Add build scripts and Windows icon/resources

Added:
- build_dev.bat / build_dev.sh - Development build scripts
- build_release.bat / build_release.sh - Release build scripts with embedding
- icon.ico - Default Windows icon for executable
- resources.rc - Windows resource file for icon and exe metadata
- BUILD_SCRIPTS.md - Complete documentation for build scripts

Features:
- Automated development builds (no embedding, fast iteration)
- Automated release builds (with Lua and asset embedding)
- Interactive verification and cleanup
- Custom icon and version info in Windows executables
- Cross-platform scripts (Windows .bat and Unix .sh)
- Safety checks and helpful messages

The build scripts provide one-command building for both development
and release workflows, with clear instructions and progress feedback.
This commit is contained in:
2025-11-03 18:11:34 +05:30
parent f4d927aac0
commit 4859c415cc
8 changed files with 738 additions and 0 deletions

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BUILD_SCRIPTS.md Normal file
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# Build Scripts Documentation
ReiLua includes automated build scripts for easy development and release builds.
## Available Scripts
### Development Build Scripts
- **Windows**: `build_dev.bat`
- **Linux/Unix**: `build_dev.sh`
### Release Build Scripts
- **Windows**: `build_release.bat`
- **Linux/Unix**: `build_release.sh`
## Development Build
### Purpose
Fast iteration during game development with external Lua files and assets.
### Usage
**Windows:**
```cmd
build_dev.bat
```
**Linux/Unix:**
```bash
chmod +x build_dev.sh
./build_dev.sh
```
### Features
- ✅ No embedding - loads Lua and assets from file system
- ✅ Fast build times
- ✅ Edit code and assets without rebuilding
- ✅ Automatic cleanup of embedded files
- ✅ Warns if Lua files or assets are in build directory
- ✅ Optional clean build: `build_dev.bat clean` or `./build_dev.sh clean`
### Output
- Development executable: `build/ReiLua.exe`
- Run your game: `cd your_game && path/to/build/ReiLua.exe`
- Debug mode: `path/to/build/ReiLua.exe --log`
## Release Build
### Purpose
Create a single-file executable for distribution with all code and assets embedded.
### Preparation
Before running the release build, prepare your files:
```bash
cd build
# Copy all Lua files
copy ..\your_game\*.lua .
# Or: cp ../your_game/*.lua .
# Copy assets
mkdir assets
copy ..\your_game\assets\* assets\
# Or: cp -r ../your_game/assets/* assets/
```
### Usage
**Windows:**
```cmd
build_release.bat
```
**Linux/Unix:**
```bash
chmod +x build_release.sh
./build_release.sh
```
### Features
- ✅ Embeds all Lua files from `build/` directory
- ✅ Embeds all assets from `build/assets/` folder
- ✅ Creates single-file executable
- ✅ Release optimization enabled
- ✅ Verifies Lua files and assets before building
- ✅ Shows summary of embedded files after build
- ✅ Interactive confirmation before building
### Output
- Release executable: `build/ReiLua.exe`
- Ready for distribution - no external dependencies
- Can be renamed to your game name
### Build Configuration
The release build automatically configures:
- `EMBED_MAIN=ON` - Embeds all Lua files
- `EMBED_ASSETS=ON` - Embeds all assets (if assets folder exists)
- `CMAKE_BUILD_TYPE=Release` - Optimized build
## Customizing Your Executable
### Adding Custom Icon
1. Replace `icon.ico` with your own icon file
2. Keep the same filename or update `resources.rc`
3. Rebuild
### Changing Executable Properties
Edit `resources.rc` to customize:
```rc
VALUE "CompanyName", "Your Studio Name"
VALUE "FileDescription", "Your Game Description"
VALUE "ProductName", "Your Game Name"
VALUE "LegalCopyright", "Copyright (C) Your Name, 2025"
```
### Renaming the Executable
Edit `CMakeLists.txt`:
```cmake
project( YourGameName ) # Line 6
```
After building, the executable will be named `YourGameName.exe`.
## Workflow Examples
### Development Workflow
```bash
# Initial setup
build_dev.bat
# Edit your Lua files in your game directory
# ... make changes ...
# Just run - no rebuild needed!
cd your_game
path\to\build\ReiLua.exe
# If you modify C code, rebuild
build_dev.bat
```
### Release Workflow
```bash
# 1. Prepare files
cd build
copy ..\your_game\*.lua .
mkdir assets
copy ..\your_game\assets\* assets\
# 2. Build release
cd ..
build_release.bat
# 3. Test
cd build
ReiLua.exe --log
# 4. Distribute
# Copy build\ReiLua.exe to your distribution folder
```
## Troubleshooting
### "CMake configuration failed"
- Ensure CMake is installed and in PATH
- Ensure MinGW is installed and in PATH
- Check `CMakeLists.txt` exists in parent directory
### "No Lua files found"
- Copy your Lua files to `build/` directory before release build
- Ensure `main.lua` exists (required entry point)
### "Build failed"
- Check compiler errors in output
- Ensure all dependencies are installed
- Try clean build: `build_dev.bat clean`
### Development build embedding warning
- The dev build script warns if it finds Lua files or assets in build/
- These should be removed for development builds
- The script offers to remove them automatically
## Script Features
### Safety Features
- Checks for correct directory before running
- Validates required files exist
- Warns about potential issues
- Interactive confirmations for release builds
- Automatic cleanup of old embedded files
### User Friendly
- Clear progress messages
- Colored output (where supported)
- Helpful error messages
- Pause at end to review results
- Quick reference commands shown after build
## Notes
- Development builds are **much faster** than release builds
- Release builds may take longer due to embedding and optimization
- Always test your release build before distribution
- The scripts work on both Windows (CMD/PowerShell) and Unix shells
- On Unix, make scripts executable: `chmod +x build_*.sh`

