# Directorios DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST))) DIR_SOURCES := $(addsuffix /, $(DIR_ROOT)source) DIR_BIN := $(addsuffix /, $(DIR_ROOT)) DIR_BUILD := $(addsuffix /, $(DIR_ROOT)build) DIR_TOOLS := $(addsuffix /, $(DIR_ROOT)tools) # Variables TARGET_NAME := vibe3_physics TARGET_FILE := $(DIR_BIN)$(TARGET_NAME) APP_NAME := ViBe3 Physics RELEASE_FOLDER := vibe3_release RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME) RESOURCE_FILE := release/vibe3.res # Variables para herramienta de empaquetado ifeq ($(OS),Windows_NT) PACK_TOOL := $(DIR_TOOLS)pack_resources.exe PACK_CXX := $(CXX) else PACK_TOOL := $(DIR_TOOLS)pack_resources PACK_CXX := $(CXX) endif PACK_SOURCES := $(DIR_TOOLS)pack_resources.cpp $(DIR_SOURCES)resource_pack.cpp PACK_INCLUDES := -I$(DIR_ROOT) # Versión automática basada en la fecha actual (específica por SO) ifeq ($(OS),Windows_NT) VERSION := $(shell powershell -Command "Get-Date -Format 'yyyy-MM-dd'") else VERSION := $(shell date +%Y-%m-%d) endif # Variables específicas para Windows (usando APP_NAME) ifeq ($(OS),Windows_NT) WIN_TARGET_FILE := $(DIR_BIN)$(APP_NAME) WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME) else WIN_TARGET_FILE := $(TARGET_FILE) WIN_RELEASE_FILE := $(RELEASE_FILE) endif # Nombres para los ficheros de lanzamiento WINDOWS_RELEASE := $(TARGET_NAME)-$(VERSION)-win32-x64.zip MACOS_INTEL_RELEASE := $(TARGET_FILE)-$(VERSION)-macos-intel.dmg MACOS_APPLE_SILICON_RELEASE := $(TARGET_FILE)-$(VERSION)-macos-apple-silicon.dmg LINUX_RELEASE := $(TARGET_FILE)-$(VERSION)-linux.tar.gz RASPI_RELEASE := $(TARGET_FILE)-$(VERSION)-raspberry.tar.gz # Lista completa de archivos fuente (detección automática con wildcards, como CMakeLists.txt) APP_SOURCES := $(wildcard source/*.cpp) \ $(wildcard source/external/*.cpp) \ $(wildcard source/shapes/*.cpp) \ $(wildcard source/themes/*.cpp) \ $(wildcard source/state/*.cpp) \ $(wildcard source/input/*.cpp) \ $(wildcard source/scene/*.cpp) \ $(wildcard source/shapes_mgr/*.cpp) \ $(wildcard source/boids_mgr/*.cpp) \ $(wildcard source/text/*.cpp) \ $(wildcard source/ui/*.cpp) # Excluir archivos antiguos si existen APP_SOURCES := $(filter-out source/main_old.cpp, $(APP_SOURCES)) # Includes INCLUDES := -Isource -Isource/external # Variables según el sistema operativo ifeq ($(OS),Windows_NT) FixPath = $(subst /,\\,$1) CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -static-libgcc -Wl,-Bstatic -lpthread -Wl,-Bdynamic -Wl,-subsystem,windows -DWINDOWS_BUILD CXXFLAGS_DEBUG := -std=c++20 -Wall -g -D_DEBUG -DWINDOWS_BUILD LDFLAGS := -lmingw32 -lws2_32 -lSDL3 -lopengl32 RM := del /Q MKDIR := mkdir else FixPath = $1 CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections CXXFLAGS_DEBUG := -std=c++20 -Wall -g -D_DEBUG LDFLAGS := -lSDL3 -lSDL3_ttf RMFILE := rm -f RMDIR := rm -rdf MKDIR := mkdir -p UNAME_S := $(shell uname -s) ifeq ($(UNAME_S),Linux) CXXFLAGS += -DLINUX_BUILD LDFLAGS += -lGL endif ifeq ($(UNAME_S),Darwin) CXXFLAGS += -Wno-deprecated -DMACOS_BUILD CXXFLAGS_DEBUG += -Wno-deprecated -DMACOS_BUILD LDFLAGS += -framework OpenGL # Configurar arquitectura (por defecto arm64, como en CMake) CXXFLAGS += -arch arm64 CXXFLAGS_DEBUG += -arch arm64 endif endif # Reglas para herramienta de empaquetado y resources.pack $(PACK_TOOL): $(PACK_SOURCES) @echo "Compilando herramienta de empaquetado..." $(PACK_CXX) -std=c++17 -Wall -Os $(PACK_INCLUDES) $(PACK_SOURCES) -o $(PACK_TOOL) @echo "✓ Herramienta de empaquetado lista: $(PACK_TOOL)" pack_tool: $(PACK_TOOL) # Detectar todos los archivos en data/ como dependencias (regenera si cualquiera cambia) DATA_FILES := $(shell find data -type f 2>/dev/null) resources.pack: $(PACK_TOOL) $(DATA_FILES) @echo "Generando resources.pack desde directorio data/..." $(PACK_TOOL) data resources.pack @echo "✓ resources.pack generado exitosamente" # Reglas para compilación windows: @echo off @echo Compilando para Windows con nombre: "$(APP_NAME).exe" windres release/vibe3.rc -O coff -o $(RESOURCE_FILE) $(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_TARGET_FILE).exe" strip -s -R .comment -R .gnu.version "$(WIN_TARGET_FILE).exe" --strip-unneeded windows_rec: @echo off @echo Compilando version de grabacion para Windows: "$(APP_NAME)_rec.exe" $(CXX) $(APP_SOURCES) $(INCLUDES) -DRECORDING $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_TARGET_FILE)_rec.exe" windows_debug: @echo off @echo Compilando version debug para Windows: "$(APP_NAME)_debug.exe" $(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(WIN_TARGET_FILE)_debug.exe" windows_release: resources.pack @echo "Creando release para Windows - Version: $(VERSION)" # Crea