mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-14 02:42:55 +00:00
266 lines
13 KiB
XML
266 lines
13 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<project>
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<!-- _________________________ Application Settings _________________________ -->
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<app title="Friday Night Funkin'" file="Funkin" packageName="com.funkin.fnf" package="com.funkin.fnf" main="Main" version="0.3.0" company="ninjamuffin99" />
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<!--Switch Export with Unique ApplicationID and Icon-->
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<set name="APP_ID" value="0x0100f6c013bbc000" />
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<!--
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Define the OpenFL sprite which displays the preloader.
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You can't replace the preloader's logic here, sadly, but you can extend it.
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Basic preloading logic is done by `openfl.display.Preloader`.
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-->
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<app preloader="funkin.ui.transition.preload.FunkinPreloader" />
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<!--Minimum without FLX_NO_GAMEPAD: 11.8, without FLX_NO_NATIVE_CURSOR: 11.2-->
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<set name="SWF_VERSION" value="11.8" />
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<!-- ____________________________ Window Settings ___________________________ -->
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<!--These window settings apply to all targets-->
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<window width="1280" height="720" fps="60" background="#000000" hardware="true" vsync="false" />
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<!--HTML5-specific-->
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<window if="html5" resizable="true" />
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<!--Desktop-specific-->
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<window if="desktop" orientation="landscape" fullscreen="false" resizable="true" vsync="false" />
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<!--Mobile-specific-->
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<window if="mobile" orientation="landscape" fullscreen="true" width="0" height="0" resizable="false" />
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<!-- _____________________________ Path Settings ____________________________ -->
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<set name="BUILD_DIR" value="export/debug" if="debug" />
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<set name="BUILD_DIR" value="export/release" unless="debug" />
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<set name="BUILD_DIR" value="export/32bit" if="32bit" />
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<classpath name="source" />
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<assets path="assets/preload" rename="assets" exclude="*.ogg|*.wav" if="web" />
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<assets path="assets/preload" rename="assets" exclude="*.mp3|*.wav" unless="web" />
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<define name="PRELOAD_ALL" unless="web" />
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<define name="NO_PRELOAD_ALL" unless="PRELOAD_ALL" />
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<section if="PRELOAD_ALL">
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<library name="songs" preload="true" />
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<library name="shared" preload="true" />
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<library name="tutorial" preload="true" />
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<library name="week1" preload="true" />
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<library name="week2" preload="true" />
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<library name="week3" preload="true" />
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<library name="week4" preload="true" />
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<library name="week5" preload="true" />
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<library name="week6" preload="true" />
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<library name="week7" preload="true" />
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<library name="weekend1" preload="true" />
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<library name="videos" preload="true" />
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</section>
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<section if="NO_PRELOAD_ALL">
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<library name="songs" preload="false" />
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<library name="shared" preload="false" />
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<library name="tutorial" preload="false" />
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<library name="week1" preload="false" />
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<library name="week2" preload="false" />
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<library name="week3" preload="false" />
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<library name="week4" preload="false" />
