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makefile-common
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makefile-common
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include $(ENGINE_HOME)/makefile-compiler
# Number of jobs to run
MAKE_JOBS = 4
# Default build type. Available types: release, beta, tools, debug, preprocessor
TYPE = release
# Overrides file
CONFIG_MAKE_FILE = $(shell if [ -f $(MY_HOME)/config.make ]; then echo $(MY_HOME)/config.make; fi;)
# Override plugins when not game
ifeq ($(NAME), $(GAME_NAME))
GAME_CONFIG_MAKE_FILE = $(CONFIG_MAKE_FILE)
-include $(GAME_CONFIG_MAKE_FILE)
else
-include $(GAME_CONFIG_MAKE_FILE)
PLUGINS =
-include $(CONFIG_MAKE_FILE)
endif
PREPROCESS_ENGINE =
# All, except the core, must include the core as a build target
ifneq ($(NAME), $(ENGINE_NAME))
override PREPROCESS_ENGINE := preprocessEngine
else
override PLUGINS =
endif
# Clean plugin name by stripping out everything up to (and including) the last slash
BASENAME = $(shell echo $(NAME) | sed -e "s@.*/@@")
# Default clean type
CLEAN_TYPE = all
# output dir
ifeq ($(MY_HOME), $(GAME_HOME))
BUILD_DIR = build
else
BUILD_DIR = $(GAME_HOME)/build
endif
# Where to store object and dependency files.
WORKING_FOLDER = $(BUILD_DIR)/working
# Specific for each building mode
BUILD_MODE=$(TYPE)$(WORKING_FOLDER_SUFFIX)
# Linked engine's home
PLUGINS_PATH = $(BUILD_DIR)/
# Plugin makefile
PLUGIN_MAKEFILE=$(ENGINE_HOME)/makefile
# Which directories will contain source files
ASSETS_DIRS = $(shell find $(MY_HOME)/assets -type d -print)
SOURCES_DIRS = $(shell find $(MY_HOME)/source -type d -print)
# Makes a list of the special assets (.c) files.
ASSETS_SOURCES = $(foreach DIR,$(ASSETS_DIRS),$(wildcard $(DIR)/*.c))
C_SOURCES = $(foreach DIR,$(SOURCES_DIRS),$(wildcard $(DIR)/*.c))
ASSEMBLY_SOURCE = $(foreach DIR,$(SOURCES_DIRS),$(wildcard $(DIR)/*.s))
# Makes a list of the assets (.mid, etc) files.
BINARY_ASSETS = $(foreach DIR,$(ASSETS_DIRS),$(wildcard $(DIR)/*.mid))
# Makes a list of the binary files that will have to be created.
BINARY_ASSETS_TEMP = $(addprefix $(WORKING_FOLDER)/objects/$(BUILD_MODE)/$(NAME)/, $(BINARY_ASSETS:.mid=.bin))
BINARY_ASSETS := $(shell echo $(BINARY_ASSETS_TEMP) | sed -e 's@'"$(MY_HOME)"/'@@g')
# Makes a list of the binary files that will have to be created.
ASSETS_OBJECTS_TEMP = $(addprefix $(WORKING_FOLDER)/assets/$(NAME)/, $(ASSETS_SOURCES:.c=.o))
# Makes a list of the object files that will have to be created.
C_OBJECTS_TEMP = $(addprefix $(WORKING_FOLDER)/objects/$(BUILD_MODE)/$(NAME)/, $(C_SOURCES:.c=.o))
C_OBJECTS_TEMP := $(C_OBJECTS_TEMP) $(addprefix $(WORKING_FOLDER)/objects/$(BUILD_MODE)/$(NAME)/, $(ASSEMBLY_SOURCE:.s=.o))
