feat(release): nou target make release — empaquetat per Linux/Windows/macOS
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@@ -44,7 +44,47 @@ endif
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CMAKE_DEFS := -DGIT_HASH=$(GIT_HASH)
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.PHONY: all debug release run run-debug clean rebuild show-version pack controllerdb format format-check tidy tidy-fix cppcheck hooks-install help
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# ==============================================================================
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# RELEASE — variables d'empaquetat per distribució
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# ==============================================================================
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APP_NAME := Aventures en Egipte ARCADE
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DIST_DIR := dist
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RELEASE_FOLDER := $(DIST_DIR)/_tmp
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TARGET_FILE := $(BUILDDIR)/$(PROJECT)
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RELEASE_FILE := $(RELEASE_FOLDER)/$(PROJECT)
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# Noms dels artefactes finals (amb VERSION i PROJECT)
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WINDOWS_RELEASE := $(DIST_DIR)/$(PROJECT)-$(VERSION)-win32-x64.zip
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MACOS_INTEL_RELEASE := $(DIST_DIR)/$(PROJECT)-$(VERSION)-macos-intel.dmg
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MACOS_APPLE_SILICON_RELEASE := $(DIST_DIR)/$(PROJECT)-$(VERSION)-macos-apple-silicon.dmg
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LINUX_RELEASE := $(DIST_DIR)/$(PROJECT)-$(VERSION)-linux.tar.gz
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# Variables específiques de Windows (PowerShell). El subst escapa apòstrofs
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# (' → '') perquè APP_NAMEs amb apòstrof no trenquen el parser de PowerShell.
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ifeq ($(OS),Windows_NT)
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WIN_TARGET_FILE := $(BUILDDIR)/$(APP_NAME)
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WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME)
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WIN_RELEASE_FILE_PS := $(subst ','',$(WIN_RELEASE_FILE))
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UNAME_S :=
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else
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WIN_TARGET_FILE := $(TARGET_FILE)
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WIN_RELEASE_FILE := $(RELEASE_FILE)
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WIN_RELEASE_FILE_PS := $(WIN_RELEASE_FILE)
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UNAME_S := $(shell uname -s)
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endif
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# Helpers cross-platform per crear/esborrar directoris als sub-targets release.
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ifeq ($(OS),Windows_NT)
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RMFILE := del /Q
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RMDIR := rmdir /S /Q
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MKDIR := mkdir
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else
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RMFILE := rm -f
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RMDIR := rm -rdf
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MKDIR := mkdir -p
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endif
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.PHONY: all debug release _windows_release _macos_release _linux_release run run-debug clean rebuild show-version pack controllerdb format format-check tidy tidy-fix cppcheck hooks-install help
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# ==============================================================================
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# COMPILACIÓ
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@@ -52,7 +92,7 @@ CMAKE_DEFS := -DGIT_HASH=$(GIT_HASH)
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# Convenció alineada amb ../aee i ../projecte_2026:
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# make → Release (binari d'ús normal)
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# make debug → Debug (flux complet + `debug.yaml` per triar escena inicial)
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# make release → Release + empaquetat per a distribució (TODO, pendent)
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# make release → Release + empaquetat per a distribució (zip/dmg/tar.gz segons SO)
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# ==============================================================================
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all:
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@@ -69,11 +109,178 @@ run: all
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run-debug: debug
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@./$(BUILDDIR)/$(PROJECT)
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# Release + empaquetat per distribució (zip/dmg/tar.gz). De moment només
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# compila amb CMAKE_BUILD_TYPE=Release; l'empaquetat OS-specific està
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# pendent (veure Makefile de ../aee com a referència).
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release: all
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@echo "TODO: empaquetat per a distribució (zip/dmg/tar.gz) — pendent"
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# Release + empaquetat per a distribució: detecta el SO i delega al
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# sub-target corresponent. Cada sub-target compila Release, copia
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# resources.pack + binari + assets al RELEASE_FOLDER, i empaqueta el
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# resultat a $(DIST_DIR)/.