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@@ -62,6 +62,11 @@ set( CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DEMBED_FONT" )
include_directories( ${CMAKE_CURRENT_BINARY_DIR} ) include_directories( ${CMAKE_CURRENT_BINARY_DIR} )
include_directories( include ) include_directories( include )
# Add Windows resource file for icon and exe details
if( WIN32 )
list( APPEND SOURCES ${CMAKE_SOURCE_DIR}/resources.rc )
endif()
# Embed Lua files if EMBED_MAIN is ON # Embed Lua files if EMBED_MAIN is ON
if( EMBED_MAIN ) if( EMBED_MAIN )
file( GLOB LUA_FILES "${CMAKE_CURRENT_BINARY_DIR}/*.lua" ) file( GLOB LUA_FILES "${CMAKE_CURRENT_BINARY_DIR}/*.lua" )

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build_dev.bat Normal file
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@echo off
REM ReiLua Development Build Script
REM Run this from w64devkit shell or CMD with MinGW in PATH
echo ================================
echo ReiLua - Development Build
echo ================================
echo.
REM Navigate to build directory
cd build
if errorlevel 1 (
echo ERROR: Cannot access build directory
exit /b 1
)
REM Clean old embedded files (important for dev builds!)
echo Cleaning old embedded files...
del /Q embedded_main.h embedded_assets.h 2>nul
REM Warn about Lua files in build directory
dir /b *.lua >nul 2>&1
if not errorlevel 1 (
echo.
echo WARNING: Found Lua files in build directory!
echo Development builds should load from file system, not embed.
echo.
dir /b *.lua
echo.
set /p REMOVE="Remove these files from build directory? (Y/n): "
if /i not "%REMOVE%"=="n" (
del /Q *.lua
echo Lua files removed.
)
echo.
)
REM Warn about assets folder in build directory
if exist "assets" (
echo.
echo WARNING: Found assets folder in build directory!
echo Development builds should load from file system, not embed.
echo.
set /p REMOVE="Remove assets folder from build directory? (Y/n): "
if /i not "%REMOVE%"=="n" (
rmdir /S /Q assets
echo Assets folder removed.
)
echo.
)
REM Clean old configuration if requested
if "%1"=="clean" (
echo Cleaning build directory...
del /Q CMakeCache.txt *.o *.a 2>nul
rmdir /S /Q CMakeFiles 2>nul
echo Clean complete!
echo.
)
REM Configure with MinGW
echo Configuring CMake for development...
cmake -G "MinGW Makefiles" ..
if errorlevel 1 (
echo.
echo ERROR: CMake configuration failed!
exit /b 1
)
echo.
echo Building ReiLua...
mingw32-make
if errorlevel 1 (
echo.
echo ERROR: Build failed!
exit /b 1
)
echo.
echo ================================
echo Build Complete!
echo ================================
echo.
echo Development build created successfully!
echo.
echo To run your game:
echo cd \path\to\your\game
echo \path\to\ReiLua\build\ReiLua.exe
echo.
echo To run with console logging:
echo \path\to\ReiLua\build\ReiLua.exe --log
echo.
echo Features:
echo - Lua files load from file system
echo - Assets load from file system
echo - Fast iteration - edit and reload
echo.
pause

