAME_OBJDIR)
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export TOY_OUTDIR=../$(VAMP_OUTDIR)
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export TOY_OBJDIR=$(VAMP_OBJDIR)
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#targets
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all: $(GAME_OUTDIR) Toy source
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all: $(VAMP_OUTDIR) Toy source
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.PHONY: source
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source:
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$(MAKE) -C $(GAME_SOURCEDIR)
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$(MAKE) -C $(VAMP_SOURCEDIR)
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.PHONY: Toy
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Toy:
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$(MAKE) -C $(TOY_SOURCEDIR)
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#util targets
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$(GAME_OUTDIR):
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mkdir $(GAME_OUTDIR)
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$(VAMP_OUTDIR):
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mkdir $(VAMP_OUTDIR)
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#util commands
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.PHONY: clean
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+34
-8
@@ -14,8 +14,9 @@ static Toy_Table* spriteTable = NULL;
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static Toy_Array* actorArray = NULL;
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//callbacks
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static void api_loadSprite(Toy_VM* vm) {
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static void api_loadSprite(Toy_VM* vm, Toy_FunctionNative* self) {
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//key, file, width, height -> null
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(void)self;
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if (!IsWindowReady()) {
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fprintf(stderr, TOY_CC_ERROR "ERROR: Can't load actor sprites before the window has been initialized" TOY_CC_RESET "\n");
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@@ -79,8 +80,9 @@ static void api_loadSprite(Toy_VM* vm) {
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Toy_freeValue(height);
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}
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static void api_spawnActorAt(Toy_VM* vm) {
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static void api_spawnActorAt(Toy_VM* vm, Toy_FunctionNative* self) {
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//sprite, onStep, x, y -> void
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(void)self;
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//check for initialization
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if (spriteTable == NULL || actorArray == NULL) {
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@@ -141,9 +143,16 @@ static void api_spawnActorAt(Toy_VM* vm) {
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//find an existing spot for the new actor, overwriting a dead one if able
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ActorData* newActorPtr = NULL;
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for (unsigned int i = 0; i < actorArray->count; i++) {
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ActorData* mData = (ActorData*)TOY_VALUE_AS_OPAQUE(actorArray->data[i]);
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if (!mData->enabled) { //if this actor is dead, steal the slot
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newActorPtr = mData;
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ActorData* actorData = (ActorData*)TOY_VALUE_AS_OPAQUE(actorArray->data[i]);
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if (!actorData->enabled) { //if this actor is dead, steal the slot
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//free the dead actor's internals
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actorData->sprite = NULL;
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if (actorData->onStep != NULL) {
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Toy_freeFunction(actorData->onStep);
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actorData->onStep = NULL;
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}
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newActorPtr = actorData;
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break;
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}
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}
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@@ -219,6 +228,20 @@ void freeActorAPI(Toy_VM* vm) {
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Toy_freeTable(spriteTable);
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spriteTable = NULL;
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//unload each actor's members
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for (unsigned int i = 0; i < actorArray->count; i++) {
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ActorData* actorData = (ActorData*)TOY_VALUE_AS_OPAQUE(actorArray->data[i]);
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//free the dead actor's internals
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actorData->sprite = NULL;
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if (actorData->onStep != NULL) {
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Toy_freeFunction(actorData->onStep);
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actorData->onStep = NULL;
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}
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actorData->position = (Vector2){0,0};
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actorData->enabled = false;
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}
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actorArray = Toy_resizeArray(actorArray, 0);
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}
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@@ -254,7 +277,6 @@ void processActors(Toy_VM* vm) {
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//inject this actor as a parameter
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subVM.scope = Toy_pushScope(&subVM.memoryBucket, subVM.scope);
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Toy_declareScope(subVM.scope, name, paramType, Toy_copyValue(&subVM.memoryBucket, actorArray->data[i]), true);
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//run
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@@ -381,7 +403,9 @@ ActorData* spawnActorAt(Toy_Bucket** bucketHandle, Toy_Value key, Toy_Function*
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}
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//opaque handler
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static void attr_actorSetX(Toy_VM* vm) {
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static void attr_actorSetX(Toy_VM* vm, Toy_FunctionNative* self) {
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(void)self;
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Toy_Value compound = Toy_popStack(&vm->stack);
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Toy_Value x = Toy_popStack(&vm->stack);
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@@ -394,7 +418,9 @@ static void attr_actorSetX(Toy_VM* vm) {
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actor->position.x = TOY_VALUE_AS_INTEGER(x);
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}
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static void attr_actorSetY(Toy_VM* vm) {
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static void attr_actorSetY(Toy_VM* vm, Toy_FunctionNative* self) {
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(void)self;
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Toy_Value compound = Toy_popStack(&vm->stack);
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Toy_Value y = Toy_popStack(&vm->stack);
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+8
-4
@@ -73,7 +73,9 @@ static Toy_Function* onFrame = NULL;
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static Toy_Function* onClose = NULL;
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//game API definitions
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void initScreen(Toy_VM* vm) {
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void api_initScreen(Toy_VM* vm, Toy_FunctionNative* self) {
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(void)self;
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Toy_Value caption = Toy_popStack(&vm->stack);
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Toy_Value height = Toy_popStack(&vm->stack);
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Toy_Value width = Toy_popStack(&vm->stack);
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@@ -97,7 +99,9 @@ void initScreen(Toy_VM* vm) {
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Toy_freeValue(caption);
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}
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void initLoop(Toy_VM* vm) {
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void api_initLoop(Toy_VM* vm, Toy_FunctionNative* self) {
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(void)self;
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Toy_Value valueOnClose = Toy_popStack(&vm->stack);
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Toy_Value valueOnFrame = Toy_popStack(&vm->stack);
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Toy_Value valueOnReady = Toy_popStack(&vm->stack);
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@@ -147,8 +151,8 @@ typedef struct CallbackPairs {
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} CallbackPairs;
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static CallbackPairs callbackPairs[] = {
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{"initScreen", initScreen},
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{"initLoop", initLoop},
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{"initScreen", api_initScreen},
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{"initLoop", api_initLoop},
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{NULL, NULL},
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};
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+22
-22
@@ -9,54 +9,54 @@ ifeq ($(shell uname),Darwin) #make sure there's enough space for the dylib fix
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endif
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#directories
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REPL_ROOTDIR=..