# Makes a list of the object files that will have to be created.
ASSEMBLY_OBJECTS_TEMP = $(addprefix $(WORKING_FOLDER)/objects/$(BUILD_MODE)/$(NAME)/, $(ASSEMBLY_SOURCE:.s=.o))
# Override make's default call to GCC
$(WORKING_FOLDER)/objects/$(BUILD_MODE)/$(NAME)/%.o:
@echo > /dev/null
FOLDER_TO_CLEAN=$(MY_HOME)/build
ifneq ($(CLEAN_TYPE), all)
FOLDER_TO_CLEAN=$(MY_HOME)/build/working/objects/$(CLEAN_TYPE)*
endif
# Configuration files
CONFIG_FILE = $(shell if [ -f $(MY_HOME)/headers/Config.h ]; then echo $(MY_HOME)/headers/Config.h; fi;)
DEBUG_CONFIG_FILE = $(shell if [ -f $(MY_HOME)/headers/DebugConfig.h ]; then echo $(MY_HOME)/headers/DebugConfig.h; fi;)
# File that holds the classes hierarchy
CLASSES_HIERARCHY_FILE = $(WORKING_FOLDER)/classes/hierarchies/$(NAME)/classesHierarchy.txt
# Class setup file
SETUP_CLASSES = $(BASENAME)SetupClasses
SETUP_CLASSES_SOURCE = $(WORKING_FOLDER)/objects/$(BUILD_MODE)/$(NAME)/$(SETUP_CLASSES)
SETUP_CLASSES_OBJECT = $(WORKING_FOLDER)/objects/$(BUILD_MODE)/$(NAME)/$(SETUP_CLASSES)
FINAL_SETUP_CLASSES = setupClasses
FINAL_SETUP_CLASSES_SOURCE = $(WORKING_FOLDER)/objects/$(BUILD_MODE)/setupClasses
FINAL_SETUP_CLASSES_OBJECT = $(WORKING_FOLDER)/objects/$(BUILD_MODE)/$(FINAL_SETUP_CLASSES)
preprocessClasses: dirs objectsFiles $(PREPROCESS_ENGINE) preprocessPlugins printClassPreprocessingInfo preprocessHeaderFiles
@touch $(CLASSES_HIERARCHY_FILE)
# @$(eval PREPROCESSING_CLASSES_END_TIME=$(shell date +%s))
# @echo "Total time:" $$(( ($(PREPROCESSING_CLASSES_END_TIME) - $(PREPROCESSING_CLASSES_START_TIME)) / 60 ))" min. "$$(( ($(PREPROCESSING_CLASSES_END_TIME) - $(PREPROCESSING_CLASSES_START_TIME)) % 60 ))" sec."
# Empty rule to prevent problems when a header is deleted.
%.h: ;
printClassPreprocessingInfo:
@echo
@$(shell echo $(NAME) >> $(WORKING_FOLDER)/traces/$(BUILD_MODE)/preprocessedComponents.txt)
@$(shell echo $(NAME) >> $(WORKING_FOLDER)/traces/$(BUILD_MODE)/compiledComponents.txt)
@$(shell sort -u $(WORKING_FOLDER)/traces/$(BUILD_MODE)/preprocessedComponents.txt > $(WORKING_FOLDER)/traces/$(BUILD_MODE)/preprocessedComponents.txt.tmp)
@$(shell sort -u $(WORKING_FOLDER)/traces/$(BUILD_MODE)/compiledComponents.txt > $(WORKING_FOLDER)/traces/$(BUILD_MODE)/compiledComponents.txt.tmp)