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build_dev.sh Normal file
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#!/bin/bash
# ReiLua Development Build Script
# Run this from w64devkit shell
echo "================================"
echo "ReiLua - Development Build"
echo "================================"
echo ""
# Navigate to build directory
cd build || exit 1
# Clean old embedded files (important for dev builds!)
echo "Cleaning old embedded files..."
rm -f embedded_main.h embedded_assets.h
# Warn about Lua files in build directory
LUA_COUNT=$(ls *.lua 2>/dev/null | wc -l)
if [ "$LUA_COUNT" -gt 0 ]; then
echo ""
echo "WARNING: Found Lua files in build directory!"
echo "Development builds should load from file system, not embed."
echo ""
ls -1 *.lua
echo ""
read -p "Remove these files from build directory? (Y/n): " -n 1 -r
echo ""
if [[ ! $REPLY =~ ^[Nn]$ ]]; then
rm -f *.lua
echo "Lua files removed."
fi
echo ""
fi
# Warn about assets folder in build directory
if [ -d "assets" ]; then
echo ""
echo "WARNING: Found assets folder in build directory!"
echo "Development builds should load from file system, not embed."
echo ""
read -p "Remove assets folder from build directory? (Y/n): " -n 1 -r
echo ""
if [[ ! $REPLY =~ ^[Nn]$ ]]; then
rm -rf assets
echo "Assets folder removed."
fi
echo ""
fi
# Clean old configuration if requested
if [ "$1" == "clean" ]; then
echo "Cleaning build directory..."
rm -rf CMakeCache.txt CMakeFiles/ *.o *.a
echo "Clean complete!"
echo ""
fi
# Configure with MinGW
echo "Configuring CMake for development..."
cmake -G "MinGW Makefiles" ..
if [ $? -ne 0 ]; then
echo ""
echo "ERROR: CMake configuration failed!"
exit 1
fi
echo ""
echo "Building ReiLua..."
make
if [ $? -ne 0 ]; then
echo ""
echo "ERROR: Build failed!"
exit 1
fi
echo ""
echo "================================"
echo "Build Complete!"
echo "================================"
echo ""
echo "Development build created successfully!"
echo ""
echo "To run your game:"
echo " cd /path/to/your/game"
echo " /path/to/ReiLua/build/ReiLua.exe"
echo ""
echo "To run with console logging:"
echo " /path/to/ReiLua/build/ReiLua.exe --log"
echo ""
echo "Features:"
echo " - Lua files load from file system"
echo " - Assets load from file system"
echo " - Fast iteration - edit and reload"
echo ""