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release:
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ifeq ($(OS),Windows_NT)
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@"$(MAKE)" _windows_release
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else
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ifeq ($(UNAME_S),Darwin)
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@$(MAKE) _macos_release
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else
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@$(MAKE) _linux_release
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endif
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endif
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# ==============================================================================
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# RELEASE — Linux (.tar.gz)
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# ==============================================================================
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_linux_release:
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@echo "Creando release para Linux - Version: $(VERSION)"
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# Compila Release (genera shaders, resources.pack i binari)
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@cmake -S . -B $(BUILDDIR) $(CMAKE_GEN) -DCMAKE_BUILD_TYPE=Release $(CMAKE_DEFS)
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@cmake --build $(BUILDDIR) -j$(JOBS)
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# Recrea la carpeta temporal (i $(DIST_DIR) si no existeix)
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@$(MKDIR) "$(DIST_DIR)" 2>/dev/null || true
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@$(RMDIR) "$(RELEASE_FOLDER)" 2>/dev/null || true
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$(MKDIR) "$(RELEASE_FOLDER)"
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# Còpia de fitxers (LICENSE condicional — encara no existeix al repo)
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cp $(BUILDDIR)/resources.pack "$(RELEASE_FOLDER)"
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cp README.md "$(RELEASE_FOLDER)"
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cp gamecontrollerdb.txt "$(RELEASE_FOLDER)"
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@[ -f LICENSE ] && cp LICENSE "$(RELEASE_FOLDER)" || true
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cp "$(TARGET_FILE)" "$(RELEASE_FILE)"
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strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
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# Empaqueta a .tar.gz
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$(RMFILE) "$(LINUX_RELEASE)"
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tar -czvf "$(LINUX_RELEASE)" -C "$(RELEASE_FOLDER)" .
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@echo "Release creado: $(LINUX_RELEASE)"
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# Neteja la carpeta temporal
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$(RMDIR) "$(RELEASE_FOLDER)"
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# ==============================================================================
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# RELEASE — Windows (.zip)
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# ==============================================================================
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_windows_release:
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@echo off
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@echo Creando release para Windows - Version: $(VERSION)
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# Compila Release
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@cmake -S . -B $(BUILDDIR) $(CMAKE_GEN) -DCMAKE_BUILD_TYPE=Release $(CMAKE_DEFS)
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@cmake --build $(BUILDDIR) -j$(JOBS)
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# Crea $(DIST_DIR) i recrea la carpeta temporal
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@powershell -Command "if (-not (Test-Path '$(DIST_DIR)')) {New-Item '$(DIST_DIR)' -ItemType Directory}"
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@powershell -Command "if (Test-Path '$(RELEASE_FOLDER)') {Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force}"
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@powershell -Command "if (-not (Test-Path '$(RELEASE_FOLDER)')) {New-Item '$(RELEASE_FOLDER)' -ItemType Directory}"
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# Còpia de fitxers (LICENSE condicional)
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@powershell -Command "Copy-Item -Path '$(BUILDDIR)/resources.pack' -Destination '$(RELEASE_FOLDER)'"
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@powershell -Command "if (Test-Path 'LICENSE') { Copy-Item 'LICENSE' -Destination '$(RELEASE_FOLDER)' }"
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@powershell -Command "Copy-Item 'README.md' -Destination '$(RELEASE_FOLDER)'"
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@powershell -Command "Copy-Item 'gamecontrollerdb.txt' -Destination '$(RELEASE_FOLDER)'"
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@powershell -Command "Copy-Item 'release\windows\dll\*.dll' -Destination '$(RELEASE_FOLDER)'"
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@powershell -Command "Copy-Item -Path '$(TARGET_FILE).exe' -Destination '$(WIN_RELEASE_FILE_PS).exe'"
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strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
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# Empaqueta a .zip
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@powershell -Command "if (Test-Path '$(WINDOWS_RELEASE)') {Remove-Item '$(WINDOWS_RELEASE)'}"
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@powershell -Command "Compress-Archive -Path '$(RELEASE_FOLDER)/*' -DestinationPath '$(WINDOWS_RELEASE)'"
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@echo Release creado: $(WINDOWS_RELEASE)
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# Neteja la carpeta temporal
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@powershell -Command "if (Test-Path '$(RELEASE_FOLDER)') {Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force}"
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# ==============================================================================
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# RELEASE — macOS (.dmg per Intel + Apple Silicon)
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# ==============================================================================
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_macos_release:
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@echo "Creando release para macOS - Version: $(VERSION)"
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# Verificar/instal·lar create-dmg si cal
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@which create-dmg > /dev/null || (echo "Instalando create-dmg..." && brew install create-dmg)
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# Compila la versió Intel (genera shaders, resources.pack i binari)
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@cmake -S . -B $(BUILDDIR)/intel -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.15 -DMACOS_BUNDLE=ON $(CMAKE_DEFS)
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@cmake --build $(BUILDDIR)/intel -j$(JOBS)
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# Neteja artefactes anteriors
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$(RMDIR) "$(RELEASE_FOLDER)" 2>/dev/null || true
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$(RMFILE) tmp.dmg
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$(RMFILE) "$(DIST_DIR)"/rw.* 2>/dev/null || true
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$(RMFILE) "$(MACOS_INTEL_RELEASE)"
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$(RMFILE) "$(MACOS_APPLE_SILICON_RELEASE)"
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# Crea l'estructura del bundle .app
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$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
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$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
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$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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# Còpia de recursos i metadades del bundle
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cp $(BUILDDIR)/intel/resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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cp gamecontrollerdb.txt "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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cp -R release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
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cp release/icons/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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cp release/macos/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents"
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@[ -f LICENSE ] && cp LICENSE "$(RELEASE_FOLDER)" || true
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cp README.md "$(RELEASE_FOLDER)"
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# Sobreescriu CFBundleShortVersionString i CFBundleVersion al Info.plist amb la VERSION actual
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@echo "Actualizando Info.plist con versión $(VERSION)..."