@$(eval PREPROCESSED_COMPONENTS=$(shell wc -l < $(WORKING_FOLDER)/traces/$(BUILD_MODE)/preprocessedComponents.txt))
@$(eval COMPILED_COMPONENTS=$(shell wc -l < $(WORKING_FOLDER)/traces/$(BUILD_MODE)/compiledComponents.txt))
@echo "Preprocessing $(BASENAME)"
ENGINE_CLASSES_HIERARCHY_FILE = $(WORKING_FOLDER)/classes/hierarchies/$(ENGINE_NAME)/classesHierarchy.txt
ENGINE_CLASSES_HIERARCHY_FILE_EXISTS = $(shell [ -e $(ENGINE_CLASSES_HIERARCHY_FILE) ] && echo 1 || echo 0 )
CLASSES_HIERARCHY_FILE_EXISTS = $(shell [ -e $(CLASSES_HIERARCHY_FILE) ] && echo 1 || echo 0 )
ENGINE_LIBRARY_FILE= $(GAME_HOME)/build/lib$(ENGINE_NAME).a
# A very ugly hack
ifeq ($(ENGINE_CLASSES_HIERARCHY_FILE_EXISTS), 0)
preprocessEngine:
@-$(foreach DUMMY, "1", \
if [ ! -f $(ENGINE_LIBRARY_FILE) ]; then \
$(MAKE) --no-print-directory preprocessClasses \
-f $(ENGINE_HOME)/makefile \
-e NAME=$(ENGINE_NAME) \
-e GAME_NAME=$(GAME_NAME) \
-e GAME_HOME=$(GAME_HOME) \
-e GAME_CONFIG_MAKE_FILE=$(GAME_CONFIG_MAKE_FILE) \
-e COMPONENTS=$(COMPONENTS) \
-e MAKE_JOBS=$(MAKE_JOBS); \
else \
echo "Preprocessing (skip) $(ENGINE_NAME)"; \
fi; \
)
else
ifeq ($(CLASSES_HIERARCHY_FILE_EXISTS), 1)
MY_CLASSES_HIERARCHY_FILE_IS_NEWER = $(shell find $(CLASSES_HIERARCHY_FILE) -prune -newer $(ENGINE_CLASSES_HIERARCHY_FILE) 2>&1)
MUST_PREPROCESS_ENGINE = $(shell [ -f $(CLASSES_HIERARCHY_FILE) -a ! -z "$(MY_CLASSES_HIERARCHY_FILE_IS_NEWER)" ] && echo 1 || echo 0 )
ifeq ($(MUST_PREPROCESS_ENGINE), 1)
preprocessEngine:
@-$(foreach DUMMY, "1", \
if [ ! -f $(ENGINE_LIBRARY_FILE) ]; then \
$(MAKE) --no-print-directory preprocessClasses \
-f $(ENGINE_HOME)/makefile \
-e NAME=$(ENGINE_NAME) \
-e GAME_NAME=$(GAME_NAME) \
-e GAME_HOME=$(GAME_HOME) \
-e GAME_CONFIG_MAKE_FILE=$(GAME_CONFIG_MAKE_FILE) \
-e COMPONENTS=$(COMPONENTS) \
-e MAKE_JOBS=$(MAKE_JOBS) \
-e PREPROCESSING_WAIT_FOR_LOCK_DELAY_FACTOR=$(PREPROCESSING_WAIT_FOR_LOCK_DELAY_FACTOR); \
else \
echo "Preprocessing (skip) $(ENGINE_NAME)"; \
fi; \
)
else
preprocessEngine:
endif
else
preprocessEngine:
endif
endif
computeComponentsToBuild:
@if ! grep -q $(BASENAME) $(WORKING_FOLDER)/traces/$(BUILD_MODE)/components.txt; then \
