- 将stb_image替换为SDL_image以解决Switch平台兼容性问题 - 添加PVF资源包解析器和脚本解析器功能 - 修改各平台配置文件添加SDL_image依赖 - 更新纹理加载逻辑使用SDL_image API - 新增脚本解析相关类用于处理游戏脚本数据
33 lines
1.1 KiB
Lua
33 lines
1.1 KiB
Lua
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add_requires("libsdl2", {configs = {shared = true,wayland = true}})
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add_requires("libsdl2_image")
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add_requires("glm")
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target("Frostbite2D")
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set_kind("binary")
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add_files(path.join(os.projectdir(), "Frostbite2D/src/**.cpp"))
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add_files(path.join(os.projectdir(), "Frostbite2D/src/**.c"))
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add_includedirs(path.join(os.projectdir(), "Frostbite2D/include"))
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add_files(path.join(os.projectdir(), "Game/src/**.cpp"))
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add_includedirs(path.join(os.projectdir(), "Game/include"))
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add_packages("libsdl2")
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add_packages("libsdl2_image")
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add_packages("glm")
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-- 复制着色器文件到输出目录
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after_build(function (target)
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-- 复制 assets 目录
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local assets_dir = path.join(os.projectdir(), "Game/assets")
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local output_dir = target:targetdir()
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local target_assets_dir = path.join(output_dir, "assets")
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if os.isdir(assets_dir) then
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os.rm(target_assets_dir)
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os.cp(assets_dir, output_dir)
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print("Copy assets directory: " .. assets_dir .. " -> " .. target_assets_dir)
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end
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end)
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target_end()
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