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<library name="week5" preload="false" />
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<library name="week6" preload="false" />
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<library name="week7" preload="false" />
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<library name="weekend1" preload="false" />
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<library name="videos" preload="false" />
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</section>
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<library name="art" preload="false" />
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<assets path="assets/songs" library="songs" exclude="*.fla|*.ogg|*.wav" if="web" />
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<assets path="assets/songs" library="songs" exclude="*.fla|*.mp3|*.wav" unless="web" />
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<!-- Videos go in their own library because web never needs to preload them, they can just be streamed. -->
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<assets path="assets/videos" library="videos" />
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<assets path="assets/shared" library="shared" exclude="*.fla|*.ogg|*.wav" if="web" />
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<assets path="assets/shared" library="shared" exclude="*.fla|*.mp3|*.wav" unless="web" />
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<assets path="assets/tutorial" library="tutorial" exclude="*.fla|*.ogg|*.wav" if="web" />
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<assets path="assets/tutorial" library="tutorial" exclude="*.fla|*.mp3|*.wav" unless="web" />
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<assets path="assets/week1" library="week1" exclude="*.fla|*.ogg|*.wav" if="web" />
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<assets path="assets/week1" library="week1" exclude="*.fla|*.mp3|*.wav" unless="web" />
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<assets path="assets/week2" library="week2" exclude="*.fla|*.ogg|*.wav" if="web" />
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<assets path="assets/week2" library="week2" exclude="*.fla|*.mp3|*.wav" unless="web" />
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<assets path="assets/week3" library="week3" exclude="*.fla|*.ogg|*.wav" if="web" />
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<assets path="assets/week3" library="week3" exclude="*.fla|*.mp3|*.wav" unless="web" />
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<assets path="assets/week4" library="week4" exclude="*.fla|*.ogg|*.wav" if="web" />
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<assets path="assets/week4" library="week4" exclude="*.fla|*.mp3|*.wav" unless="web" />
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<assets path="assets/week5" library="week5" exclude="*.fla|*.ogg|*.wav" if="web" />
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<assets path="assets/week5" library="week5" exclude="*.fla|*.mp3|*.wav" unless="web" />
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<assets path="assets/week6" library="week6" exclude="*.fla|*.ogg|*.wav" if="web" />
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<assets path="assets/week6" library="week6" exclude="*.fla|*.mp3|*.wav" unless="web" />
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<assets path="assets/week7" library="week7" exclude="*.fla|*.ogg|*.wav" if="web" />
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<assets path="assets/week7" library="week7" exclude="*.fla|*.mp3|*.wav" unless="web" />
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<assets path="assets/weekend1" library="weekend1" exclude="*.fla|*.ogg|*.wav" if="web" />
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<assets path="assets/weekend1" library="weekend1" exclude="*.fla|*.mp3|*.wav" unless="web" />
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<!-- <assets path='example_mods' rename='mods' embed='false'/> -->
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<!--
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AUTOMATICALLY MOVING EXAMPLE MODS INTO THE BUILD CAUSES ISSUES
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Currently, this line will add the mod files to the library manifest,
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which causes issues if the mod is not enabled.
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If we can exclude the `mods` folder from the manifest, we can re-enable this line.
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<assets path='example_mods' rename='mods' embed='false' exclude="*.md" />
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-->
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<assets path="art/readme.txt" rename="do NOT readme.txt" library="art"/>
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<assets path="CHANGELOG.md" rename="changelog.txt" library="art"/>
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<!-- NOTE FOR FUTURE SELF SINCE FONTS ARE ALWAYS FUCKY
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TO FIX ONE OF THEM, I CONVERTED IT TO OTF. DUNNO IF YOU NEED TO
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THEN UHHH I USED THE NAME OF THE FONT WITH SETFORMAT() ON THE TEXT!!!
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NOT USING A DIRECT THING TO THE ASSET!!!