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@echo off
REM ReiLua Release Build Script
REM Run this from w64devkit shell or CMD with MinGW in PATH
echo ================================
echo ReiLua - Release Build
echo ================================
echo.
REM Check if we're in the right directory
if not exist "CMakeLists.txt" (
echo ERROR: Please run this script from the ReiLua root directory
exit /b 1
)
REM Navigate to build directory
cd build
if errorlevel 1 (
echo ERROR: Cannot access build directory
exit /b 1
)
REM Clean old embedded files
echo Cleaning old embedded files...
del /Q embedded_main.h embedded_assets.h 2>nul
REM Check for Lua files
echo.
echo Checking for Lua files...
dir /b *.lua >nul 2>&1
if errorlevel 1 (
echo.
echo WARNING: No Lua files found in build directory!
echo.
echo Please copy your Lua files:
echo cd build
echo copy ..\your_game\*.lua .
echo.
set /p CONTINUE="Do you want to continue anyway? (y/N): "
if /i not "%CONTINUE%"=="y" exit /b 1
) else (
echo Found Lua files:
dir /b *.lua
)
REM Check for assets folder
echo.
echo Checking for assets...
if not exist "assets" (
echo.
echo WARNING: No assets folder found!
echo.
echo To embed assets, create the folder and copy files:
echo cd build
echo mkdir assets
echo copy ..\your_game\assets\* assets\
echo.
set /p CONTINUE="Do you want to continue without assets? (y/N): "
if /i not "%CONTINUE%"=="y" exit /b 1
set EMBED_ASSETS=OFF
) else (
echo Found assets folder
set EMBED_ASSETS=ON
)
echo.
echo ================================
echo Build Configuration
echo ================================
echo Lua Embedding: ON
echo Asset Embedding: %EMBED_ASSETS%
echo Build Type: Release
echo ================================
echo.
pause
REM Clean CMake cache
echo.
echo Cleaning CMake cache...
del /Q CMakeCache.txt 2>nul
rmdir /S /Q CMakeFiles 2>nul
REM Configure with embedding enabled
echo.
echo Configuring CMake for release...
cmake -G "MinGW Makefiles" .. -DEMBED_MAIN=ON -DEMBED_ASSETS=%EMBED_ASSETS% -DCMAKE_BUILD_TYPE=Release
if errorlevel 1 (
echo.
echo ERROR: CMake configuration failed!
pause
exit /b 1
)
REM Build
echo.
echo Building ReiLua Release...
mingw32-make
if errorlevel 1 (
echo.
echo ERROR: Build failed!
pause
exit /b 1
)
REM Show summary
echo.
echo ================================
echo Embedded Files Summary
echo ================================
if exist "embedded_main.h" (
echo.
echo Embedded Lua files:
findstr /C:"Embedded file:" embedded_main.h
)
if exist "embedded_assets.h" (
echo.
echo Embedded assets:
findstr /C:"Embedded asset:" embedded_assets.h
)
echo.
echo ================================
echo Build Complete!
echo ================================
echo.
echo Executable: ReiLua.exe
echo Location: %CD%\ReiLua.exe
echo.
echo Your game is ready for distribution!
echo.
echo To test the release build:
echo ReiLua.exe --log (with console)
echo ReiLua.exe (production mode)
echo.
echo To distribute:
echo - Copy ReiLua.exe to your distribution folder
echo - Rename it to your game name (optional)
echo - That's it! Single file distribution!
echo.
pause