carpeta temporal 'RELEASE_FOLDER' @if exist "$(RELEASE_FOLDER)" rmdir /S /Q "$(RELEASE_FOLDER)" @mkdir "$(RELEASE_FOLDER)" # Copia el archivo 'resources.pack' @copy /Y "resources.pack" "$(RELEASE_FOLDER)\" >nul # Copia los ficheros que estan en la raíz del proyecto @copy /Y "LICENSE" "$(RELEASE_FOLDER)\" >nul 2>&1 || echo LICENSE not found (optional) @copy /Y "README.md" "$(RELEASE_FOLDER)\" >nul @copy /Y release\*.dll "$(RELEASE_FOLDER)\" >nul 2>&1 || echo DLLs copied successfully # Compila @windres release/vibe3.rc -O coff -o $(RESOURCE_FILE) @$(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_RELEASE_FILE).exe" @strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded # Crea el fichero .zip @if exist "$(WINDOWS_RELEASE)" del /Q "$(WINDOWS_RELEASE)" @powershell.exe -Command "Compress-Archive -Path '$(RELEASE_FOLDER)/*' -DestinationPath '$(WINDOWS_RELEASE)' -Force" @echo "Release creado: $(WINDOWS_RELEASE)" # Elimina la carpeta temporal 'RELEASE_FOLDER' @rmdir /S /Q "$(RELEASE_FOLDER)" macos: @echo "Compilando para macOS: $(TARGET_NAME)" $(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)" macos_debug: @echo "Compilando version debug para macOS: $(TARGET_NAME)_debug" $(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug" macos_release: resources.pack @echo "Creando release para macOS - Version: $(VERSION)" # Elimina datos de compilaciones anteriores $(RMDIR) "$(RELEASE_FOLDER)" $(RMDIR) Frameworks $(RMFILE) tmp.dmg $(RMFILE) "$(MACOS_INTEL_RELEASE)" $(RMFILE) "$(MACOS_APPLE_SILICON_RELEASE)" # Crea la carpeta temporal para hacer el trabajo y las carpetas obligatorias para crear una app de macos $(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks" $(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS" $(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources" $(MKDIR) Frameworks # Copia carpetas y ficheros cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources" cp -R release/frameworks/SDL3.xcframework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks" cp -R release/frameworks/SDL3_ttf.xcframework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks" cp -R release/frameworks/SDL3.xcframework Frameworks cp -R release/frameworks/SDL3_ttf.xcframework Frameworks cp release/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources" cp release/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents" cp LICENSE "$(RELEASE_FOLDER)" cp README.md "$(RELEASE_FOLDER)" # Crea enlaces ln -s /Applications "$(RELEASE_FOLDER)"/Applications # Compila la versión para procesadores Intel ifdef ENABLE_MACOS_X86_64 $(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos12 # Firma la aplicación codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app" # Empaqueta el .dmg de la versión Intel hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)" hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_INTEL_RELEASE)" $(RMFILE) tmp.dmg @echo "Release Intel creado: $(MACOS_INTEL_RELEASE)" endif # Compila la versión para procesadores Apple Silicon $(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DSDL_DISABLE_IMMINTRIN_H $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos12 # Firma la aplicación codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app" # Empaqueta el .dmg de la versión Apple Silicon hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)" hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_APPLE_SILICON_RELEASE)" $(RMFILE) tmp.dmg @echo "Release Apple Silicon creado: $(MACOS_APPLE_SILICON_RELEASE)" # Elimina las carpetas temporales $(RMDIR) Frameworks $(RMDIR) "$(RELEASE_FOLDER)" linux: @echo "Compilando para Linux: $(TARGET_NAME)" $(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)" strip -s -R .comment -R .gnu.version "$(TARGET_FILE)" --strip-unneeded linux_debug: @echo "Compilando version debug para Linux: $(TARGET_NAME)_debug" $(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug" linux_release: resources.pack @echo "Creando release para Linux - Version: $(VERSION)" # Elimina carpetas previas $(RMDIR) "$(RELEASE_FOLDER)" # Crea la carpeta temporal para realizar el lanzamiento $(MKDIR) "$(RELEASE_FOLDER)" # Copia ficheros cp resources.pack "$(RELEASE_FOLDER)" cp LICENSE "$(RELEASE_FOLDER)" cp README.md "$(RELEASE_FOLDER)" # Compila $(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)" strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded # Empaqueta ficheros $(RMFILE) "$(LINUX_RELEASE)" tar -czvf "$(LINUX_RELEASE)" -C "$(RELEASE_FOLDER)" . @echo "Release creado: $(LINUX_RELEASE)" # Elimina la carpeta temporal $(RMDIR) "$(RELEASE_FOLDER)" linux_release_desktop: resources.pack @echo "Creando release con integracion desktop para Linux - Version: $(VERSION)" # Elimina carpetas previas $(RMDIR) "$(RELEASE_FOLDER)" # Crea la estructura de directorios estándar para Linux $(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)" $(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin" $(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications" $(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps" $(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)" # Copia ficheros del juego cp resources.pack "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)/" cp LICENSE "$(RELEASE_FOLDER)/$(TARGET_NAME)/" cp README.md "$(RELEASE_FOLDER)/$(TARGET_NAME)/" # Compila el ejecutable $(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)" strip -s -R .comment -R .gnu.version "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)" --strip-unneeded # Crea el archivo .desktop @echo '[Desktop Entry]' > "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop" @echo 'Version=1.0' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop" @echo 'Type=Application' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop" @echo 'Name=$(APP_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop" @echo 'Comment=Arcade action game - defend Earth from alien invasion!' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop" @echo 'Exec=/opt/$(TARGET_NAME)/bin/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop" @echo 'Icon=$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop" @echo 'Path=/opt/$(TARGET_NAME)/share/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop" @echo 'Terminal=false' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop" @echo 'StartupNotify=true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop" @echo 'Categories=Game;ArcadeGame;' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop" @echo 'Keywords=arcade;action;shooter;retro;' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop" # Copia el icono (si existe) y lo redimensiona si es necesario @if [ -f "release/icon.png" ]; then \ if command -v magick >/dev/null 2>&1; then \ magick "release/icon.png" -resize 256x256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \ echo "Icono redimensionado de release/icon.png (usando ImageMagick)"; \ elif command -v convert >/dev/null 2>&1; then \ convert "release/icon.png" -resize 256x256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \ echo "Icono redimensionado de release/icon.png (usando ImageMagick legacy)"; \ elif command -v ffmpeg >/dev/null 2>&1; then \ ffmpeg -i "release/icon.png" -vf scale=256:256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png" -y -loglevel quiet; \ echo "Icono redimensionado de release/icon.png (usando ffmpeg)"; \ else \ cp "release/icon.png" "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \ echo "Icono copiado sin redimensionar (instalar ImageMagick o ffmpeg para redimensionado automatico)"; \ fi; \ elif [ -f "release/coffee.png" ]; then \ cp "release/coffee.png" "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \ echo "Icono copiado desde release/coffee.png"; \ else \ echo "Advertencia: No se encontró release/icon.png ni release/coffee.png - crear icono manualmente"; \ fi # Crea script de instalación @echo '#!/bin/bash' > "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh" @echo 'echo "Instalando $(APP_NAME)..."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh" @echo 'sudo mkdir -p /opt/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh" @echo 'sudo cp -R bin /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh" @echo 'sudo cp -R share /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh" @echo 'sudo cp LICENSE /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh" @echo 'sudo cp README.md /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh" @echo 'sudo mkdir -p /usr/share/applications' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh" @echo 'sudo mkdir -p /usr/share/icons/hicolor/256x256/apps' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh" @echo 'sudo cp /opt/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop /usr/share/applications/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh" @echo 'sudo cp /opt/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png /usr/share/icons/hicolor/256x256/apps/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh" @echo 'sudo update-desktop-database /usr/share/applications 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh" @echo 'sudo gtk-update-icon-cache /usr/share/icons/hicolor 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh" @echo 'echo "$(APP_NAME) instalado correctamente!"' