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authorD G Turner2013-11-07 12:58:34 +0100
committerD G Turner2013-11-24 00:48:01 +0000
commitd77cf95a185a6c8f201f417d08f246727784f728 (patch)
tree7c4ca616132b6d3dc5ca86a9d889f020d444b0c0 /Makefile.common
parentaa947c9474ad83aa9315bc585d1f0b79060fee61 (diff)
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BUILD: Split engines.mk down to a single file per engine.
This is the second part of allowing engines to be added dynamically. Each folder in engines/ which must contain a file named "engine.mk" containing the make definitions for that engine.
Diffstat (limited to 'Makefile.common')
-rw-r--r--Makefile.common6
1 files changed, 4 insertions, 2 deletions
diff --git a/Makefile.common b/Makefile.common
index 02c3408684..41a3245b76 100644
--- a/Makefile.common
+++ b/Makefile.common
@@ -16,7 +16,9 @@ all: $(EXECUTABLE) plugins
PLUGINS :=
MODULES := test devtools base $(MODULES)
--include $(srcdir)/engines/engines.mk
+ENGINE_SUBDIRS_MK := $(wildcard $(srcdir)/engines/*/engine.mk)
+# Include the build instructions for all engines
+-include $(ENGINE_SUBDIRS_MK)
# After the game specific modules follow the shared modules
MODULES += \
@@ -147,7 +149,7 @@ endif
# recreate them (which it can't), and in particular from looking for potential
# source files. This can save quite a bit of disk access time.
.PHONY: $(wildcard $(addsuffix /*.d,$(DEPDIRS))) $(addprefix $(srcdir)/, $(addsuffix /module.mk,$(MODULES))) \
- $(srcdir)/$(port_mk) $(srcdir)/rules.mk $(srcdir)/engines/engines.mk
+ $(srcdir)/$(port_mk) $(srcdir)/rules.mk $ENGINE_SUBDIRS_MK
######################################################################
# Get the current version information