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#!/bin/bash
# ReiLua Release Build Script
# Run this from w64devkit shell
echo "================================"
echo "ReiLua - Release Build"
echo "================================"
echo ""
# Check if we're in the right directory
if [ ! -f "CMakeLists.txt" ]; then
echo "ERROR: Please run this script from the ReiLua root directory"
exit 1
fi
# Navigate to build directory
cd build || exit 1
# Clean old embedded files
echo "Cleaning old embedded files..."
rm -f embedded_main.h embedded_assets.h
# Check for Lua files
echo ""
echo "Checking for Lua files..."
LUA_FILES=$(ls *.lua 2>/dev/null | wc -l)
if [ "$LUA_FILES" -eq 0 ]; then
echo ""
echo "WARNING: No Lua files found in build directory!"
echo ""
echo "Please copy your Lua files:"
echo " cd build"
echo " cp ../your_game/*.lua ."
echo ""
read -p "Do you want to continue anyway? (y/N): " -n 1 -r
echo ""
if [[ ! $REPLY =~ ^[Yy]$ ]]; then
exit 1
fi
else
echo "Found $LUA_FILES Lua file(s):"
ls -1 *.lua
fi
# Check for assets folder
echo ""
echo "Checking for assets..."
if [ ! -d "assets" ]; then
echo ""
echo "WARNING: No assets folder found!"
echo ""
echo "To embed assets, create the folder and copy files:"
echo " cd build"
echo " mkdir assets"
echo " cp ../your_game/assets/* assets/"
echo ""
read -p "Do you want to continue without assets? (y/N): " -n 1 -r
echo ""
if [[ ! $REPLY =~ ^[Yy]$ ]]; then
exit 1
fi
EMBED_ASSETS="OFF"
else
ASSET_FILES=$(find assets -type f 2>/dev/null | wc -l)
echo "Found $ASSET_FILES asset file(s) in assets folder"
EMBED_ASSETS="ON"
fi
echo ""
echo "================================"
echo "Build Configuration"
echo "================================"
echo "Lua Embedding: ON"
echo "Asset Embedding: $EMBED_ASSETS"
echo "Build Type: Release"
echo "================================"
echo ""
read -p "Press Enter to continue or Ctrl+C to cancel..."
# Clean CMake cache to ensure fresh configuration
echo ""
echo "Cleaning CMake cache..."
rm -rf CMakeCache.txt CMakeFiles/
# Configure with embedding enabled
echo ""
echo "Configuring CMake for release..."
cmake -G "MinGW Makefiles" .. -DEMBED_MAIN=ON -DEMBED_ASSETS=$EMBED_ASSETS -DCMAKE_BUILD_TYPE=Release
if [ $? -ne 0 ]; then
echo ""
echo "ERROR: CMake configuration failed!"
exit 1
fi
# Build
echo ""
echo "Building ReiLua Release..."
make
if [ $? -ne 0 ]; then
echo ""
echo "ERROR: Build failed!"
exit 1
fi
# Show embedded file info
echo ""
echo "================================"
echo "Embedded Files Summary"
echo "================================"
if [ -f "embedded_main.h" ]; then
echo ""
echo "Embedded Lua files:"
grep 'Embedded file:' embedded_main.h | sed 's/.*Embedded file: / - /'
else
echo "No Lua files embedded"
fi
if [ -f "embedded_assets.h" ]; then
echo ""
echo "Embedded assets:"
grep 'Embedded asset:' embedded_assets.h | sed 's/.*Embedded asset: / - /' | sed 's/ (.*//'
else
echo "No assets embedded"
fi
# Get executable size
echo ""
echo "================================"
echo "Build Complete!"
echo "================================"
EXESIZE=$(du -h ReiLua.exe | cut -f1)
echo ""
echo "Executable: ReiLua.exe ($EXESIZE)"
echo "Location: $(pwd)/ReiLua.exe"
echo ""
echo "Your game is ready for distribution!"
echo ""
echo "To test the release build:"
echo " ./ReiLua.exe --log (with console)"
echo " ./ReiLua.exe (production mode)"
echo ""
echo "To distribute:"
echo " - Copy ReiLua.exe to your distribution folder"
echo " - Rename it to your game name (optional)"
echo " - That's it! Single file distribution!"
echo ""

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resources.rc Normal file
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IDI_ICON1 ICON "icon.ico"
1 VERSIONINFO
FILEVERSION 1,0,0,0
PRODUCTVERSION 1,0,0,0
FILEFLAGSMASK 0x3fL
FILEFLAGS 0x0L
FILEOS 0x40004L
FILETYPE 0x1L
FILESUBTYPE 0x0L
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904b0"
BEGIN
VALUE "CompanyName", "Reilua and Indrajith K L"
VALUE "FileDescription", "Made using ReiLua"
VALUE "FileVersion", "1.0.0.0"
VALUE "InternalName", "ReiLua"
VALUE "LegalCopyright", "Copyright (C) ReiLua and Indrajith K L, 2025"
VALUE "OriginalFilename", "ReiLua.exe"
VALUE "ProductName", "My Awesome Game"
VALUE "ProductVersion", "1.0.0.0"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x409, 1200
END
END