echo $(BASENAME) >> $(WORKING_FOLDER)/traces/$(BUILD_MODE)/components.txt; \
$(foreach PLUGIN, $(PLUGINS), \
$(eval CUSTOM_PLUGIN_MAKEFILE=$(PLUGINS_FOLDER)/$(PLUGIN)/makefile) \
$(MAKE) --no-print-directory computeComponentsToBuild \
-f $(shell if [ -f $(CUSTOM_PLUGIN_MAKEFILE) ]; then echo $(CUSTOM_PLUGIN_MAKEFILE); else echo $(PLUGIN_MAKEFILE); fi; ) \
-e GAME_HOME=$(GAME_HOME) \
-e GAME_CONFIG_MAKE_FILE=$(GAME_CONFIG_MAKE_FILE) \
-e NAME=$(PLUGIN) \
-e MAKE_JOBS=$(MAKE_JOBS); \
) \
fi;
preprocessPlugins:
@-$(foreach PLUGIN, $(PLUGINS), \
$(eval PLUGIN_FILE=$(GAME_HOME)/build/lib$(shell echo $(PLUGIN) | sed -e "s@.*/@@")) \
if [ ! -f $(PLUGIN_FILE).a ]; then \
if ! grep -s -q $(PLUGIN) $(WORKING_FOLDER)/traces/$(BUILD_MODE)/preprocessedComponents.txt; then \
$(eval CUSTOM_PLUGIN_MAKEFILE=$(PLUGINS_FOLDER)/$(PLUGIN)/makefile) \
$(MAKE) --no-print-directory preprocessClasses \
-f $(shell if [ -f $(CUSTOM_PLUGIN_MAKEFILE) ]; then echo $(CUSTOM_PLUGIN_MAKEFILE); else echo $(PLUGIN_MAKEFILE); fi; ) \
-e GAME_NAME=$(GAME_NAME) \
-e GAME_HOME=$(GAME_HOME) \
-e GAME_CONFIG_MAKE_FILE=$(GAME_CONFIG_MAKE_FILE) \
-e NAME=$(PLUGIN) \
-e MAKE_JOBS=$(MAKE_JOBS) \
-e PREPROCESSING_WAIT_FOR_LOCK_DELAY_FACTOR=$(PREPROCESSING_WAIT_FOR_LOCK_DELAY_FACTOR) \
-e COMPONENTS=$(COMPONENTS); \
fi; \
else \
if ! grep -s -q $(PLUGIN) $(WORKING_FOLDER)/traces/$(BUILD_MODE)/preprocessedComponents.txt; then \
$(eval PLUGIN_CLEAN_NAME=$(shell echo $(PLUGIN) | sed -e "s@.*/@@")) \
echo "Preprocessing (skip) $(PLUGIN_CLEAN_NAME)"; \
fi; \
fi; \
)
preprocessHeaderFiles:
@$(MAKE) --no-print-directory preprocess \
-j $(MAKE_JOBS) \
-f $(ENGINE_HOME)/makefile-preprocess \
-e TYPE=$(TYPE) \
-e GAME_NAME=$(GAME_NAME) \
-e GAME_HOME=$(GAME_HOME) \
-e NAME=$(NAME) \
-e BASENAME=$(BASENAME) \
-e MY_HOME=$(MY_HOME) \
-e CLASSES_HIERARCHY_FILE=$(CLASSES_HIERARCHY_FILE) \
-e WORKING_FOLDER=$(WORKING_FOLDER) \
-e BUILD_MODE=$(BUILD_MODE) \
-e PREPROCESSING_WAIT_FOR_LOCK_DELAY_FACTOR=$(PREPROCESSING_WAIT_FOR_LOCK_DELAY_FACTOR) \
-e PLUGINS="$(PLUGINS)"
compile:
@$(MAKE) --no-print-directory compile -s \
-j $(MAKE_JOBS) \
-f $(ENGINE_HOME)/makefile-compile \