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh" @echo 'echo "Ya puedes encontrarlo en el menu de aplicaciones en la categoria Juegos."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh" chmod +x "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh" # Crea script de desinstalación @echo '#!/bin/bash' > "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh" @echo 'echo "Desinstalando $(APP_NAME)..."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh" @echo 'sudo rm -rf /opt/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh" @echo 'sudo rm -f /usr/share/applications/$(TARGET_NAME).desktop' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh" @echo 'sudo rm -f /usr/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh" @echo 'sudo update-desktop-database /usr/share/applications 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh" @echo 'sudo gtk-update-icon-cache /usr/share/icons/hicolor 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh" @echo 'echo "$(APP_NAME) desinstalado correctamente."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh" chmod +x "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh" # Empaqueta ficheros $(RMFILE) "$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz" tar -czvf "$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz" -C "$(RELEASE_FOLDER)" . @echo "Release con integracion desktop creado: $(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz" @echo "Para instalar: extraer y ejecutar ./$(TARGET_NAME)/install.sh" # Elimina la carpeta temporal $(RMDIR) "$(RELEASE_FOLDER)" raspi: @echo "Compilando para Raspberry Pi: $(TARGET_NAME)" $(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(TARGET_FILE) strip -s -R .comment -R .gnu.version $(TARGET_FILE) --strip-unneeded raspi_debug: @echo "Compilando version debug para Raspberry Pi: $(TARGET_NAME)_debug" $(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE -DDEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug" raspi_release: resources.pack @echo "Creando release para Raspberry Pi - Version: $(VERSION)" # Elimina carpetas previas $(RMDIR) "$(RELEASE_FOLDER)" # Crea la carpeta temporal para realizar el lanzamiento $(MKDIR) "$(RELEASE_FOLDER)" # Copia ficheros cp resources.pack "$(RELEASE_FOLDER)" cp LICENSE "$(RELEASE_FOLDER)" cp README.md "$(RELEASE_FOLDER)" # Compila $(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)" strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded # Empaqueta ficheros $(RMFILE) "$(RASPI_RELEASE)" tar -czvf "$(RASPI_RELEASE)" -C "$(RELEASE_FOLDER)" . @echo "Release creado: $(RASPI_RELEASE)" # Elimina la carpeta temporal $(RMDIR) "$(RELEASE_FOLDER)" anbernic: resources.pack @echo "Compilando para Anbernic: $(TARGET_NAME)" # Elimina carpetas previas $(RMDIR) "$(RELEASE_FOLDER)"_anbernic # Crea la carpeta temporal para realizar el lanzamiento $(MKDIR) "$(RELEASE_FOLDER)"_anbernic # Copia ficheros cp resources.pack "$(RELEASE_FOLDER)"_anbernic # Compila $(CXX) $(APP_SOURCES) $(INCLUDES) -DANBERNIC -DNO_SHADERS -DARCADE -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(RELEASE_FOLDER)_anbernic/$(TARGET_NAME) # Opción para deshabilitar audio (equivalente a la opción DISABLE_AUDIO de CMake) no_audio: @echo "Compilando sin audio: $(TARGET_NAME)_no_audio" $(CXX) $(filter-out source/external/jail_audio.cpp,$(APP_SOURCES)) $(INCLUDES) -DNO_AUDIO $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)_no_audio" # Regla para mostrar la versión actual show_version: @echo "Version actual: $(VERSION)" # Regla de ayuda help: @echo "Makefile para ViBe3 Physics" @echo "Comandos disponibles:" @echo " windows - Compilar para Windows" @echo " windows_debug - Compilar debug para Windows" @echo " windows_release - Crear release completo para Windows (.zip)" @echo " linux - Compilar para Linux" @echo " linux_debug - Compilar debug para Linux" @echo " linux_release - Crear release basico para Linux (.tar.gz)" @echo " linux_release_desktop - Crear release con integracion desktop para Linux" @echo " macos - Compilar para macOS" @echo " macos_debug - Compilar debug para macOS" @echo " macos_release - Crear release completo para macOS (.dmg)" @echo " pack_tool - Compilar herramienta de empaquetado" @echo " resources.pack - Generar pack de recursos desde data/" @echo " show_version - Mostrar version actual ($(VERSION))" @echo " help - Mostrar esta ayuda" .PHONY: windows windows_rec windows_debug windows_release macos macos_debug macos_release linux linux_debug linux_release linux_release_desktop raspi raspi_debug raspi_release anbernic no_audio show_version help pack_tool