81 lines
3 KiB
Batchfile
81 lines
3 KiB
Batchfile
@echo off
|
|
|
|
set GAME_RUNNING=false
|
|
|
|
:: OUT_DIR is for everything except the exe. The exe needs to stay in root
|
|
:: folder so it sees the assets folder, without having to copy it.
|
|
set OUT_DIR=build\hot_reload
|
|
set GAME_PDBS_DIR=%OUT_DIR%\game_pdbs
|
|
|
|
set EXE=game_hot_reload.exe
|
|
|
|
:: Check if game is running
|
|
FOR /F %%x IN ('tasklist /NH /FI "IMAGENAME eq %EXE%"') DO IF %%x == %EXE% set GAME_RUNNING=true
|
|
|
|
if not exist %OUT_DIR% mkdir %OUT_DIR%
|
|
|
|
:: If game isn't running then:
|
|
:: - delete all game_XXX.dll files
|
|
:: - delete all PDBs in pdbs subdir
|
|
:: - optionally create the pdbs subdir
|
|
:: - write 0 into pdbs\pdb_number so game.dll PDBs start counting from zero
|
|
::
|
|
:: This makes sure we start over "fresh" at PDB number 0 when starting up the
|
|
:: game and it also makes sure we don't have so many PDBs laying around.
|
|
if %GAME_RUNNING% == false (
|
|
del /q /s %OUT_DIR% >nul 2>nul
|
|
if not exist "%GAME_PDBS_DIR%" mkdir %GAME_PDBS_DIR%
|
|
echo 0 > %GAME_PDBS_DIR%\pdb_number
|
|
)
|
|
|
|
:: Load PDB number from file, increment and store back. For as long as the game
|
|
:: is running the pdb_number file won't be reset to 0, so we'll get a PDB of a
|
|
:: unique name on each hot reload.
|
|
set /p PDB_NUMBER=<%GAME_PDBS_DIR%\pdb_number
|
|
set /a PDB_NUMBER=%PDB_NUMBER%+1
|
|
echo %PDB_NUMBER% > %GAME_PDBS_DIR%\pdb_number
|
|
|
|
:: Build game dll, use pdbs\game_%PDB_NUMBER%.pdb as PDB name so each dll gets
|
|
:: its own PDB. This PDB stuff is done in order to make debugging work.
|
|
:: Debuggers tend to lock PDBs or just misbehave if you reuse the same PDB while
|
|
:: the debugger is attached. So each time we compile `game.dll` we give the
|
|
:: PDB a unique PDB.
|
|
::
|
|
:: Note that we could not just rename the PDB after creation; the DLL contains a
|
|
:: reference to where the PDB is.
|
|
::
|
|
:: Also note that we always write game.dll to the same file. game_hot_reload.exe
|
|
:: monitors this file and does the hot reload when it changes.
|
|
echo Building game.dll
|
|
odin build source -strict-style -vet -debug -define:RAYLIB_SHARED=true -build-mode:dll -out:%OUT_DIR%/game.dll -pdb-name:%GAME_PDBS_DIR%\game_%PDB_NUMBER%.pdb > nul
|
|
IF %ERRORLEVEL% NEQ 0 exit /b 1
|
|
|
|
:: If game.exe already running: Then only compile game.dll and exit cleanly
|
|
if %GAME_RUNNING% == true (
|
|
echo Hot reloading... && exit /b 0
|
|
)
|
|
|
|
:: Build game.exe, which starts the program and loads game.dll och does the logic for hot reloading.
|
|
echo Building %EXE%
|
|
odin build source\main_hot_reload -strict-style -vet -debug -out:%EXE% -pdb-name:%OUT_DIR%\main_hot_reload.pdb
|
|
IF %ERRORLEVEL% NEQ 0 exit /b 1
|
|
|
|
set ODIN_PATH=
|
|
for /f "delims=" %%i in ('odin root') do set "ODIN_PATH=%%i"
|
|
|
|
if not exist "raylib.dll" (
|
|
if exist "%ODIN_PATH%\vendor\raylib\windows\raylib.dll" (
|
|
echo raylib.dll not found in current directory. Copying from %ODIN_PATH%\vendor\raylib\windows\raylib.dll
|
|
copy "%ODIN_PATH%\vendor\raylib\windows\raylib.dll" .
|
|
IF %ERRORLEVEL% NEQ 0 exit /b 1
|
|
) else (
|
|
echo "Please copy raylib.dll from <your_odin_compiler>/vendor/raylib/windows/raylib.dll to the same directory as game.exe"
|
|
exit /b 1
|
|
)
|
|
)
|
|
|
|
if "%~1"=="run" (
|
|
echo Running %EXE%...
|
|
start %EXE%
|
|
)
|
|
|