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@RAW_VERSION=$$(echo "$(VERSION)" | sed 's/^v//'); \
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sed -i '' '/<key>CFBundleShortVersionString<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"; \
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sed -i '' '/<key>CFBundleVersion<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"
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# Còpia del binari Intel al bundle
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cp "$(BUILDDIR)/intel/$(PROJECT)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(PROJECT)"
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# Firma ad-hoc del bundle Intel
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codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
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# Empaqueta el .dmg Intel
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@echo "Creando DMG Intel con iconos de 96x96..."
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create-dmg \
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--volname "$(APP_NAME)" \
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--window-pos 200 120 \
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--window-size 720 300 \
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--icon-size 96 \
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--text-size 12 \
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--icon "$(APP_NAME).app" 278 102 \
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--icon "LICENSE" 441 102 \
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--icon "README.md" 604 102 \
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--app-drop-link 115 102 \
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--hide-extension "$(APP_NAME).app" \
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"$(MACOS_INTEL_RELEASE)" \
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"$(RELEASE_FOLDER)" || true
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@echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"
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# Compila la versió Apple Silicon i la posa al mateix bundle
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@cmake -S . -B $(BUILDDIR)/arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON $(CMAKE_DEFS)
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@cmake --build $(BUILDDIR)/arm -j$(JOBS)
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cp "$(BUILDDIR)/arm/$(PROJECT)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(PROJECT)"
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# Re-firma amb el binari arm64
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codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
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# Empaqueta el .dmg Apple Silicon
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@echo "Creando DMG Apple Silicon con iconos de 96x96..."
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create-dmg \
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--volname "$(APP_NAME)" \
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--window-pos 200 120 \
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--window-size 720 300 \
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--icon-size 96 \
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--text-size 12 \
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--icon "$(APP_NAME).app" 278 102 \
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--icon "LICENSE" 441 102 \
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--icon "README.md" 604 102 \
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--app-drop-link 115 102 \
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--hide-extension "$(APP_NAME).app" \
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"$(MACOS_APPLE_SILICON_RELEASE)" \
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"$(RELEASE_FOLDER)" || true
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@echo "Release Apple Silicon creado: $(MACOS_APPLE_SILICON_RELEASE)"
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# Neteja temporals
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$(RMDIR) "$(RELEASE_FOLDER)"
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$(RMDIR) $(BUILDDIR)/intel
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$(RMDIR) $(BUILDDIR)/arm
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$(RMFILE) "$(DIST_DIR)"/rw.* 2>/dev/null || true
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show-version:
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@echo "$(PROJECT) $(VERSION) ($(GIT_HASH))"
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@@ -145,7 +352,7 @@ help:
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@echo " make run-debug - Compilar (Debug) i executar"
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@echo ""
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@echo " Release:"
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@echo " make release - Release + empaquetat (TODO pendent)"
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@echo " make release - Release + empaquetat (zip/dmg/tar.gz segons SO)"
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@echo ""
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@echo " Recursos:"
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@echo " make pack - Empaquetar data/ a $(BUILDDIR)/resources.pack (format AE26)"
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