-e TYPE=$(TYPE) \
-e NAME=$(NAME) \
-e MY_HOME=$(MY_HOME) \
-e GAME_NAME=$(GAME_NAME) \
-e GAME_HOME=$(GAME_HOME) \
-e GAME_CONFIG_MAKE_FILE=$(GAME_CONFIG_MAKE_FILE) \
-e CLASSES_HIERARCHY_FILE=$(CLASSES_HIERARCHY_FILE) \
-e WORKING_FOLDER=$(WORKING_FOLDER) \
-e BUILD_MODE=$(BUILD_MODE) \
-e PLUGINS="$(PLUGINS)" \
-e CONFIG_FILE=$(CONFIG_FILE) \
-e DEBUG_CONFIG_FILE=$(DEBUG_CONFIG_FILE) \
-e COMPONENTS=$(COMPONENTS)
engine:
@-$(foreach DUMMY, "1", \
if [ ! -f $(ENGINE_LIBRARY_FILE) ]; then \
$(MAKE) --no-print-directory \
$(GAME_HOME)/build/lib$(ENGINE_NAME).a \
-f $(ENGINE_HOME)/makefile \
-e NAME=$(ENGINE_NAME) \
-e GAME_NAME=$(GAME_NAME) \
-e GAME_HOME=$(GAME_HOME) \
-e CONFIG_FILE=$(CONFIG_FILE) \
-e DEBUG_CONFIG_FILE=$(DEBUG_CONFIG_FILE) \
-e GAME_CONFIG_MAKE_FILE=$(GAME_CONFIG_MAKE_FILE) \
-e COMPONENTS=$(COMPONENTS) \
-e MAKE_JOBS=$(MAKE_JOBS); \
else \
echo "Building (skip) $(ENGINE_NAME)"; \
fi; \
)
plugins:
@-$(foreach PLUGIN, $(PLUGINS), \
$(eval CUSTOM_PLUGIN_MAKEFILE=$(PLUGINS_FOLDER)/$(PLUGIN)/makefile) \
$(eval PLUGIN_FILE=$(GAME_HOME)/build/lib$(shell echo $(PLUGIN) | sed -e "s@.*/@@")) \
if [ ! -f $(PLUGIN_FILE).a ]; then \
$(MAKE) --no-print-directory \
$(PLUGIN_FILE).a \
-f $(shell if [ -f $(CUSTOM_PLUGIN_MAKEFILE) ]; then echo $(CUSTOM_PLUGIN_MAKEFILE); else echo $(PLUGIN_MAKEFILE); fi; ) \
-e NAME=$(PLUGIN) \
-e GAME_NAME=$(GAME_NAME) \
-e GAME_HOME=$(GAME_HOME) \
-e CONFIG_FILE=$(CONFIG_FILE) \
-e DEBUG_CONFIG_FILE=$(DEBUG_CONFIG_FILE) \
-e GAME_CONFIG_MAKE_FILE=$(GAME_CONFIG_MAKE_FILE) \
-e COMPONENTS=$(COMPONENTS) \
-e MAKE_JOBS=$(MAKE_JOBS); \
else \
if ! grep -s -q $(PLUGIN) $(WORKING_FOLDER)/traces/$(BUILD_MODE)/compiledComponents.txt; then \
$(eval PLUGIN_CLEAN_NAME=$(shell echo $(PLUGIN) | sed -e "s@.*/@@")) \
echo "Building (skip) $(PLUGIN_CLEAN_NAME)"; \
fi; \
fi; \
) \
# Cleans up the objects, .d files and executables.
clean:
@echo Cleaning $(CLEAN_TYPE)
@rm -Rf $(FOLDER_TO_CLEAN)
@echo "Cleaning done."
printDirsInfo: phony
ifeq ($(DIRS_EXIST), 0)
# @$(eval CHECKING_DIRS_START_TIME=$(shell date +%s))
# @echo "*** Checking working folders for $(BASENAME)"
@echo -n Creating working dirs for $(BASENAME)...
