游戏王残局简化版

ygopro_编译.html at [82138b1e52]
Login

ygopro_编译.html at [82138b1e52]

File script/ygopro_编译.html artifact 52c2adb065 part of check-in 82138b1e52


<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml" lang xml:lang>
<head>
  <meta charset="utf-8" />
  <meta name="generator" content="pandoc" />
  <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes" />
  <title>ygopro_编译</title>
  <style>
code{white-space: pre-wrap;}
span.smallcaps{font-variant: small-caps;}
div.columns{display: flex; gap: min(4vw, 1.5em);}
div.column{flex: auto; overflow-x: auto;}
div.hanging-indent{margin-left: 1.5em; text-indent: -1.5em;}

ul.task-list[class]{list-style: none;}
ul.task-list li input[type="checkbox"] {
font-size: inherit;
width: 0.8em;
margin: 0 0.8em 0.2em -1.6em;
vertical-align: middle;
}
.display.math{display: block; text-align: center; margin: 0.5rem auto;}
</style>
  <style type="text/css">@media screen and (min-aspect-ratio:1/1) {html {background-color: f8f8f8;background-image:linear-gradient(45deg, #eee 25%, transparent 25%, transparent 75%, #eee 75%), linear-gradient(45deg, #eee 25%, transparent 25%, transparent 75%, #eee 75%);background-size: 8px 8px;background-position: 0 0, 16px 8px;}body {border: solid #a0a0a0 1px ;border-radius: 20px ;padding: 26px ;margin: 16px ;color: #101010 ;background: linear-gradient(to right, #efefefff, #efefeffc);padding: 2em 11%;line-height: 2.1em;box-shadow: 0px 0px 1px rgba(160, 160, 160, 1), 0px 0px 1px rgba(160, 160, 160, 1);}}h1,h2,h3,h4,h5,h6 {font-size: 1.5em;color: #3F5770;border-bottom: 1px solid #dddddd;margin: 1.2em 0em;}a {list-style: none;border-right: 0.3em solid #5183C466;border-left: 0.3em solid #5183C466;padding: 0.2em 0.4em;margin-bottom: 0.2em;margin-top: 0.3em;background-color: white;text-decoration-color: blue;border-radius: 0.2em;}a:visited {color: blue;text-decoration-color: white;}a:active {color: red;}nav ul li {margin: 1.2em 0em;}p::before {}p {margin: 1.2em 0;letter-spacing: 0.15em;}.title {background-color: white;font-size: 2em;text-align: center;}b {background-color: white;list-style: none;border-right: 0.3em solid #5183C466;border-left: 0.3em solid #5183C466;padding: 0.2em 0.4em;margin-bottom: 0.2em;margin-top: 0.3em;border-radius: 0.2em;}details {border-bottom: 1px solid #dddddd;}details > summary {list-style: none;border-right: 0.3em solid #5183C466;border-left: 0.3em solid #5183C466;padding: 0.2em 0.4em;margin-bottom: 0.2em;margin-top: 0.3em;outline: none;border-radius: 0.2em;}pre {background: #f6f6f6;border-left: 0.5em solid #ccc;padding: 0.4em;border-radius: 0.2em;overflow-wrap:break-word;}pre:active {color: red;}code {font-family: "Verdana";}button {background: #ffffff;color: #20894d;}button:active {color: red;}</style>
  <!--[if lt IE 9]>
    <script src="//cdnjs.cloudflare.com/ajax/libs/html5shiv/3.7.3/html5shiv-printshiv.min.js"></script>
  <![endif]-->
</head>
<body>
<header id="title-block-header">
<h1 class="title">ygopro_编译</h1>
</header>
<nav id="TOC" role="doc-toc">
<ul>
<li><a href="#前言" id="toc-前言"><span class="toc-section-number">1</span> 前言</a></li>
<li><a href="#新建文件夹" id="toc-新建文件夹"><span class="toc-section-number">2</span> 新建文件夹</a></li>
<li><a href="#编译器" id="toc-编译器"><span class="toc-section-number">3</span> 编译器</a></li>
<li><a href="#lua" id="toc-lua"><span class="toc-section-number">4</span> lua</a></li>
<li><a href="#sqlite3" id="toc-sqlite3"><span class="toc-section-number">5</span> sqlite3</a></li>
<li><a href="#freetype" id="toc-freetype"><span class="toc-section-number">6</span> freetype</a></li>
<li><a href="#细节" id="toc-细节"><span class="toc-section-number">7</span> 细节</a></li>
<li><a href="#缺点" id="toc-缺点"><span class="toc-section-number">8</span> 缺点</a></li>
</ul>
</nav>
<h1 data-number="1" id="前言"><span class="header-section-number">1</span> 前言</h1>
<p>来,走起,我们来编译一个小且可用的 ygopro 。</p>
<p>功能不求全,<b>只要有</b>残局功能就够了。</p>
<h1 data-number="2" id="新建文件夹"><span class="header-section-number">2</span> 新建文件夹</h1>
<p>万事第一步,先新建个文件夹……</p>
<p>然后,不做了,等一年后再来看,进度 0%,哈哈,这才是正常轨迹。</p>
<p>上面虽然是玩笑话,但也估摸着是我的真实经历,只不过我这个拖延王<b>拖延了</b>大概六年。</p>
<p>好了,给这个文件夹改名吧。</p>
<p>我则取名叫:</p>
<pre><code>ygopro</code></pre>
<h1 data-number="3" id="编译器"><span class="header-section-number">3</span> 编译器</h1>
<p>编译时,一个<b>很麻烦</b>的东西就是编译器。</p>
<p>很长一段时间,我都不知道到哪里去下编译器,也不知道编译器的名字叫什么。</p>
<p>像这种基础性的东西难道不应该有某某一个人把它们汇总起来让人随便下吗?</p>
<p>后来我发现,诶,还真有,但那人的网站在百度上很难搜。</p>
<p>现在的搜索引擎,早不名副其实了。</p>
<p>我们要下载的编译器叫 msvc ,准确点,应该叫 MSVC 。</p>
<p>不过我懒得换大小写,后文直接叫 msvc 了。</p>
<p>msvc 是一家叫微软的公司出的,这公司现在很鸡贼,把 msvc
的下载页面给隐藏了,狂推 vs 的下载。</p>
<pre><code>https://visualstudio.microsoft.com/zh-hans/visual-cpp-build-tools</code></pre>
<p>下载下来之后,会有一个 exe ,直接进行执行。</p>
<p>然后就会有一大堆东西让你选,你挑着系统 sdk 与
c++编译工具安装就行了。</p>
<p>但这里会冒出来一个大问题:</p>
<p>下不动!</p>
<p>网络问题,我还真没法解决。</p>
<p>中国的网络封锁太强,自己看情况想办法绕过去吧。</p>
<p>就算我这写了一点解决网络问题的方法,以现在的封锁趋势,过一段时间也就不能用了。</p>
<p>不过,你还是有可能下得动的,因为彻底封死网络会伤某些人的心,所以现在是采用人群分化的方法来封锁网络,顺便还能挑起人群之间的内部矛盾。</p>
<p>安装好编译器之后,桌面上又没快捷方式,不知道该怎么打开。</p>
<p>这时应该打开 windows 的搜索功能,用快捷键就能打开了,我用的是 win8.1
系统,可以用 win+s 组合键打开。</p>
<p>然后输入:</p>
<pre><code>comm</code></pre>
<p>你查字典大概是查不到这单词的,因为这是我记不住那个完整名称而记下来的简写。</p>
<p>全名应该是「命令行」这三个字的英文版。</p>
<p>你输入这单词之后会出现一堆黑框框,选「不带 x64 」的黑框框打开。</p>
<p>你这样打开之后,看起来它仅仅只是打开个 cmd
控制台而已,其实它调用了一堆脚本来设置各组件的环境变量。</p>
<p>比较可惜的是,这些它设置的环境变量它不会告诉你,这就导致很多人其实做了无用功去重复做了这些脚本已经帮他们做好的事。</p>
<p>到这里,编译器就准备好了。</p>
<p>而且它也设置了 32 位的环境。</p>
<h1 data-number="4" id="lua"><span class="header-section-number">4</span> lua</h1>
<p>先下载 lua 的源码:</p>
<pre><code>https://www.lua.org/download.html</code></pre>
<p>直接下最新版本。</p>
<p>顺便一说, lua5.3 有 bug ,性能也不如 lua5.4 。</p>
<p>下完之后,解压,会出现一大堆文件,别怕。</p>
<p>先在 ygopro 下建一个文件夹:</p>
<pre><code>lib</code></pre>
<p>现在的目录结构是:</p>
<pre><code>ygopro
|——|—— lib</code></pre>
<p>再建一个文件夹:</p>
<pre><code>ygopro
|—— lib
|——|—— lua</code></pre>
<p>把 lua 源码的 src 文件夹复制过来:</p>
<pre><code>ygopro
|—— lib
|——|—— lua
|——|——|—— src</code></pre>
<p>注意哦,不是光把文件复制过来就可以了,你自己本身也需要对这些源码的特性有一个基本的了解。</p>
<p>比如 lua 的这个源码,就需要删除两个文件:</p>
<pre><code>lua.c
luac.c</code></pre>
<p>这是因为这两个文件里都有主函数。</p>
<p>这里要特别讲一下,什么叫主函数。</p>
<p>主函数就是应用程序的入口函数,相当于一座城堡的大门,想进城堡旅游,就得进门,不然进不去的。</p>
<p>有些人学程序学四个学期了仍然不知道什么是主函数,这其实都很正常,因为各人有各人的局限性。</p>
<p>好了,接下来就要开始编译了。</p>
<p>你也许会奇怪,这不是 lua 吗?</p>
<p>又不是 ygopro 。</p>
<p>怎么现在就要开始编译了?</p>
<p>编译其实分两步,一步是编译,一步是连接。</p>
<p>我们先编译,等到了最后再进行连接。</p>
<p>打开之前下载的 msvc ,把它的目录转到 ygopro ,然后输入:</p>
<pre><code>cl</code></pre>
<p>然后应该会报错。</p>
<p>加个参数:</p>
<pre><code>cl /c ./lib/lua/src/*.c</code></pre>
<p>那个梅花号是通配符,这样子会把那个目录下的所有后缀名为「 c
」的文件都给编译了。</p>
<p>也许你会奇怪,这就编译完了?</p>
<p>原来编译这么简单。</p>
<p>别人都封装好了,当然简单了。</p>
<p>其实就这么简单的事,窗户纸不捅破,就一直<b>做不了</b>。</p>
<p>接下来,我们开优化:</p>
<pre><code>cl /O2 /c ./lib/lua/src/*.c</code></pre>
<p>代码速度慢一点,没啥大关系,还有编译器优化可以帮我们。</p>
<p>接下来讲点底层。</p>
<p>电脑里其实啥也没有,只有 01 ,我再强调一下,「 0 」、「 1 」。</p>
<p>那这些 01 是怎么运行的?</p>
<p>01
根本就运行不了,必须有东西承载着它们,而承载它们的那个东西理所应当就是计算机的底层吧?</p>
<p>你可以把那个东西看成是一个开关,它明显有两种状态,一种是开,一种关。</p>
<p>于是我们可以「把开叫做 0 ,把关叫做 1 」,也可以「把开叫做 1
,把关叫做 0 」</p>
<p>但这样子,我们人与人之间就不好互相交流了,于是有些组织就给这些名字定了规范。</p>
<p>好了,你现在已经把 01 与实物联系起来了,懂了。</p>
<p>然后再把刚才的忘掉。</p>
<p>因为刚才这个模型虽然合理,但其实是用来描述继电器的。</p>
<p>计算机内部使用的是半导体——它会有一个高电平,一个低电平。</p>
<p>于是我们可以像把开关的开关状态与 01
联系起来一样,把半导体的电平高低状态与 01 联系起来。</p>
<p>这个所谓的电平具体是指啥,我已经忘了,不过总不外乎是「电压」、「电流」这些与电相关的量度。</p>
<p>你小时候家里经常停电吗?</p>
<p>如果有过停电或电烧电器的经历,那么应该会有「电不稳定」的印象。</p>
<p>电平受制于电的不稳定,所以它是不精确的。</p>
<p>电平是低于某个临界点,就属于低电平,高于某个临界点,就属于高电平。</p>
<p>这个临界点是人定的。</p>
<p>接下来,不讲底层了。</p>
<p>01 往上可以组建逻辑门,而汇编编程语言可以指导逻辑门的运行。</p>
<p>但问题在于各个商家给逻辑门定的汇编语言是不一样的,于是我们需要一个通用的汇编语言,而这就是
c 语言的别称——「便携式汇编语言」。</p>
<p>一门编程语言可以大致分为三部分:</p>
<p>语法、标准库、自定义库。</p>
<p>lua 会用到 c 语言的标准库,而我们从上面的过程可以看到系统肯定会有 c
语言标准库。</p>
<p>加个参数:</p>
<pre><code>cl /MD /O2 /c ./lib/lua/src/*.c</code></pre>
<p>这样子, lua 就会采用系统自带的 c 语言标准库了。</p>
<p>但仅仅是这样子还不行,因为 ygopro 不是一个纯 c 语言的项目。</p>
<p>这里的 lua 需要采用 cpp ,也就是 c++的方式进行编译:</p>
<pre><code>cl /TP /MD /O2 /c ./lib/lua/src/*.c</code></pre>
<p>然后由于 cpp
的特性,你会收到一堆报错,此时编译器会提醒你再加个参数:</p>
<pre><code>cl /EHsc /TP /MD /O2 /c ./lib/lua/src/*.c</code></pre>
<p>好,大功告成,这就算把 lua 编译完了。</p>
<p>不过,这时候,你的目录下会有一大堆的 obj 文件,不好看。</p>
<p>于是输入:</p>
<pre><code>lib /OUT:lua.lib *.obj</code></pre>
<p>这就把所有的 obj 文件合成了一个文件了。</p>
<p>所以可以把 obj 文件全部删了:</p>
<pre><code>del *.obj</code></pre>
<p>也就是说,我们由一堆文件中编译出了一个文件:</p>
<pre><code>lua.lib</code></pre>
<h1 data-number="5" id="sqlite3"><span class="header-section-number">5</span> sqlite3</h1>
<p>接下来,我们需要下载一个很厉害的软件,作者是理查德·希普。</p>
<p>这一回应该不会遇到网络问题了:</p>
<pre><code>https://www.sqlite.org/index.html</code></pre>
<p>虽然,这一回我们不会再遇到网络问题,但可能会遇到这个网站的质疑:</p>
<p>你到底是不是<b>人</b>?</p>
<p>这是因为有些中国人恶意进攻这个网站,于是理查德专门把防范机器人的机制加强了。</p>
<p>把解压后的目录复制过来:</p>
<pre><code>ygopro
|—— lib
|——|—— lua
|——|——|—— src
|——|—— sqlite3</code></pre>
<p>然后编译:</p>
<pre><code>cl /MD /O2 /c ./lib/sqlite3/*.c</code></pre>
<p>然后再连接与清理一下即可。</p>
<p>其实 sqlite3 非常强,但是 ygopro
并没有对它擅加利用,这一点也体现在,你看这次的编译非常简单吧。</p>
<p>编译简单是因为没有设置那些解放 sqlite3 力量的宏。</p>
<h1 data-number="6" id="freetype"><span class="header-section-number">6</span> freetype</h1>
<p>下载:</p>
<pre><code>http://www.freetype.org</code></pre>
<p>目录结构:</p>
<pre><code>ygopro
|—— lib
|——|—— lua
|——|——|—— src
|——|—— sqlite3
|——|—— freetype
|——|——|—— src
|——|——|—— include
|——|——|—— builds</code></pre>
<p>编译:</p>
<pre><code>cl /MD /O2 /c /D FT2_BUILD_LIBRARY -I ./lib/freetype/include</code></pre>
<p>可以发现,上面添加了头文件所在的文件夹。</p>
<p>但奇怪的是,怎么没看到 c 文件?</p>
<p>因为这一次要编译的文件太多了:</p>
<pre><code>str[&quot;freetype_文件表&quot;] = {

