zgui/build.zig

176 lines
5.9 KiB
Zig

const std = @import("std");
pub const Backend = enum {
no_backend,
glfw_wgpu,
win32_dx12,
glfw_opengl3,
sdl2_opengl3,
};
pub const Options = struct {
backend: Backend,
shared: bool = false,
/// use bundled imgui source
with_imgui: bool = true,
/// use bundled implot source
with_implot: bool = true,
};
pub const Package = struct {
options: Options,
zgui: *std.Build.Module,
zgui_options: *std.Build.Module,
zgui_c_cpp: *std.Build.CompileStep,
pub fn link(pkg: Package, exe: *std.Build.CompileStep) void {
exe.linkLibrary(pkg.zgui_c_cpp);
exe.addModule("zgui", pkg.zgui);
}
};
pub fn package(
b: *std.Build,
target: std.zig.CrossTarget,
optimize: std.builtin.Mode,
args: struct {
options: Options,
},
) Package {
const step = b.addOptions();
step.addOption(Backend, "backend", args.options.backend);
step.addOption(bool, "shared", args.options.shared);
const zgui_options = step.createModule();
const zgui = b.createModule(.{
.source_file = .{ .path = thisDir() ++ "/src/gui.zig" },
.dependencies = &.{
.{ .name = "zgui_options", .module = zgui_options },
},
});
const zgui_c_cpp = if (args.options.shared) blk: {
const lib = b.addSharedLibrary(.{
.name = "zgui",
.target = target,
.optimize = optimize,
});
b.installArtifact(lib);
if (target.isWindows()) {
lib.defineCMacro("IMGUI_API", "__declspec(dllexport)");
lib.defineCMacro("IMPLOT_API", "__declspec(dllexport)");
lib.defineCMacro("ZGUI_API", "__declspec(dllexport)");
}
break :blk lib;
} else b.addStaticLibrary(.{
.name = "zgui",
.target = target,
.optimize = optimize,
});
zgui_c_cpp.addIncludePath(.{ .path = thisDir() ++ "/libs" });
zgui_c_cpp.addIncludePath(.{ .path = thisDir() ++ "/libs/imgui" });
const abi = (std.zig.system.NativeTargetInfo.detect(target) catch unreachable).target.abi;
zgui_c_cpp.linkLibC();
if (abi != .msvc)
zgui_c_cpp.linkLibCpp();
const cflags = &.{"-fno-sanitize=undefined"};
zgui_c_cpp.addCSourceFile(.{
.file = .{ .path = thisDir() ++ "/src/zgui.cpp" },
.flags = cflags,
});
if (args.options.with_imgui) {
zgui_c_cpp.addCSourceFiles(&.{
thisDir() ++ "/libs/imgui/imgui.cpp",
thisDir() ++ "/libs/imgui/imgui_widgets.cpp",
thisDir() ++ "/libs/imgui/imgui_tables.cpp",
thisDir() ++ "/libs/imgui/imgui_draw.cpp",
thisDir() ++ "/libs/imgui/imgui_demo.cpp",
}, cflags);
}
if (args.options.with_implot) {
zgui_c_cpp.addCSourceFiles(&.{
thisDir() ++ "/libs/imgui/implot_demo.cpp",
thisDir() ++ "/libs/imgui/implot.cpp",
thisDir() ++ "/libs/imgui/implot_items.cpp",
}, cflags);
}
switch (args.options.backend) {
.glfw_wgpu => {
zgui_c_cpp.addIncludePath(.{ .path = thisDir() ++ "/../zglfw/libs/glfw/include" });
zgui_c_cpp.addIncludePath(.{ .path = thisDir() ++ "/../zgpu/libs/dawn/include" });
zgui_c_cpp.addCSourceFiles(&.{
thisDir() ++ "/libs/imgui/backends/imgui_impl_glfw.cpp",
thisDir() ++ "/libs/imgui/backends/imgui_impl_wgpu.cpp",
}, cflags);
},
.glfw_opengl3 => {
zgui_c_cpp.addCSourceFiles(&.{
thisDir() ++ "/libs/imgui/backends/imgui_impl_glfw.cpp",
thisDir() ++ "/libs/imgui/backends/imgui_impl_opengl3.cpp",
}, cflags);
},
.win32_dx12 => {
zgui_c_cpp.addCSourceFiles(&.{
thisDir() ++ "/libs/imgui/backends/imgui_impl_win32.cpp",
thisDir() ++ "/libs/imgui/backends/imgui_impl_dx12.cpp",
}, cflags);
zgui_c_cpp.linkSystemLibraryName("d3dcompiler_47");
zgui_c_cpp.linkSystemLibraryName("dwmapi");
},
.sdl2_opengl3 => {
if (target.isWindows()) blk: {
// see: https://github.com/MasterQ32/SDL.zig/blob/37f4ba9e31bea895fa19ef8b90d1f51111e52e67/Sdk.zig#L182-L199
zgui_c_cpp.addVcpkgPaths(if (args.options.shared) .dynamic else .static) catch break :blk;
const vcpkg_triplet = zgui_c_cpp.target.vcpkgTriplet(b.allocator, if (args.options.shared) .Dynamic else .Static) catch |e| {
std.debug.panic("failed to determing vcpkg triplet: {}", .{e});
};
defer b.allocator.free(vcpkg_triplet);
const include_path = b.pathJoin(&.{ b.vcpkg_root.found, "installed", vcpkg_triplet, "include", "SDL2" });
// What's the difference between a IncludeDir "path" and "path_system"?
zgui_c_cpp.include_dirs.append(.{ .path = .{ .path = include_path } }) catch @panic("out of memory");
const bin_path = zgui_c_cpp.vcpkg_bin_path orelse @panic("vcpkg paths were found, so vcpkg_bin_path should be set ");
const dll_path = std.fs.path.join(b.allocator, &.{ bin_path, "SDL2.dll" }) catch @panic("out of memory");
std.fs.cwd().access(dll_path, .{}) catch break :blk;
b.installBinFile(dll_path, "SDL2.dll");
}
zgui_c_cpp.linkSystemLibrary("SDL2");
zgui_c_cpp.addCSourceFiles(&.{
thisDir() ++ "/libs/imgui/backends/imgui_impl_sdl.cpp",
thisDir() ++ "/libs/imgui/backends/imgui_impl_opengl3.cpp",
}, cflags);
},
.no_backend => {},
}
return .{
.options = args.options,
.zgui = zgui,
.zgui_options = zgui_options,
.zgui_c_cpp = zgui_c_cpp,
};
}
pub fn build(_: *std.Build) void {}
inline fn thisDir() []const u8 {
return comptime std.fs.path.dirname(@src().file) orelse ".";
}