endif
DIRS_HELPER_FILE = $(WORKING_FOLDER)/traces/$(BUILD_MODE)/$(BUILD_MODE)/.tmp.txt
# Which directories contain source files
# Create necessary directories
DIRS_EXIST=$(shell [ -e $(WORKING_FOLDER)/objects/$(BUILD_MODE)/$(NAME) ] && echo 1 || echo 0 )
DIRS_HELPER_FILE_IS_TOO_OLD=$(shell test `find $(DIRS_HELPER_FILE) -mmin +1 2>>/dev/null` && echo 1 || echo 0 )
ifeq ($(DIRS_HELPER_FILE_IS_TOO_OLD), 1)
SOURCES_DIRS_HELPER = $(SOURCES_DIRS)
ASSETS_DIRS_HELPER = $(ASSETS_DIRS)
else
ifeq ($(DIRS_EXIST), 0)
SOURCES_DIRS_HELPER = $(SOURCES_DIRS)
ASSETS_DIRS_HELPER = $(ASSETS_DIRS)
else
SOURCES_DIRS_HELPER = $(shell find $(MY_HOME)/source -type d -mtime -1 -print)
ASSETS_DIRS_HELPER = $(shell find $(MY_HOME)/assets -type d -mtime -1 -print)
endif
endif
SOURCES_DIRS_CLEAN = $(shell echo $(SOURCES_DIRS_HELPER) | sed -e 's@'"$(MY_HOME)"/'@@g')
OBJECTS_DIRS = $(shell echo $(SOURCES_DIRS_CLEAN) | tr " " "\n" | sed -e 's@^@'"$(WORKING_FOLDER)"'/objects/'"$(BUILD_MODE)"'/'"$(NAME)"'/@')
HEADERS_DIRS = $(shell echo $(SOURCES_DIRS_CLEAN) | tr " " "\n" | sed -e 's@^@'"$(WORKING_FOLDER)"'/headers/'"$(NAME)"'/@')
ASSETS_DIRS_CLEAN = $(shell echo $(ASSETS_DIRS_HELPER) | sed -e 's@'"$(MY_HOME)"/'@@g')
ASSETS_OBJECTS_DIRS = $(shell echo $(ASSETS_DIRS_CLEAN) | tr " " "\n" | sed -e 's@^@'"$(WORKING_FOLDER)"'/assets/'"$(NAME)"'/@')
dirs:
@mkdir -p $(WORKING_FOLDER)/traces/$(BUILD_MODE)/$(BUILD_MODE)
@mkdir -p $(WORKING_FOLDER)/libraries/$(BUILD_MODE)
@mkdir -p $(WORKING_FOLDER)/classes/dictionaries
@mkdir -p $(WORKING_FOLDER)/classes/dependencies/$(NAME)
@mkdir -p $(WORKING_FOLDER)/classes/hierarchies/$(NAME)
@mkdir -p $(WORKING_FOLDER)/objects/$(BUILD_MODE)/$(NAME)
@mkdir -p $(WORKING_FOLDER)/objects/$(BUILD_MODE)/hashes/$(NAME)
@mkdir -p $(WORKING_FOLDER)/headers/$(NAME)
@mkdir -p $(WORKING_FOLDER)/headers/$(NAME)/headers
@mkdir -p $(WORKING_FOLDER)/assets/$(NAME)/hashes
@rm -Rf $(WORKING_FOLDER)/classes/locks
@echo "$(OBJECTS_DIRS)" > $(DIRS_HELPER_FILE)
@xargs mkdir -p < $(DIRS_HELPER_FILE)
@echo "$(ASSETS_OBJECTS_DIRS)" > $(DIRS_HELPER_FILE)
@xargs mkdir -p < $(DIRS_HELPER_FILE)
@echo "$(HEADERS_DIRS)" > $(DIRS_HELPER_FILE)
@xargs mkdir -p < $(DIRS_HELPER_FILE)
objectsFiles:
$(file > $(WORKING_FOLDER)/objects/$(BUILD_MODE)/$(NAME)/ASSETS_OBJECTS.txt, $(ASSETS_OBJECTS_TEMP))
$(shell sed -i -e 's@'"$(MY_HOME)"/'@@g' $(WORKING_FOLDER)/objects/$(BUILD_MODE)/$(NAME)/ASSETS_OBJECTS.txt)
$(file > $(WORKING_FOLDER)/objects/$(BUILD_MODE)/$(NAME)/C_OBJECTS.txt, $(C_OBJECTS_TEMP))
$(shell sed -i -e 's@'"$(MY_HOME)"/'@@g' $(WORKING_FOLDER)/objects/$(BUILD_MODE)/$(NAME)/C_OBJECTS.txt)
$(file > $(WORKING_FOLDER)/objects/$(BUILD_MODE)/$(NAME)/ASSEMBLY_OBJECTS.txt, $(ASSEMBLY_OBJECTS_TEMP))
$(shell sed -i -e 's@'"$(MY_HOME)"/'@@g' $(WORKING_FOLDER)/objects/$(BUILD_MODE)/$(NAME)/ASSEMBLY_OBJECTS.txt)
phony:
@echo > /dev/null