&quot;src/autofit/autofit.c&quot;
, &quot;src/base/ftbase.c&quot;
, &quot;src/base/ftbbox.c&quot;
, &quot;src/base/ftbdf.c&quot;
, &quot;src/base/ftbitmap.c&quot;
, &quot;src/base/ftcid.c&quot;
, &quot;src/base/ftfstype.c&quot;
, &quot;src/base/ftgasp.c&quot;
, &quot;src/base/ftglyph.c&quot;
, &quot;src/base/ftgxval.c&quot;
, &quot;src/base/ftinit.c&quot;
, &quot;src/base/ftmm.c&quot;
, &quot;src/base/ftotval.c&quot;
, &quot;src/base/ftpatent.c&quot;
, &quot;src/base/ftpfr.c&quot;
, &quot;src/base/ftstroke.c&quot;
, &quot;src/base/ftsynth.c&quot;
, &quot;src/base/fttype1.c&quot;
, &quot;src/base/ftwinfnt.c&quot;
, &quot;src/bdf/bdf.c&quot;
, &quot;src/cache/ftcache.c&quot;
, &quot;src/cff/cff.c&quot;
, &quot;src/cid/type1cid.c&quot;
, &quot;src/gzip/ftgzip.c&quot;
, &quot;src/lzw/ftlzw.c&quot;
, &quot;src/pcf/pcf.c&quot;
, &quot;src/pfr/pfr.c&quot;
, &quot;src/psaux/psaux.c&quot;
, &quot;src/pshinter/pshinter.c&quot;
, &quot;src/psnames/psmodule.c&quot;
, &quot;src/raster/raster.c&quot;
, &quot;src/sfnt/sfnt.c&quot;
, &quot;src/sdf/sdf.c&quot;
, &quot;src/smooth/smooth.c&quot;
, &quot;src/truetype/truetype.c&quot;
, &quot;src/type1/type1.c&quot;
, &quot;src/type42/type42.c&quot;
, &quot;src/winfonts/winfnt.c&quot;
, &quot;src/svg/ftsvg.c&quot;
, &quot;builds/windows/ftsystem.c&quot;
, &quot;builds/windows/ftdebug.c&quot;
}</code></pre>
<h1 data-number="7" id="细节"><span class="header-section-number">7</span> 细节</h1>
<p>大致的流程基本讲清了,接下来就是细节:</p>
<pre><code>local str = {}
local fun = {}

local coroutine = _G.coroutine
local debug = _G.debug
local io = _G.io
local math = _G.math
local os = _G.os
local package = _G.package
local string = _G.string
local table = _G.table

local lfs = _G.lfs

--底层--------------------

fun[&quot;lua_预处理&quot;] = function() --{
  
  str[&quot;lua_目录&quot;] = lfs.currentdir() .. &quot;/lib/lua/src&quot;
  
  os.remove(str[&quot;lua_目录&quot;] .. &quot;/lua.c&quot;)
  
  os.remove(str[&quot;lua_目录&quot;] .. &quot;/luac.c&quot;)
  
  os.remove(str[&quot;lua_目录&quot;] .. &quot;/Makefile&quot;)
  
  str[&quot;lua_编译参数&quot;] = &quot;cl &quot;
  .. &quot;/MD &quot;
  .. &quot;/O2 &quot;
  .. &quot;/c &quot;
  .. &quot;/TP &quot;
  .. &quot;/EHsc &quot;
  
  end --}
  
fun[&quot;lua_编译&quot;] = function() --{
  
  os.execute(str[&quot;lua_编译参数&quot;] .. &quot;./lib/lua/src/*.c&quot;)
  
  os.execute(&quot;lib /OUT:lua.lib *.obj&quot;)
  
  end --}
  
fun[&quot;lua_清理&quot;] = function() --{
  
  os.execute(&quot;del *.obj&quot;)
  
  end --}
  
fun[&quot;sqlite3_预处理&quot;] = function() --{
  
  str[&quot;sqlite3_编译参数&quot;] = &quot;cl &quot;
  .. &quot;/MD &quot;
  .. &quot;/O2 &quot;
  .. &quot;/c &quot;
  
  end --}
  
fun[&quot;sqlite3_编译&quot;] = function() --{
  
  os.execute(str[&quot;sqlite3_编译参数&quot;] .. &quot;./lib/sqlite3/*.c&quot;)
  
  os.execute(&quot;lib /OUT:sqlite3.lib *.obj&quot;)
  
  end --}
  
fun[&quot;sqlite3_清理&quot;] = function() --{
  
  os.execute(&quot;del *.obj&quot;)
  
  end --}
  
fun[&quot;freetype_预处理&quot;] = function() --{
  
  str[&quot;freetype_编译参数&quot;] = &quot;cl &quot;
  .. &quot;/MD &quot;
  .. &quot;/O2 &quot;
  .. &quot;/c &quot;
  .. &quot;/wd 4819 &quot;
  .. &quot;/D FT2_BUILD_LIBRARY &quot;
  .. &quot;-I &quot; .. lfs.currentdir() .. &quot;/lib/freetype/include &quot;
  
  str[&quot;freetype_文件表&quot;] = {
    
    &quot;src/autofit/autofit.c&quot;
    , &quot;src/base/ftbase.c&quot;
    , &quot;src/base/ftbbox.c&quot;
    , &quot;src/base/ftbdf.c&quot;
    , &quot;src/base/ftbitmap.c&quot;
    , &quot;src/base/ftcid.c&quot;
    , &quot;src/base/ftfstype.c&quot;
    , &quot;src/base/ftgasp.c&quot;
    , &quot;src/base/ftglyph.c&quot;
    , &quot;src/base/ftgxval.c&quot;
    , &quot;src/base/ftinit.c&quot;
    , &quot;src/base/ftmm.c&quot;
    , &quot;src/base/ftotval.c&quot;
    , &quot;src/base/ftpatent.c&quot;
    , &quot;src/base/ftpfr.c&quot;
    , &quot;src/base/ftstroke.c&quot;
    , &quot;src/base/ftsynth.c&quot;
    , &quot;src/base/fttype1.c&quot;
    , &quot;src/base/ftwinfnt.c&quot;
    , &quot;src/bdf/bdf.c&quot;
    , &quot;src/cache/ftcache.c&quot;
    , &quot;src/cff/cff.c&quot;
    , &quot;src/cid/type1cid.c&quot;
    , &quot;src/gzip/ftgzip.c&quot;
    , &quot;src/lzw/ftlzw.c&quot;
    , &quot;src/pcf/pcf.c&quot;
    , &quot;src/pfr/pfr.c&quot;
    , &quot;src/psaux/psaux.c&quot;
    , &quot;src/pshinter/pshinter.c&quot;
    , &quot;src/psnames/psmodule.c&quot;
    , &quot;src/raster/raster.c&quot;
    , &quot;src/sfnt/sfnt.c&quot;
    , &quot;src/sdf/sdf.c&quot;
    , &quot;src/smooth/smooth.c&quot;
    , &quot;src/truetype/truetype.c&quot;
    , &quot;src/type1/type1.c&quot;
    , &quot;src/type42/type42.c&quot;
    , &quot;src/winfonts/winfnt.c&quot;
    , &quot;src/svg/ftsvg.c&quot;
    , &quot;builds/windows/ftsystem.c&quot;
    , &quot;builds/windows/ftdebug.c&quot;
    }
    
  end --}
  
fun[&quot;freetype_编译&quot;] = function() --{
  
  for i = 1, #str[&quot;freetype_文件表&quot;] do --{
    
    os.execute(str[&quot;freetype_编译参数&quot;]
    .. &quot;./lib/freetype/&quot;
    .. str[&quot;freetype_文件表&quot;][i])
    
