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build.ts
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import { encodeBase64 } from "@std/encoding/base64";
const $ = (cmd: string, ...args: string[]) => {
console.log(`%c$ ${cmd} ${args.join(" ")}`, "color: #888");
return new Deno.Command(cmd, {
args,
stdin: "null",
stdout: "inherit",
stderr: "inherit",
}).outputSync();
};
try {
Deno.removeSync("./build", { recursive: true });
} catch (_e) {
// ignore
}
Deno.mkdirSync("./build");
const cmakeArgs = [
"-S",
"./glfw",
"-B",
"./build",
];
if (Deno.build.os === "windows") {
cmakeArgs.push("-G", "Visual Studio 17 2022");
}
cmakeArgs.push(
"-D",
"BUILD_SHARED_LIBS=ON",
"-D",
"GLFW_BUILD_EXAMPLES=OFF",
"-D",
"GLFW_BUILD_TESTS=OFF",
"-D",
"GLFW_BUILD_DOCS=OFF",
"-D",
"CMAKE_BUILD_TYPE=Release",
);
$("cmake", ...cmakeArgs);
$("cmake", "--build", "./build", "--config", "Release");
const BUILD_FILE = Deno.build.os === "windows"
? "./build/src/Release/glfw3.dll"
: Deno.build.os === "linux"
? "./build/src/libglfw.so"
: "./build/src/libglfw.dylib";
const BIN_FILE = Deno.build.os === "windows"
? "./glfw3.dll"
: Deno.build.os === "linux"
? "./libglfw3.so"
: `./libglfw3${Deno.build.arch === "aarch64" ? "_aarch64" : ""}.dylib`;
Deno.copyFileSync(BUILD_FILE, BIN_FILE);
const OUT_FILE = `./glfw3_${Deno.build.os}${
Deno.build.arch === "aarch64" ? "_aarch64" : ""
}.ts`;
const decodeFunction = [
"function decodeBase64(b64: string): Uint8Array {",
" const binString = atob(b64);",
" const size = binString.length;",
" const bytes = new Uint8Array(size);",
" for (let i = 0; i < size; i++) {",
" bytes[i] = binString.charCodeAt(i);",
" }",
" return bytes;",
"}",
].join("\n");
Deno.writeTextFileSync(
OUT_FILE,
`${decodeFunction}\nconst BASE64 = "${
encodeBase64(Deno.readFileSync(BIN_FILE))
}";\nconst DECODED: Uint8Array = Deno.build.os === "${Deno.build.os}" && Deno.build.arch === "${Deno.build.arch}" ? decodeBase64(BASE64) : new Uint8Array();\nexport default DECODED;\n`,
);
console.log(`%cWrote ${OUT_FILE}`, "color: #888");