#
#  Makefile
#  	Apple //GS Build Engine for ORCA and Merlin
#

include make/head.mk

# Customize this file to control what kind of project you are working on,
# where to find files, etc.

# The name of your system or binary file to build goes here:
PGM=___PACKAGENAME___

# Set the target type you would like to build.  The options are:
# 	shell - A shell command for ORCA, GNO or other GS shell
# 	desktop - A full desktop application
# 	cda - A classic desk accessory
# 	cdev - A control panel device
# 	nba - A HyperStudio new button action
# 	nda - A new desk accessory
# 	xcmd - A HyperCard XCMD or XCFN
# 	init - A permament or temporary initialization file
#
# TARGETTYPE=shell
# TARGETTYPE=desktop
# TARGETTYPE=cda
# TARGETTYPE=cdev
# TARGETTYPE=nba
# TARGETTYPE=nda
# TARGETTYPE=xcmd
# TARGETTYPE=init

# Uncomment one of the following lines to force a particular GS emulator.
# By default, specific paths are tested for these emulators in the below
# order and the first found is what will be used.  You can overrride that
# here:
#
# EMULATOR=gsplus
# EMULATOR=mame
# EMULATOR=gs2
# EMULATOR=kegs

# By default, the build provides a single boot environment to test with.
# You can put other .2mg files into the make directory and override this
# variable to change what boot disk you want to use when you launch the
# emulator.  The disk image you specify must be found in the make directory:
#
# BOOTIMAGE=system601.2mg

# By default, the build expects to find a GS ROM image in a file called ROM1
# in your home directory.  This is not the best default so chances are you
# would like to uncomment this line and override this.
#
# ROMIMAGE=$(HOME)/ROM1

# Add any other directories where you are putting C or assembly source
# files to this list:
# SRCDIRS+=

# If you put your main entry point for your project in a file called main.c
# Then you don't need to change this value.  If you want to call your entry
# point something other than main.c, set this variable to point to this file.
ROOTCFILE=main.c

# Add any arguments you want passed to the C compiler to this variable:
CFLAGS+=

# Add any arguments you want passed to the resource compiler to this variable:
REZFLAGS+=

# Uncomment the following line if you have installed rlint as found here:
#   https://github.com/ksherlock/rlint/releases
# Assuming that it is in the path that ORCA searches (the Utilities directory is
# probably a good choice), you can just leave the value unchanged.  If you have
# put the rlint somewhere weird, you can set this to the correct path
# RLINT_PATH=rlint

# Add any arguments you want passed to the macro generator to this variable:
MACGENFLAGS+=

# Add any other macro libraries to include in this variable:
MACGENMACROS+=

# Add any arguments you want passed to the assembler to this variable:
ASMFLAGS+=

# Add any arguments you want passed to the linker to this variable:
LDFLAGS+=

# Uncomment the following line if you want to build against the GNO libraries
# export ORCA=$(ORCA_BINDIR)/gno

# Add any markdown files to the MD_SRCS variable to specify which files to
# convert to a Teach text file format during the build.  Using this, you can
# write your documentation in markdown in your project and at build time,
# that documentation is converted to a format that is good to package with
# your software and can be opened on a GS.
MD_SRCS=

# If you want to copy one or more files or directories to the distribution disk
# image, add the root directory to this variable.  Any directories under
# the source directory which don't exist in the target disk image will be
# created.  All files will be copied from the source to the target using
# the same path from the source.
#
# For example, if you set COPYDIRS to dir and in your project you have
# the following files:
#     dir/Icons/myIconFile
#     dir/newDir/anotherFile
# Then, during the copy phase, myIconFile will be copied into the Icons
# folder and a folder newDir will be created and anotherFile will be copied
# into there.
COPYDIRS=

# If you want to copy one or more files or directories to the boot disk
# image, add the root directory to this variable.  Any directories under
# the source directory which don't exist in the boot disk image will be
# created.  All files will be copied from the source to the target using
# the same path from the source.
#
# For example, if you set COPYBOOTDIRS to dir and in your project you have
# the following files:
#     dir/System/mySystemFile
#     dir/newDir/anotherFile
# Then, during the copy phase, mySystemFile will be copied into the System
# folder and a folder newDir will be created and anotherFile will be copied
# into there.
COPYBOOTDIRS=

# By default, the build expects that you have GSplus in the path:
# 	/Applications/GSplus.app/Contents/MacOS/gsplus
# If you have it in a different location, specify that here.
# GSPLUS=/Applications/GSplus.app/Contents/MacOS/gsplus

# By default, the build uses no arguments with GSplus.  If you would like to
# use different arguments, specify that here.
# GSPLUSARGS=

# By default, the build expects that you have GSSquared in the path:
# 	/Applications/GSSquared.app/Contents/MacOS/GSSquared
# If you have it in a different location, specify that here.
# GS2=/Applications/GSSquared.app/Contents/MacOS/GSSquared
#
# By default, the build uses no arguments with GSSquared.  If you would like to
# use different arguments, specify that here.
# GS2ARGS=

# By default, the build expects that you have Ample/mame in the path:
# 	/Applications/Ample.app/Contents/MacOS/mame64
# If you have it in a different location, specify that here.
# MAME=/Applications/Ample.app/Contents/MacOS/mame64

# By default, the build expects that you have the mame ROMs/libs in the path:
# 	$(HOME)/Library/Application Support/Ample
# If you have it in a different location, specify that here.
# MAMELIB=$(HOME)/Library/Application Support/Ample

# By default, the build uses these arguments with mame:
# 	apple2gs -skip_gameinfo -mouse -window -resolution 1408x1056 -ramsize 4M -sl7 cffa202
# If you would like to use different arguments, specify that here.
# MAMEARGS=apple2gs -skip_gameinfo -speed 2 -mouse -window -resolution 1408x1056 -ramsize 4M -sl7 cffa202

# By default, the build expects that you have KEGS in the path:
# 	/Applications/KEGSMAC.app/Contents/MacOS/KEGSMAC
# If you have it in a different location, specify that here.
# KEGS=/Applications/KEGSMAC.app/Contents/MacOS/KEGSMAC
#
# By default, the build uses no arguments with KEGS.  If you would like to
# use different arguments, specify that here.
# KEGSARGS=

# For a desktop application, it can operate in 640x200 or 320x200
# resolution.  This setting is used to define which horizontal
# resolution you want to use for a desktop application.  Other
# target types ignore this value.
# DESKTOP_RES_MODE=640

# For a desktop application, it can support opening and printing
# files based on paths sent to it by the message center.  This
# option controls if that is or is not supported in the
# application (note: only the C desktop template supports message
# center today)
# MESSAGE_CENTER=0

# For an init file, there are two kinds.  There are permanent and
# temporary inits.  The default is a permanent init but use this
# parament to setting it to Permanent or Temporary to switch between
# the two kinds
# INIT_TYPE=Permanent

# Add any rules you want to execute before any compiles or assembly
# commands are called here, if any.  You can generate .c, .s or .h
# files for example.  You can generate data files.  Whatever you
# might need.  You should generate these files in the $(GENDIR)
# directory or within a subdirectory under $(GENDIR) which you create
# yourself.
#
# All of your commands associated with a rule _must_ start with a tab
# character.  Xcode makes it a bit tough to type a tab character by
# default.  Press option-tab within Xcode to insert a tab character.
gen:

# For any files you generated in the gen target above, you should
# add rules in genclean to remove those generated files when you
# clean your build.
genclean:

# Do not change anything else below here...
include make/tail.mk