    end --}
    
  os.execute(&quot;lib /OUT:freetype.lib *.obj&quot;)
  
  end --}
  
fun[&quot;freetype_清理&quot;] = function() --{
  
  os.execute(&quot;del *.obj&quot;)
  
  end --}
  
fun[&quot;libevent_预处理&quot;] = function() --{
  
  str[&quot;libevent_编译参数&quot;] = &quot;cl &quot;
  .. &quot;/MD &quot;
  .. &quot;/O2 &quot;
  .. &quot;/c &quot;
  .. &quot;/D EVENT__HAVE_STDINT_H &quot;
  .. &quot;-I &quot; .. lfs.currentdir() .. &quot;/lib/event/include &quot;
  .. &quot;-I &quot; .. lfs.currentdir() .. &quot;/lib/event/compat &quot;
  
  str[&quot;libevent_文件移动参数&quot;] = &quot;robocopy &quot;
  .. lfs.currentdir() .. &quot;/lib/event/WIN32-Code/nmake &quot;
  .. lfs.currentdir() .. &quot;/lib/event/include &quot;
  .. &quot;/xx &quot;
  .. &quot;/E &quot;
  
  str[&quot;libevent_文件表&quot;] = {
    
    &quot;event.c&quot;
    , &quot;evthread.c&quot;
    , &quot;buffer.c&quot;
    , &quot;bufferevent.c&quot;
    , &quot;bufferevent_sock.c&quot;
    , &quot;bufferevent_filter.c&quot;
    , &quot;bufferevent_pair.c&quot;
    , &quot;listener.c&quot;
    , &quot;bufferevent_ratelim.c&quot;
    , &quot;evmap.c&quot;
    , &quot;log.c&quot;
    , &quot;evutil.c&quot;
    , &quot;evutil_rand.c&quot;
    , &quot;evutil_time.c&quot;
    , &quot;strlcpy.c&quot;
    , &quot;signal.c&quot;
    , &quot;event_tagging.c&quot;
    , &quot;http.c&quot;
    , &quot;evdns.c&quot;
    , &quot;evrpc.c&quot;
    , &quot;win32select.c&quot;
    , &quot;evthread_win32.c&quot;
    , &quot;buffer_iocp.c&quot;
    , &quot;event_iocp.c&quot;
    , &quot;bufferevent_async.c&quot;
    , &quot;WIN32-Code/getopt_long.c&quot;
    , &quot;WIN32-Code/getopt.c&quot;
    }
    
  end --}
  
fun[&quot;libevent_编译&quot;] = function() --{
  
  os.execute(str[&quot;libevent_文件移动参数&quot;])
  
  for i = 1, #str[&quot;libevent_文件表&quot;] do --{
    
    os.execute(str[&quot;libevent_编译参数&quot;]
    .. &quot;./lib/event/&quot;
    .. str[&quot;libevent_文件表&quot;][i])
    
    end --}
    
  os.execute(&quot;lib /OUT:event.lib *.obj&quot;)
  
  end --}
  
fun[&quot;libevent_清理&quot;] = function() --{
  
  os.execute(&quot;del *.obj&quot;)
  
  end --}
  
fun[&quot;irrlicht_预处理&quot;] = function() --{
  
  str[&quot;irrlicht_编译参数&quot;] = &quot;cl &quot;
  .. &quot;/MD &quot;
  .. &quot;/O2 &quot;
  .. &quot;/c &quot;
  .. &quot;/wd 4819 &quot;
  .. &quot;/EHsc &quot;
  .. &quot;/D UNICODE &quot;
  .. &quot;/D _IRR_STATIC_LIB_ &quot;
  .. &quot;/D _IRR_WCHAR_FILESYSTEM &quot;
  .. &quot;/D NO_IRR_COMPILE_WITH_DIRECT3D_9_ &quot;
  .. &quot;/D NO_IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_ &quot;
  .. &quot;-I &quot; .. lfs.currentdir() .. &quot;/lib/irrlicht/include &quot;
  .. &quot;-I &quot; .. lfs.currentdir() .. &quot;/lib/irrlicht/source/Irrlicht &quot;
  .. &quot;-I &quot; .. lfs.currentdir() .. &quot;/lib/irrlicht/source/Irrlicht/jpeglib &quot;
  .. &quot;-I &quot; .. lfs.currentdir() .. &quot;/lib/irrlicht/source/Irrlicht/libpng &quot;
  .. &quot;-I &quot; .. lfs.currentdir() .. &quot;/lib/irrlicht/source/Irrlicht/zlib &quot;
  