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-->
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<assets path="assets/fonts" embed="true" />
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<!-- If compiled via github actions, show debug version number. -->
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<define name="FORCE_DEBUG_VERSION" if="GITHUB_BUILD" />
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<define name="NO_REDIRECT_ASSETS_FOLDER" if="GITHUB_BUILD" />
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<define name="TOUCH_HERE_TO_PLAY" if="web" />
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<!-- _______________________________ Libraries ______________________________ -->
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<haxelib name="lime" /> <!-- Game engine backend -->
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<haxelib name="openfl" /> <!-- Game engine backend -->
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<haxelib name="flixel" /> <!-- Game engine -->
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<haxedev set="webgl" />
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<haxelib name="flixel-addons" /> <!-- Additional utilities for Flixel -->
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<haxelib name="hscript" /> <!-- Scripting -->
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<haxelib name="flixel-ui" /> <!-- UI framework (DEPRECATED) -->
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<haxelib name="haxeui-core" /> <!-- UI framework -->
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<haxelib name="haxeui-flixel" /> <!-- Integrate HaxeUI with Flixel -->
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<haxelib name="flixel-text-input" /> <!-- Improved text field rendering for HaxeUI -->
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<haxelib name="polymod" /> <!-- Modding framework -->
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<haxelib name="flxanimate" /> <!-- Texture atlas rendering -->
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<haxelib name="hxCodec" if="desktop" unless="hl" /> <!-- Video playback -->
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<haxelib name="funkin.vis"/>
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<haxelib name="json2object" /> <!-- JSON parsing -->
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<haxelib name="thx.semver" /> <!-- Version string handling -->
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<haxelib name="hxcpp-debug-server" if="desktop debug" /> <!-- VSCode debug support -->
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<!--Disable the Flixel core focus lost screen-->
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<haxedef name="FLX_NO_FOCUS_LOST_SCREEN" />
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<!--Disable the Flixel core debugger. Automatically gets set whenever you compile in release mode!-->
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<haxedef name="FLX_NO_DEBUG" unless="debug || FORCE_DEBUG_VERSION" />
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<!--Enable this for Nape release builds for a serious peformance improvement-->
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<haxedef name="NAPE_RELEASE_BUILD" unless="debug" />
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<!--
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Hide deprecation warnings until they're fixed.
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TODO: REMOVE THIS!!!!
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<haxeflag name="-w" value="-WDeprecated" />
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-->
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<!-- Haxe 4.3.0+: Enable pretty syntax errors and stuff. -->
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<haxedef name="message.reporting" value="pretty" />
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<!-- _________________________________ Custom _______________________________ -->
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<!-- Disable trace() calls in release builds to bump up performance.
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<haxeflag name="- -no-traces" unless="debug" />-->
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<!-- HScript relies heavily on Reflection, which means we can't use DCE. -->
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<haxeflag name="-dce no" />
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<!-- Ensure all Funkin' classes are available at runtime. -->
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<haxeflag name="--macro" value="include('funkin')" />
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<!-- Ensure all UI components are available at runtime. -->
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<haxeflag name="--macro" value="include('haxe.ui.backend.flixel.components')" />
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<haxeflag name="--macro" value="include('haxe.ui.containers.dialogs')" />
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<haxeflag name="--macro" value="include('haxe.ui.containers.menus')" />
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<haxeflag name="--macro" value="include('haxe.ui.containers.properties')" />
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<haxeflag name="--macro" value="include('haxe.ui.core')" />
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<haxeflag name="--macro" value="include('haxe.ui.components')" />
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<haxeflag name="--macro" value="include('haxe.ui.containers')" />
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<!--
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Ensure additional class packages are available at runtime (some only really used by scripts).
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Ignore packages we can't include.
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-->
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<haxeflag name="--macro" value="include('flixel', true, [ 'flixel.addons.editors.spine.*', 'flixel.addons.nape.*', 'flixel.system.macros.*' ])" />
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<!-- Necessary to provide stack traces for HScript. -->
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<haxedef name="hscriptPos" />
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<haxedef name="safeMode"/>
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<haxedef name="HXCPP_CHECK_POINTER" />
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<haxedef name="HXCPP_STACK_LINE" />
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<haxedef name="HXCPP_STACK_TRACE" />
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<!-- This macro allows addition of new functionality to existing Flixel. -->
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<haxeflag name="--macro" value="addMetadata('@:build(funkin.util.macro.FlxMacro.buildFlxBasic())', 'flixel.FlxBasic')" />
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<!--Place custom nodes like icons here (higher priority to override the HaxeFlixel icon)-->
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<icon path="art/icon16.png" size="16" />
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<icon path="art/icon32.png" size="32" />