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REPL_REPLDIR=.
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REPL_SOURCEDIR=$(REPL_ROOTDIR)/$(TOY_SOURCEDIR)
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GAME_ROOTDIR=..
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GAME_SOURCEDIR=.
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GAME_TOYDIR=$(GAME_ROOTDIR)/$(TOY_SOURCEDIR)
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REPL_OUTDIR=$(REPL_ROOTDIR)/$(GAME_OUTDIR)
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REPL_OBJDIR=$(TOY_OBJDIR)
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GAME_OUTDIR=$(GAME_ROOTDIR)/$(VAMP_OUTDIR)
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GAME_OBJDIR=$(VAMP_OBJDIR)
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#file names
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REPL_REPLFILES=$(wildcard $(REPL_REPLDIR)/*.c)
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REPL_OBJFILES=$(addprefix $(REPL_OBJDIR)/,$(notdir $(REPL_REPLFILES:.c=.o)))
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REPL_TARGETNAME=vampires
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GAME_SOURCEFILES=$(wildcard $(GAME_SOURCEDIR)/*.c)
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GAME_OBJFILES=$(addprefix $(GAME_OBJDIR)/,$(notdir $(GAME_SOURCEFILES:.c=.o)))
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GAME_TARGETNAME=vampires
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#file extensions
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ifeq ($(OS),Windows_NT)
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REPL_TARGETEXT=.exe
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GAME_TARGETEXT=.exe
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else
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REPL_TARGETEXT=.out
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GAME_TARGETEXT=.out
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endif
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#linker fix
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LDFLAGS+=-L$(realpath $(REPL_OUTDIR))
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LDFLAGS+=-L$(realpath $(GAME_OUTDIR))
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#build the object files, compile the test cases, and run
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all: build link
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#targets for each step
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.PHONY: build
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build: $(REPL_OBJDIR) $(REPL_OBJFILES)
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build: $(GAME_OBJDIR) $(GAME_OBJFILES)
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.PHONY: link
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link: $(REPL_OUTDIR) $(REPL_OUTDIR)/$(REPL_TARGETNAME)$(REPL_TARGETEXT)
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link: $(GAME_OUTDIR) $(GAME_OUTDIR)/$(GAME_TARGETNAME)$(GAME_TARGETEXT)
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#util targets
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$(REPL_OUTDIR):
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mkdir $(REPL_OUTDIR)
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$(GAME_OUTDIR):
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mkdir $(GAME_OUTDIR)
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$(REPL_OBJDIR):
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mkdir $(REPL_OBJDIR)
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$(GAME_OBJDIR):
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mkdir $(GAME_OBJDIR)
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#compilation steps
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$(REPL_OBJDIR)/%.o: $(REPL_REPLDIR)/%.c
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$(CC) -c -o $@ $< $(addprefix -I,$(REPL_REPLDIR)) $(addprefix -I,$(REPL_SOURCEDIR)) $(CFLAGS)
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$(GAME_OBJDIR)/%.o: $(GAME_SOURCEDIR)/%.c
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$(CC) -c -o $@ $< $(addprefix -I,$(GAME_SOURCEDIR)) $(addprefix -I,$(GAME_TOYDIR)) $(CFLAGS)
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$(REPL_OUTDIR)/$(REPL_TARGETNAME)$(REPL_TARGETEXT): $(REPL_OBJFILES)
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$(CC) -DTOY_IMPORT $(CFLAGS) -o $@ $(REPL_OBJFILES) $(LDFLAGS) $(LIBS)
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$(GAME_OUTDIR)/$(GAME_TARGETNAME)$(GAME_TARGETEXT): $(GAME_OBJFILES)
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$(CC) -DTOY_IMPORT $(CFLAGS) -o $@ $(GAME_OBJFILES) $(LDFLAGS) $(LIBS)
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ifeq ($(shell uname),Darwin) #dylib fix
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otool -L $@
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install_name_tool -add_rpath @executable_path/. $@
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install_name_tool -change $(REPL_OUTDIR)/libToy.dylib @executable_path/libToy.dylib $@
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install_name_tool -change $(GAME_OUTDIR)/libToy.dylib @executable_path/libToy.dylib $@
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otool -L $@
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endif
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