  str[&quot;irrlicht_文件表&quot;] = {
    
    &quot;source/Irrlicht/CCgMaterialRenderer.cpp&quot;
    , &quot;source/Irrlicht/CD3D9CgMaterialRenderer.cpp&quot;
    , &quot;source/Irrlicht/CDefaultSceneNodeAnimatorFactory.cpp&quot;
    , &quot;source/Irrlicht/CDefaultSceneNodeFactory.cpp&quot;
    , &quot;source/Irrlicht/CGeometryCreator.cpp&quot;
    , &quot;source/Irrlicht/CMeshCache.cpp&quot;
    , &quot;source/Irrlicht/CMeshManipulator.cpp&quot;
    , &quot;source/Irrlicht/COpenGLCgMaterialRenderer.cpp&quot;
    , &quot;source/Irrlicht/CSceneManager.cpp&quot;
    , &quot;source/Irrlicht/C3DSMeshFileLoader.cpp&quot;
    , &quot;source/Irrlicht/CSMFMeshFileLoader.cpp&quot;
    , &quot;source/Irrlicht/CAnimatedMeshHalfLife.cpp&quot;
    , &quot;source/Irrlicht/CAnimatedMeshMD2.cpp&quot;
    , &quot;source/Irrlicht/CAnimatedMeshMD3.cpp&quot;
    , &quot;source/Irrlicht/CB3DMeshFileLoader.cpp&quot;
    , &quot;source/Irrlicht/CBSPMeshFileLoader.cpp&quot;
    , &quot;source/Irrlicht/CColladaFileLoader.cpp&quot;
    , &quot;source/Irrlicht/CCSMLoader.cpp&quot;
    , &quot;source/Irrlicht/CDMFLoader.cpp&quot;
    , &quot;source/Irrlicht/CIrrMeshFileLoader.cpp&quot;
    , &quot;source/Irrlicht/CLMTSMeshFileLoader.cpp&quot;
    , &quot;source/Irrlicht/CLWOMeshFileLoader.cpp&quot;
    , &quot;source/Irrlicht/CMD2MeshFileLoader.cpp&quot;
    , &quot;source/Irrlicht/CMD3MeshFileLoader.cpp&quot;
    , &quot;source/Irrlicht/CMS3DMeshFileLoader.cpp&quot;
    , &quot;source/Irrlicht/CMY3DMeshFileLoader.cpp&quot;
    , &quot;source/Irrlicht/COBJMeshFileLoader.cpp&quot;
    , &quot;source/Irrlicht/COCTLoader.cpp&quot;
    , &quot;source/Irrlicht/COgreMeshFileLoader.cpp&quot;
    , &quot;source/Irrlicht/CPLYMeshFileLoader.cpp&quot;
    , &quot;source/Irrlicht/CQ3LevelMesh.cpp&quot;
    , &quot;source/Irrlicht/CSkinnedMesh.cpp&quot;
    , &quot;source/Irrlicht/CSTLMeshFileLoader.cpp&quot;
    , &quot;source/Irrlicht/CXMeshFileLoader.cpp&quot;
    , &quot;source/Irrlicht/CAnimatedMeshSceneNode.cpp&quot;
    , &quot;source/Irrlicht/CBillboardSceneNode.cpp&quot;
    , &quot;source/Irrlicht/CBoneSceneNode.cpp&quot;
    , &quot;source/Irrlicht/CCameraSceneNode.cpp&quot;
    , &quot;source/Irrlicht/CCubeSceneNode.cpp&quot;
    , &quot;source/Irrlicht/CDummyTransformationSceneNode.cpp&quot;
    , &quot;source/Irrlicht/CEmptySceneNode.cpp&quot;
    , &quot;source/Irrlicht/CLightSceneNode.cpp&quot;
    , &quot;source/Irrlicht/CMeshSceneNode.cpp&quot;
    , &quot;source/Irrlicht/COctreeSceneNode.cpp&quot;
    , &quot;source/Irrlicht/CQuake3ShaderSceneNode.cpp&quot;
    , &quot;source/Irrlicht/CShadowVolumeSceneNode.cpp&quot;
    , &quot;source/Irrlicht/CSkyBoxSceneNode.cpp&quot;
    , &quot;source/Irrlicht/CSkyDomeSceneNode.cpp&quot;
    , &quot;source/Irrlicht/CSphereSceneNode.cpp&quot;
    , &quot;source/Irrlicht/CTerrainSceneNode.cpp&quot;
    , &quot;source/Irrlicht/CTextSceneNode.cpp&quot;
    , &quot;source/Irrlicht/CVolumeLightSceneNode.cpp&quot;
    , &quot;source/Irrlicht/CWaterSurfaceSceneNode.cpp&quot;
    , &quot;source/Irrlicht/CParticleAnimatedMeshSceneNodeEmitter.cpp&quot;
    , &quot;source/Irrlicht/CParticleAttractionAffector.cpp&quot;
    , &quot;source/Irrlicht/CParticleBoxEmitter.cpp&quot;
    , &quot;source/Irrlicht/CParticleCylinderEmitter.cpp&quot;
    , &quot;source/Irrlicht/CParticleFadeOutAffector.cpp&quot;
    , &quot;source/Irrlicht/CParticleGravityAffector.cpp&quot;
    , &quot;source/Irrlicht/CParticleMeshEmitter.cpp&quot;
    , &quot;source/Irrlicht/CParticlePointEmitter.cpp&quot;
    , &quot;source/Irrlicht/CParticleRingEmitter.cpp&quot;
    , &quot;source/Irrlicht/CParticleRotationAffector.cpp&quot;
    , &quot;source/Irrlicht/CParticleScaleAffector.cpp&quot;
    , &quot;source/Irrlicht/CParticleSphereEmitter.cpp&quot;
    , &quot;source/Irrlicht/CParticleSystemSceneNode.cpp&quot;
    , &quot;source/Irrlicht/CMetaTriangleSelector.cpp&quot;
    , &quot;source/Irrlicht/COctreeTriangleSelector.cpp&quot;
    , &quot;source/Irrlicht/CSceneCollisionManager.cpp&quot;
    , &quot;source/Irrlicht/CTerrainTriangleSelector.cpp&quot;
    , &quot;source/Irrlicht/CTriangleBBSelector.cpp&quot;
    , &quot;source/Irrlicht/CTriangleSelector.cpp&quot;
    , &quot;source/Irrlicht/CSceneLoaderIrr.cpp&quot;
    , &quot;source/Irrlicht/CSceneNodeAnimatorCameraFPS.cpp&quot;
    , &quot;source/Irrlicht/CSceneNodeAnimatorCameraMaya.cpp&quot;
    , &quot;source/Irrlicht/CSceneNodeAnimatorCollisionResponse.cpp&quot;
    , &quot;source/Irrlicht/CSceneNodeAnimatorDelete.cpp&quot;
    , &quot;source/Irrlicht/CSceneNodeAnimatorFlyCircle.cpp&quot;
    , &quot;source/Irrlicht/CSceneNodeAnimatorFlyStraight.cpp&quot;
    , &quot;source/Irrlicht/CSceneNodeAnimatorFollowSpline.cpp&quot;
    , &quot;source/Irrlicht/CSceneNodeAnimatorRotation.cpp&quot;
    , &quot;source/Irrlicht/CSceneNodeAnimatorTexture.cpp&quot;
    , &quot;source/Irrlicht/CColladaMeshWriter.cpp&quot;
    , &quot;source/Irrlicht/CIrrMeshWriter.cpp&quot;
    , &quot;source/Irrlicht/COBJMeshWriter.cpp&quot;
    , &quot;source/Irrlicht/CPLYMeshWriter.cpp&quot;
    , &quot;source/Irrlicht/CSTLMeshWriter.cpp&quot;
    , &quot;source/Irrlicht/CVideoModeList.cpp&quot;
    , &quot;source/Irrlicht/CSoftwareDriver.cpp&quot;
    , &quot;source/Irrlicht/CSoftwareTexture.cpp&quot;
    , &quot;source/Irrlicht/CTRFlat.cpp&quot;
    , &quot;source/Irrlicht/CTRFlatWire.cpp&quot;
    , &quot;source/Irrlicht/CTRGouraud.cpp&quot;
    , &quot;source/Irrlicht/CTRGouraudWire.cpp&quot;
    , &quot;source/Irrlicht/CTRTextureFlat.cpp&quot;
    , &quot;source/Irrlicht/CTRTextureFlatWire.cpp&quot;
    , &quot;source/Irrlicht/CTRTextureGouraud.cpp&quot;
