= Premake = [http://industriousone.com/premake Premake] is the tool used to build 0 A.D. from source code. It is a critical part of the "build system". Premake uses [http://www.lua.org/ Lua] scripts to create workspaces both for building Premake itself and other projects like 0 A.D. It mostly supports Visual Studio (Windows), Xcode (OS X) and GNU make (*nix and OS X). '''Note:''' Currently we bundle a modified version of the Premake 4.3 release, located in [source:/ps/trunk/build/premake/premake4 build/premake/premake4]. The modifications fix a number of bugs and missing features in the 4.3 release. (see #1518) == Premake in 0 A.D. == 0 A.D. uses two custom Lua scripts to generate its workspaces with Premake: * [source:/ps/trunk/build/premake/premake4.lua build/premake/premake4.lua] - this is the main script which controls compiler, linker, and workspace behavior on different platforms. * [source:/ps/trunk/build/premake/extern_libs4.lua build/premake/extern_libs4.lua] - this is an auxiliary script, which lists external dependencies / libraries used by 0 A.D. and how they differ on various platforms. These scripts are well commented, describing the reasoning behind most of the logic. Generating the workspaces is quite simple and done automatically by the `update-workspaces` step(s) of our BuildInstructions. The Premake binary is run as with the following command: {{{ #!sh premake4/bin/release/premake4 --file="premake4.lua" --outpath="../workspaces/gcc/" gmake }}} This tells Premake to use our custom `premake4.lua` to generate a GNU make workspace located in `build/workspaces/gcc/`. Those options are self-explanatory, but there are a number of other options supported by Premake and our custom scripts, listed below. See [source:/ps/trunk/build/workspaces/update-workspaces.sh update-workspaces.sh] and [source:/ps/trunk/build/workspaces/update-workspaces.bat update-workspaces.bat] to see how we use Premake. === Supported workspaces === Our Premake build supports the following workspaces, but not on every platform (e.g. `xcode3` probably won't work on Windows or Linux). * `vs2013` - Visual C++ 2013 * `gmake` - [http://www.gnu.org/software/make/ GNU Make] * `xcode3` - Apple Xcode 3 * `xcode4` - [https://developer.apple.com/xcode/ Apple Xcode 4] * `codeblocks` - [http://www.codeblocks.org/ Code::Blocks] '''Note:''' In most cases we've had to modify the default workspaces for bug fixes, so additional platforms might be supported by Premake in theory but broken in practice. Our main goal is to have an acceptable workspace on each of our main supported platforms: Windows w/ MSVC, Linux w/ make, and OS X w/ Xcode. Supporting additional platforms is less of a priority. === Premake options === In addition to `--file` and `--outpath`, our scripts support the following options (also prefixed with "--"): * `android` - Use non-working Android cross-compiling mode * '''`atlas` - Include Atlas scenario editor projects''' * '''`collada` - Include COLLADA projects (requires FCollada library)''' * `coverage` - Enable code coverage data collection (GCC only) * `gles` - Use non-working OpenGL ES 2.0 mode * `icc` - Use Intel C++ Compiler (Linux only; should use either `--cc icc` or `--without-pch` too, and then set `CXX=icpc` before calling make) * `jenkins-tests` - Configure !CxxTest to use the !XmlPrinter runner which produces Jenkins-compatible output * `minimal-flags` - Only set compiler/linker flags that are really needed. Has no effect on Windows builds. Use this to set your own compiler/linker flags (`CXXFLAGS`, `LDFLAGS`) * `with-system-nvtt` - Search standard paths for nvidia-texture-tools library, instead of using bundled copy * `with-system-mozjs31` - Search standard paths for libmozjs31 (SpiderMonkey), instead of using bundled copy * `without-audio` - Disable use of OpenAL/Ogg/Vorbis APIs * `without-lobby` - Disable the game lobby (and thus the use of gloox) * `without-miniupnpc` - Disable use of miniupnpc (and thus automatic port forwarding) * `without-nvtt` - Disable use of NVTT * `without-pch` - Disable generation and usage of precompiled headers * `without-tests` - Disable generation of test projects * `macosx-bundle` - Set the compiled binary as an OS X bundle with the given identifier string, e.g. "com.wildfiregames.0ad". * `macosx-version-min` - Set minimum required version of the OS X APIs to use, e.g. "10.6". * `sysroot` - Root directory for SDK builds, sets the `sysroot` compiler flag and `syslibroot` linker flag (e.g. `/usr/lib` becomes `SYSROOT/usr/lib`). * `build-shared-glooxwrapper` - Rebuild glooxwrapper DLL for Windows. Requires the same compiler version that gloox was built with * `use-shared-glooxwrapper` - Use prebuilt glooxwrapper DLL for Windows * `bindir` - Directory for executables (typically `/usr/games`); default is to be relocatable * `datadir` - Directory for data files (typically `/usr/share/games/0ad`); default is `../data/` relative to executable * `libdir` - Directory for libraries (typically `/usr/lib/games/0ad`); default is `./` relative to executable '''Note:''' Most of the options are special purpose and not needed for the average build. You shouldn't use an option unless you understand it and have a need for it. The most commonly used options are `--atlas` and `--collada` (you might want to disable them if building the game on an experimental new platform like Android). `--atlas` is not used by default in `update-workspaces.bat`, because we don't bundle the wxWidgets libraries in SVN. If you are using `update-workspaces.sh` Atlas is built by default. Use `--disable-atlas` to skip it. The `update-workspaces` scripts will pass arguments through to Premake: {{{ #!sh ./update-workspaces.sh --without-tests --with-system-mozjs31 }}} == Building Premake == For Windows developers, we bundle a pre-built, 32-bit [/ps/trunk/build/premake/premake4/bin/release/premake.exe premake.exe] in SVN. This EXE only needs to be updated when the Premake source code is modified, which happens infrequently. For *nix and OS X developers, the Premake binary is built by [source:/ps/trunk/build/workspaces/update-workspaces.sh update-workspaces.sh] as part of the standard BuildInstructions. == Modifying Premake == To modify Premake's behavior, you typically modify the Lua scripts within [source:/ps/trunk/build/premake/premake4 build/premake/premake4]. You shouldn't modify its [source:/ps/trunk/build/premake/premake4/build build files] or [source:/ps/trunk/build/premake/premake4/src/host/scripts.c scripts.c] directly, as these are automatically generated from the scripts. Obviously you need a working, already built Premake binary to do this. This is slightly confusing in that Premake creates the workspace you need to build a new version of Premake. After you've modified Premake's source scripts, you need to run the old Premake binary with the `embed` option to update e.g. `src/host/scripts.c`, see [http://industriousone.com/building-premake Building Premake] for more information. == Generating Premake's workspaces == Premake's own workspaces and Makefiles are mostly generated using a Premake binary and the contents of [source:/ps/trunk/build/premake/premake4/premake4.lua build/premake/premake4/premake4.lua] - the Premake4 build configuration script (not to be confused with the game's custom `premake4.lua` script, one directory higher). Building Premake and running it with the `--help` option will list available options, the basic invocation is as follows (on *nix): {{{ ./bin/release/premake4 --os=linux --to=build/gmake.unix/ gmake }}} This will generate a Linux-compatible Makefile in the [source:/ps/trunk/build/premake/premake4/build/gmake.unix build/gmake.unix] subdirectory. Using a similar process it should be possible to generate any supported OS- or toolset-specific workspace for Premake. '''Note: some of the results may need hand-editing to work around Premake bugs, so use with caution. When possible it should be preferred to fix the bugs instead.'''