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<icon path="art/icon64.png" size="64" />
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<icon path="art/iconOG.png" />
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<haxedef name="CAN_OPEN_LINKS" unless="switch" />
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<haxedef name="CAN_CHEAT" if="switch debug" />
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<!-- I don't remember what this is for. -->
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<haxedef name="haxeui_no_mouse_reset" />
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<!-- Clicking outside a dialog should deselect the current focused component. -->
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<haxedef name="haxeui_focus_out_on_click" />
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<!-- Required to use haxe.ui.backend.flixel.UIState with build macros. -->
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<haxedef name="haxeui_dont_impose_base_class" />
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<haxedef name="HARDCODED_CREDITS" />
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<!-- Skip the Intro -->
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<section if="debug">
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<!-- Starts the game at the specified week, at the first song -->
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<!-- <haxedef name="week" value="1" if="debug"/> -->
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<!-- Starts the game at the specified song -->
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<!-- <haxedef name="song" value="bopeebo" if="debug"/> -->
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<!-- Difficulty, only used for week or song, defaults to 1 -->
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<!-- <haxedef name="dif" value="2" if="debug"/> -->
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</section>
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<section if="newgrounds">
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<!-- Enables Ng.core.verbose -->
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<!-- <haxedef name="NG_VERBOSE" /> -->
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<!-- Enables a NG debug session, so medals don't permently unlock -->
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<!-- <haxedef name="NG_DEBUG" /> -->
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<!-- pretends that the saved session Id was expired, forcing the reconnect prompt -->
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<!-- <haxedef name="NG_FORCE_EXPIRED_SESSION" if="debug" /> -->
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</section>
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<!-- Uncomment this to wipe your input settings. -->
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<!-- <haxedef name="CLEAR_INPUT_SAVE"/> -->
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<section if="debug" unless="NO_REDIRECT_ASSETS_FOLDER || html5 || GITHUB_BUILD">
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<!--
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Use the parent assets folder rather than the exported one
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No more will we accidentally undo our changes!
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-->
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<haxedef name="REDIRECT_ASSETS_FOLDER" />
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</section>
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<section>
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<!--
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This flag enables the popup/crashlog error handler.
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However, it also messes with breakpoints on some platforms.
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-->
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<haxedef name="openfl-enable-handle-error" />
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</section>
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<!-- Run a script before and after building. -->
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<prebuild haxe="source/Prebuild.hx"/> -->
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<postbuild haxe="source/Postbuild.hx"/> -->
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<!-- Enable this on platforms which do not support dropping files onto the window. -->
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<haxedef name="FILE_DROP_UNSUPPORTED" if="mac" />
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<section unless="FILE_DROP_UNSUPPORTED">
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<haxedef name="FILE_DROP_SUPPORTED" />
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</section>
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<!-- Enable this on platforms which do not support the edsior views. -->
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<haxedef name="CHART_EDITOR_UNSUPPORTED" if="web" />
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<haxedef name="CHART_EDITOR_SUPPORTED" unless="web"/>
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<!-- Options for Polymod -->
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<section if="polymod">
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<!-- Turns on additional debug logging. -->
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<haxedef name="POLYMOD_DEBUG" value="true" if="debug" />
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<!-- The file extension to use for script files. -->
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<haxedef name="POLYMOD_SCRIPT_EXT" value=".hscript" />
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<!-- Which asset library to use for scripts. -->
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<haxedef name="POLYMOD_SCRIPT_LIBRARY" value="scripts" />
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<!-- The base path from which scripts should be accessed. -->
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<haxedef name="POLYMOD_ROOT_PATH" value="scripts/" />
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<!-- Determines the subdirectory of the mod folder used for file appending. -->
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<haxedef name="POLYMOD_APPEND_FOLDER" value="_append" />
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<!-- Determines the subdirectory of the mod folder used for file merges. -->
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<haxedef name="POLYMOD_MERGE_FOLDER" value="_merge" />
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<!-- Determines the file in the mod folder used for metadata. -->
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<haxedef name="POLYMOD_MOD_METADATA_FILE" value="_polymod_meta.json" />
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<!-- Determines the file in the mod folder used for the icon. -->
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<haxedef name="POLYMOD_MOD_ICON_FILE" value="_polymod_icon.png" />
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</section>
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</project>
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