    , &quot;source/Irrlicht/CTRTextureGouraudAdd.cpp&quot;
    , &quot;source/Irrlicht/CTRTextureGouraudNoZ.cpp&quot;
    , &quot;source/Irrlicht/CTRTextureGouraudWire.cpp&quot;
    , &quot;source/Irrlicht/CZBuffer.cpp&quot;
    , &quot;source/Irrlicht/COpenGLDriver.cpp&quot;
    , &quot;source/Irrlicht/COpenGLExtensionHandler.cpp&quot;
    , &quot;source/Irrlicht/COpenGLNormalMapRenderer.cpp&quot;
    , &quot;source/Irrlicht/COpenGLParallaxMapRenderer.cpp&quot;
    , &quot;source/Irrlicht/COpenGLShaderMaterialRenderer.cpp&quot;
    , &quot;source/Irrlicht/COpenGLSLMaterialRenderer.cpp&quot;
    , &quot;source/Irrlicht/COpenGLTexture.cpp&quot;
    , &quot;source/Irrlicht/CD3D8Driver.cpp&quot;
    , &quot;source/Irrlicht/CD3D8NormalMapRenderer.cpp&quot;
    , &quot;source/Irrlicht/CD3D8ParallaxMapRenderer.cpp&quot;
    , &quot;source/Irrlicht/CD3D8ShaderMaterialRenderer.cpp&quot;
    , &quot;source/Irrlicht/CD3D8Texture.cpp&quot;
    , &quot;source/Irrlicht/CColorConverter.cpp&quot;
    , &quot;source/Irrlicht/CFPSCounter.cpp&quot;
    , &quot;source/Irrlicht/CImage.cpp&quot;
    , &quot;source/Irrlicht/CNullDriver.cpp&quot;
    , &quot;source/Irrlicht/CImageWriterBMP.cpp&quot;
    , &quot;source/Irrlicht/CImageWriterJPG.cpp&quot;
    , &quot;source/Irrlicht/CImageWriterPCX.cpp&quot;
    , &quot;source/Irrlicht/CImageWriterPNG.cpp&quot;
    , &quot;source/Irrlicht/CImageWriterPPM.cpp&quot;
    , &quot;source/Irrlicht/CImageWriterPSD.cpp&quot;
    , &quot;source/Irrlicht/CImageWriterTGA.cpp&quot;
    , &quot;source/Irrlicht/CImageLoaderBMP.cpp&quot;
    , &quot;source/Irrlicht/CImageLoaderDDS.cpp&quot;
    , &quot;source/Irrlicht/CImageLoaderJPG.cpp&quot;
    , &quot;source/Irrlicht/CImageLoaderPCX.cpp&quot;
    , &quot;source/Irrlicht/CImageLoaderPNG.cpp&quot;
    , &quot;source/Irrlicht/CImageLoaderPPM.cpp&quot;
    , &quot;source/Irrlicht/CImageLoaderPSD.cpp&quot;
    , &quot;source/Irrlicht/CImageLoaderRGB.cpp&quot;
    , &quot;source/Irrlicht/CImageLoaderTGA.cpp&quot;
    , &quot;source/Irrlicht/CImageLoaderWAL.cpp&quot;
    , &quot;source/Irrlicht/CD3D9Driver.cpp&quot;
    , &quot;source/Irrlicht/CD3D9HLSLMaterialRenderer.cpp&quot;
    , &quot;source/Irrlicht/CD3D9NormalMapRenderer.cpp&quot;
    , &quot;source/Irrlicht/CD3D9ParallaxMapRenderer.cpp&quot;
    , &quot;source/Irrlicht/CD3D9ShaderMaterialRenderer.cpp&quot;
    , &quot;source/Irrlicht/CD3D9Texture.cpp&quot;
    , &quot;source/Irrlicht/CBurningShader_Raster_Reference.cpp&quot;
    , &quot;source/Irrlicht/CDepthBuffer.cpp&quot;
    , &quot;source/Irrlicht/CSoftwareDriver2.cpp&quot;
    , &quot;source/Irrlicht/CSoftwareTexture2.cpp&quot;
    , &quot;source/Irrlicht/CTRGouraud2.cpp&quot;
    , &quot;source/Irrlicht/CTRGouraudAlpha2.cpp&quot;
    , &quot;source/Irrlicht/CTRGouraudAlphaNoZ2.cpp&quot;
    , &quot;source/Irrlicht/CTRNormalMap.cpp&quot;
    , &quot;source/Irrlicht/CTRStencilShadow.cpp&quot;
    , &quot;source/Irrlicht/CTRTextureBlend.cpp&quot;
    , &quot;source/Irrlicht/CTRTextureDetailMap2.cpp&quot;
    , &quot;source/Irrlicht/CTRTextureGouraud2.cpp&quot;
    , &quot;source/Irrlicht/CTRTextureGouraudAdd2.cpp&quot;
    , &quot;source/Irrlicht/CTRTextureGouraudAddNoZ2.cpp&quot;
    , &quot;source/Irrlicht/CTRTextureGouraudAlpha.cpp&quot;
    , &quot;source/Irrlicht/CTRTextureGouraudAlphaNoZ.cpp&quot;
    , &quot;source/Irrlicht/CTRTextureGouraudNoZ2.cpp&quot;
    , &quot;source/Irrlicht/CTRTextureGouraudVertexAlpha2.cpp&quot;
    , &quot;source/Irrlicht/CTRTextureLightMap2_Add.cpp&quot;
    , &quot;source/Irrlicht/CTRTextureLightMap2_M1.cpp&quot;
    , &quot;source/Irrlicht/CTRTextureLightMap2_M2.cpp&quot;
    , &quot;source/Irrlicht/CTRTextureLightMap2_M4.cpp&quot;
    , &quot;source/Irrlicht/CTRTextureLightMapGouraud2_M4.cpp&quot;
    , &quot;source/Irrlicht/CTRTextureWire2.cpp&quot;
    , &quot;source/Irrlicht/IBurningShader.cpp&quot;
    , &quot;source/Irrlicht/CLogger.cpp&quot;
    , &quot;source/Irrlicht/COSOperator.cpp&quot;
    , &quot;source/Irrlicht/Irrlicht.cpp&quot;
    , &quot;source/Irrlicht/os.cpp&quot;
    , &quot;source/Irrlicht/lzma/LzmaDec.c&quot;
    , &quot;source/Irrlicht/zlib/adler32.c&quot;
    , &quot;source/Irrlicht/zlib/compress.c&quot;
    , &quot;source/Irrlicht/zlib/crc32.c&quot;
    , &quot;source/Irrlicht/zlib/deflate.c&quot;
    , &quot;source/Irrlicht/zlib/inffast.c&quot;
    , &quot;source/Irrlicht/zlib/inflate.c&quot;
    , &quot;source/Irrlicht/zlib/inftrees.c&quot;
    , &quot;source/Irrlicht/zlib/trees.c&quot;
    , &quot;source/Irrlicht/zlib/uncompr.c&quot;
    , &quot;source/Irrlicht/zlib/zutil.c&quot;
    , &quot;source/Irrlicht/jpeglib/jaricom.c&quot;
    , &quot;source/Irrlicht/jpeglib/jcapimin.c&quot;
    , &quot;source/Irrlicht/jpeglib/jcapistd.c&quot;
    , &quot;source/Irrlicht/jpeglib/jcarith.c&quot;
    , &quot;source/Irrlicht/jpeglib/jccoefct.c&quot;
    , &quot;source/Irrlicht/jpeglib/jccolor.c&quot;
    , &quot;source/Irrlicht/jpeglib/jcdctmgr.c&quot;
    , &quot;source/Irrlicht/jpeglib/jchuff.c&quot;
    , &quot;source/Irrlicht/jpeglib/jcinit.c&quot;
    , &quot;source/Irrlicht/jpeglib/jcmainct.c&quot;
    , &quot;source/Irrlicht/jpeglib/jcmarker.c&quot;
    , &quot;source/Irrlicht/jpeglib/jcmaster.c&quot;
    , &quot;source/Irrlicht/jpeglib/jcomapi.c&quot;
    , &quot;source/Irrlicht/jpeglib/jcparam.c&quot;
    , &quot;source/Irrlicht/jpeglib/jcprepct.c&quot;
    , &quot;source/Irrlicht/jpeglib/jcsample.c&quot;
    , &quot;source/Irrlicht/jpeglib/jctrans.c&quot;
    , &quot;source/Irrlicht/jpeglib/jdapimin.c&quot;
    , &quot;source/Irrlicht/jpeglib/jdapistd.c&quot;
    , &quot;source/Irrlicht/jpeglib/jdarith.c&quot;
    , &quot;source/Irrlicht/jpeglib/jdatadst.c&quot;
    , &quot;source/Irrlicht/jpeglib/jdatasrc.c&quot;
    , &quot;source/Irrlicht/jpeglib/jdcoefct.c&quot;
    , &quot;source/Irrlicht/jpeglib/jdcolor.c&quot;
    , &quot;source/Irrlicht/jpeglib/jddctmgr.c&quot;
    , &quot;source/Irrlicht/jpeglib/jdhuff.c&quot;
    , &quot;source/Irrlicht/jpeglib/jdinput.c&quot;
    , &quot;source/Irrlicht/jpeglib/jdmainct.c&quot;
    , &quot;source/Irrlicht/jpeglib/jdmarker.c&quot;
    , &quot;source/Irrlicht/jpeglib/jdmaster.c&quot;
    , &quot;source/Irrlicht/jpeglib/jdmerge.c&quot;
    , &quot;source/Irrlicht/jpeglib/jdpostct.c&quot;
    , &quot;source/Irrlicht/jpeglib/jdsample.c&quot;
    , &quot;source/Irrlicht/jpeglib/jdtrans.c&quot;
    , &quot;source/Irrlicht/jpeglib/jerror.c&quot;
    , &quot;source/Irrlicht/jpeglib/jfdctflt.c&quot;
    , &quot;source/Irrlicht/jpeglib/jfdctfst.c&quot;
    , &quot;source/Irrlicht/jpeglib/jfdctint.c&quot;
    , &quot;source/Irrlicht/jpeglib/jidctflt.c&quot;
    , &quot;source/Irrlicht/jpeglib/jidctfst.c&quot;
    , &quot;source/Irrlicht/jpeglib/jidctint.c&quot;
    , &quot;source/Irrlicht/jpeglib/jmemmgr.c&quot;
    , &quot;source/Irrlicht/jpeglib/jmemnobs.c&quot;
    , &quot;source/Irrlicht/jpeglib/jquant1.c&quot;
    , &quot;source/Irrlicht/jpeglib/jquant2.c&quot;
    , &quot;source/Irrlicht/jpeglib/jutils.c&quot;
    , &quot;source/Irrlicht/libpng/png.c&quot;
    , &quot;source/Irrlicht/libpng/pngerror.c&quot;
    , &quot;source/Irrlicht/libpng/pngget.c&quot;
    , &quot;source/Irrlicht/libpng/pngmem.c&quot;
    , &quot;source/Irrlicht/libpng/pngpread.c&quot;
    , &quot;source/Irrlicht/libpng/pngread.c&quot;
    , &quot;source/Irrlicht/libpng/pngrio.c&quot;
    , &quot;source/Irrlicht/libpng/pngrtran.c&quot;
    , &quot;source/Irrlicht/libpng/pngrutil.c&quot;
    , &quot;source/Irrlicht/libpng/pngset.c&quot;
    , &quot;source/Irrlicht/libpng/pngtrans.c&quot;
    , &quot;source/Irrlicht/libpng/pngwio.c&quot;
    , &quot;source/Irrlicht/libpng/pngwrite.c&quot;
    , &quot;source/Irrlicht/libpng/pngwtran.c&quot;
    , &quot;source/Irrlicht/libpng/pngwutil.c&quot;
    , &quot;source/Irrlicht/aesGladman/aescrypt.cpp&quot;
    , &quot;source/Irrlicht/aesGladman/aeskey.cpp&quot;
    , &quot;source/Irrlicht/aesGladman/aestab.cpp&quot;
    , &quot;source/Irrlicht/aesGladman/fileenc.cpp&quot;
    , &quot;source/Irrlicht/aesGladman/hmac.cpp&quot;
    , &quot;source/Irrlicht/aesGladman/prng.cpp&quot;
    , &quot;source/Irrlicht/aesGladman/pwd2key.cpp&quot;
    , &quot;source/Irrlicht/aesGladman/sha1.cpp&quot;
    , &quot;source/Irrlicht/aesGladman/sha2.cpp&quot;
    , &quot;source/Irrlicht/bzip2/blocksort.c&quot;
    , &quot;source/Irrlicht/bzip2/bzcompress.c&quot;
    , &quot;source/Irrlicht/bzip2/bzlib.c&quot;
    , &quot;source/Irrlicht/bzip2/crctable.c&quot;
    , &quot;source/Irrlicht/bzip2/decompress.c&quot;
    , &quot;source/Irrlicht/bzip2/huffman.c&quot;
    , &quot;source/Irrlicht/bzip2/randtable.c&quot;
    , &quot;source/Irrlicht/CIrrDeviceConsole.cpp&quot;
    , &quot;source/Irrlicht/CIrrDeviceFB.cpp&quot;
    , &quot;source/Irrlicht/CIrrDeviceLinux.cpp&quot;
    , &quot;source/Irrlicht/CIrrDeviceSDL.cpp&quot;
    , &quot;source/Irrlicht/CIrrDeviceStub.cpp&quot;
    , &quot;source/Irrlicht/CIrrDeviceWin32.cpp&quot;
    , &quot;source/Irrlicht/CIrrDeviceWinCE.cpp&quot;
    , &quot;source/Irrlicht/CAttributes.cpp&quot;
    , &quot;source/Irrlicht/CFileList.cpp&quot;
    , &quot;source/Irrlicht/CFileSystem.cpp&quot;
    , &quot;source/Irrlicht/CLimitReadFile.cpp&quot;
    , &quot;source/Irrlicht/CMemoryFile.cpp&quot;
    , &quot;source/Irrlicht/CMountPointReader.cpp&quot;
    , &quot;source/Irrlicht/CNPKReader.cpp&quot;
    , &quot;source/Irrlicht/CPakReader.cpp&quot;
    , &quot;source/Irrlicht/CReadFile.cpp&quot;
    , &quot;source/Irrlicht/CTarReader.cpp&quot;
    , &quot;source/Irrlicht/CWADReader.cpp&quot;
    , &quot;source/Irrlicht/CWriteFile.cpp&quot;
    , &quot;source/Irrlicht/CXMLReader.cpp&quot;
    , &quot;source/Irrlicht/CXMLWriter.cpp&quot;
    , &quot;source/Irrlicht/CZipReader.cpp&quot;
    , &quot;source/Irrlicht/irrXML.cpp&quot;
    , &quot;source/Irrlicht/CDefaultGUIElementFactory.cpp&quot;
    , &quot;source/Irrlicht/CGUIButton.cpp&quot;
    , &quot;source/Irrlicht/CGUICheckBox.cpp&quot;
    , &quot;source/Irrlicht/CGUIColorSelectDialog.cpp&quot;
    , &quot;source/Irrlicht/CGUIComboBox.cpp&quot;
    , &quot;source/Irrlicht/CGUIContextMenu.cpp&quot;
    , &quot;source/Irrlicht/CGUIEditBox.cpp&quot;
    , &quot;source/Irrlicht/CGUIEnvironment.cpp&quot;
    , &quot;source/Irrlicht/CGUIFileOpenDialog.cpp&quot;
    , &quot;source/Irrlicht/CGUIFont.cpp&quot;
    , &quot;source/Irrlicht/CGUIImage.cpp&quot;
    , &quot;source/Irrlicht/CGUIImageList.cpp&quot;
    , &quot;source/Irrlicht/CGUIInOutFader.cpp&quot;
    , &quot;source/Irrlicht/CGUIListBox.cpp&quot;
    , &quot;source/Irrlicht/CGUIMenu.cpp&quot;
    , &quot;source/Irrlicht/CGUIMeshViewer.cpp&quot;
    , &quot;source/Irrlicht/CGUIMessageBox.cpp&quot;
    , &quot;source/Irrlicht/CGUIModalScreen.cpp&quot;
    , &quot;source/Irrlicht/CGUIScrollBar.cpp&quot;
    , &quot;source/Irrlicht/CGUISkin.cpp&quot;
    , &quot;source/Irrlicht/CGUISpinBox.cpp&quot;
    , &quot;source/Irrlicht/CGUISpriteBank.cpp&quot;
    , &quot;source/Irrlicht/CGUIStaticText.cpp&quot;
    , &quot;source/Irrlicht/CGUITabControl.cpp&quot;
    , &quot;source/Irrlicht/CGUITable.cpp&quot;
    , &quot;source/Irrlicht/CGUIToolBar.cpp&quot;
    , &quot;source/Irrlicht/CGUITreeView.cpp&quot;
    , &quot;source/Irrlicht/CGUIWindow.cpp&quot;
    }
    
  end --}
  
fun[&quot;irrlicht_编译&quot;] = function() --{
  
  for i = 1, #str[&quot;irrlicht_文件表&quot;] do --{
    
    os.execute(str[&quot;irrlicht_编译参数&quot;]
    .. &quot;./lib/irrlicht/&quot;
    .. str[&quot;irrlicht_文件表&quot;][i])
    
    end --}
    
  os.execute(&quot;lib /OUT:irrlicht.lib *.obj&quot;)
  
  end --}
  
fun[&quot;irrlicht_清理&quot;] = function() --{
  
  os.execute(&quot;del *.obj&quot;)
  
  end --}
  
fun[&quot;lzma_预处理&quot;] = function() --{
  
  str[&quot;lzma_编译参数&quot;] = &quot;cl &quot;
  .. &quot;/MD &quot;
  .. &quot;/O2 &quot;
  .. &quot;/c &quot;
    
  end --}
  
fun[&quot;lzma_编译&quot;] = function() --{
  
  os.execute(str[&quot;lzma_编译参数&quot;]
  .. &quot;./gframe/lzma/*.c&quot;)

  os.execute(&quot;lib /OUT:clzma.lib *.obj&quot;)
  
  end --}
  
fun[&quot;lzma_清理&quot;] = function() --{
  
  os.execute(&quot;del *.obj&quot;)
  
  end --}
  
fun[&quot;spmemvfs_预处理&quot;] = function() --{
  
  str[&quot;spmemvfs_编译参数&quot;] = &quot;cl &quot;
  .. &quot;/MD &quot;
  .. &quot;/O2 &quot;
  .. &quot;/c &quot;
  .. &quot;-I &quot; .. lfs.currentdir() .. &quot;/lib/sqlite3 &quot;
    
  end --}
  
fun[&quot;spmemvfs_编译&quot;] = function() --{
  
  os.execute(str[&quot;spmemvfs_编译参数&quot;]
  .. &quot;./gframe/spmemvfs/*.c&quot;)

  os.execute(&quot;lib /OUT:cspmemvfs.lib *.obj&quot;)
  
  end --}
  
fun[&quot;spmemvfs_清理&quot;] = function() --{
  
  os.execute(&quot;del *.obj&quot;)
  
  end --}
  
fun[&quot;ocgcore_预处理&quot;] = function() --{
  
  str[&quot;ocgcore_编译参数&quot;] = &quot;cl &quot;
  .. &quot;/MD &quot;
  .. &quot;/O2 &quot;
  .. &quot;/c &quot;
  .. &quot;/EHsc &quot;
  .. &quot;-I &quot; .. lfs.currentdir() .. &quot;/lib/lua/src &quot;
    
  end --}
  
fun[&quot;ocgcore_编译&quot;] = function() --{
  
  os.execute(str[&quot;ocgcore_编译参数&quot;]
  .. &quot;./ocgcore/*.cpp&quot;)

  os.execute(&quot;lib /OUT:ocgcore.lib *.obj&quot;)
  
  end --}
  
fun[&quot;ocgcore_清理&quot;] = function() --{
  
  os.execute(&quot;del *.obj&quot;)
  
  end --}
  
fun[&quot;ygopro_预处理&quot;] = function() --{
  
  str[&quot;ygopro_编译参数&quot;] = &quot;cl &quot;
  .. &quot;/MD &quot;
  .. &quot;/O2 &quot;
  .. &quot;/c &quot;
  .. &quot;/wd 4819 &quot;
  .. &quot;/EHsc &quot;
  .. &quot;/D _IRR_WCHAR_FILESYSTEM &quot;
  .. &quot;-I &quot; .. lfs.currentdir() .. &quot;/ocgcore &quot;
  .. &quot;-I &quot; .. lfs.currentdir() .. &quot;/lib/irrlicht/include &quot;
  .. &quot;-I &quot; .. lfs.currentdir() .. &quot;/lib/event/include &quot;
  .. &quot;-I &quot; .. lfs.currentdir() .. &quot;/lib/freetype/include &quot;
  .. &quot;-I &quot; .. lfs.currentdir() .. &quot;/lib/sqlite3 &quot;
    
  end --}
  
fun[&quot;ygopro_编译&quot;] = function() --{
  
  os.execute(str[&quot;ygopro_编译参数&quot;]
  .. &quot;./gframe/*.cpp&quot;)
  
  os.rename(&quot;gframe.obj&quot;, &quot;gframe.o&quot;)

  os.execute(&quot;lib /OUT:ygopro.lib *.obj&quot;)
  
  end --}
  
fun[&quot;ygopro_连接&quot;] = function() --{
  
  os.execute(&quot;link &quot;
  .. &quot;/OUT:ygopro.exe &quot;
  .. &quot;gframe.o &quot;
  .. &quot;ygopro.lib &quot;
  .. &quot;clzma.lib &quot;
  .. &quot;cspmemvfs.lib &quot;
  .. &quot;event.lib &quot;
  .. &quot;freetype.lib &quot;
  .. &quot;irrlicht.lib &quot;
  .. &quot;lua.lib &quot;
  .. &quot;ocgcore.lib &quot;
  .. &quot;sqlite3.lib &quot;
  .. &quot;gdi32.lib &quot;
  .. &quot;user32.lib &quot;
  .. &quot;kernel32.lib &quot;
  .. &quot;imm32.lib &quot;
  .. &quot;winmm.lib &quot;
  .. &quot;ws2_32.lib &quot;
  .. &quot;opengl32.lib &quot;
  .. &quot;shell32.lib &quot;
  .. &quot;iphlpapi.lib &quot;
  .. &quot;advapi32.lib &quot;
  )
  
  end --}
  
fun[&quot;ygopro_清理&quot;] = function() --{
  
  os.execute(&quot;del *.obj&quot;)
  
  os.execute(&quot;del *.o&quot;)
  
  end --}
  
--高层--------------------

fun[&quot;lua&quot;] = function() --{
  
  fun[&quot;lua_预处理&quot;]()
  
  fun[&quot;lua_编译&quot;]()
  
  fun[&quot;lua_清理&quot;]()
  
  end --}
  
fun[&quot;sqlite3&quot;] = function() --{
  
  fun[&quot;sqlite3_预处理&quot;]()
  
  fun[&quot;sqlite3_编译&quot;]()
  
  fun[&quot;sqlite3_清理&quot;]()
  
  end --}
  
fun[&quot;freetype&quot;] = function() --{
  
  fun[&quot;freetype_预处理&quot;]()
  
  fun[&quot;freetype_编译&quot;]()
  
  fun[&quot;freetype_清理&quot;]()
  
  end --}
  
fun[&quot;libevent&quot;] = function() --{
  
  fun[&quot;libevent_预处理&quot;]()
  
  fun[&quot;libevent_编译&quot;]()
  
  fun[&quot;libevent_清理&quot;]()
  
  end --}
  
fun[&quot;irrlicht&quot;] = function() --{
  
  fun[&quot;irrlicht_预处理&quot;]()
  
  fun[&quot;irrlicht_编译&quot;]()
  
  fun[&quot;irrlicht_清理&quot;]()
  
  end --}
  
fun[&quot;lzma&quot;] = function() --{
  
  fun[&quot;lzma_预处理&quot;]()
  
  fun[&quot;lzma_编译&quot;]()
  
  fun[&quot;lzma_清理&quot;]()
  
  end --}
  
fun[&quot;spmemvfs&quot;] = function() --{
  
  fun[&quot;spmemvfs_预处理&quot;]()
  
  fun[&quot;spmemvfs_编译&quot;]()
  
  fun[&quot;spmemvfs_清理&quot;]()
  
  end --}
  
fun[&quot;ocgcore&quot;] = function() --{
  
  fun[&quot;ocgcore_预处理&quot;]()
  
  fun[&quot;ocgcore_编译&quot;]()
  
  fun[&quot;ocgcore_清理&quot;]()
  
  end --}
  
fun[&quot;ygopro&quot;] = function() --{
  
  fun[&quot;ygopro_预处理&quot;]()
  
  fun[&quot;ygopro_编译&quot;]()
  
  fun[&quot;ygopro_连接&quot;]()
  
  fun[&quot;ygopro_清理&quot;]()
  
  end --}
  
-------------------------

fun[&quot;lua&quot;]()

fun[&quot;sqlite3&quot;]()

fun[&quot;freetype&quot;]()

fun[&quot;libevent&quot;]()

fun[&quot;irrlicht&quot;]()

fun[&quot;lzma&quot;]()

fun[&quot;spmemvfs&quot;]()

fun[&quot;ocgcore&quot;]()

fun[&quot;ygopro&quot;]()</code></pre>
<h1 data-number="8" id="缺点"><span class="header-section-number">8</span> 缺点</h1>
<p>这样子编译的 ygopro 还缺一些媒体资源,从你的 ygopro
中直接复制过来就行。</p>
<p>不支持声音,小问题。</p>
<p>不支持打人机卡组,小问题。</p>
<p>没有图标,小问题。</p>
<p>不支持中文输入法,大问题,不过我的输入法不受影响,哈哈。</p>
<script>

document.onclick = function(event) {

  var target = event.target

  if (target.tagName == "PRE"
  || target.tagName == "CODE") {
    if (window.getSelection().toString() !== "") {
      return
      }
    var range = document.createRange();
    range.selectNodeContents(target);
    window.getSelection().removeAllRanges();
    window.getSelection().addRange(range);
    var successful = document.execCommand("copy");
    target.removeAttribute("contenteditable");
    window.getSelection().removeAllRanges();
    }

  }

</script>
</body>
</html>