binari i recursos a build/, targets en kebab
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+21
-6
@@ -260,11 +260,6 @@ elseif(EMSCRIPTEN)
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set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html")
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endif()
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# Ejecutable en la raíz del proyecto (solo nativos). A Emscripten queda dins build/.
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if(NOT EMSCRIPTEN)
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set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
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endif()
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# --- EINA STANDALONE: pack_resources ---
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# Executable auxiliar que empaqueta `data/` a `resources.pack` (format AEE1).
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# No es compila per defecte (EXCLUDE_FROM_ALL). Build explícit:
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@@ -283,7 +278,7 @@ if(NOT EMSCRIPTEN)
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# canviat. Evita debugar amb un pack obsolet. CONFIGURE_DEPENDS força CMake
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# a re-globbar a la pròxima invocació (recull fitxers nous afegits a data/).
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file(GLOB_RECURSE DATA_FILES CONFIGURE_DEPENDS "${CMAKE_SOURCE_DIR}/data/*")
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set(RESOURCE_PACK "${CMAKE_SOURCE_DIR}/resources.pack")
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set(RESOURCE_PACK "${CMAKE_BINARY_DIR}/resources.pack")
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add_custom_command(
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OUTPUT ${RESOURCE_PACK}
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@@ -298,6 +293,26 @@ if(NOT EMSCRIPTEN)
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add_custom_target(resource_pack ALL DEPENDS ${RESOURCE_PACK})
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add_dependencies(${PROJECT_NAME} resource_pack)
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# --- CÒPIA DE gamecontrollerdb.txt AL COSTAT DEL BINARI ---
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# SDL_AddGamepadMappingsFromFile només llegeix del filesystem real (no del
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# pack), així que el fitxer ha de viure al directori del binari. Es copia
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# només si existeix per no fallar la build d'algú que encara no ha fet
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# `make controllerdb`.
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if(EXISTS "${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt")
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set(CONTROLLER_DB "${CMAKE_BINARY_DIR}/gamecontrollerdb.txt")
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add_custom_command(
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OUTPUT ${CONTROLLER_DB}
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt"
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"${CONTROLLER_DB}"
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DEPENDS "${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt"
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COMMENT "Copiant gamecontrollerdb.txt → build/"
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VERBATIM
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)
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add_custom_target(controller_db ALL DEPENDS ${CONTROLLER_DB})
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add_dependencies(${PROJECT_NAME} controller_db)
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endif()
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endif()
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# --- STATIC ANALYSIS TARGETS ---
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@@ -2,7 +2,7 @@
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# DIRECTORIES
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# ==============================================================================
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DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
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DIR_BIN := $(addsuffix /, $(DIR_ROOT))
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BUILDDIR := build
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# ==============================================================================
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# TOOLS
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@@ -20,7 +20,7 @@ endif
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# TARGET NAMES
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# ==============================================================================
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TARGET_NAME := aee
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TARGET_FILE := $(DIR_BIN)$(TARGET_NAME)
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TARGET_FILE := $(BUILDDIR)/$(TARGET_NAME)
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APP_NAME := Aventures en Egipte
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DIST_DIR := dist
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RELEASE_FOLDER := dist/_tmp
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@@ -61,7 +61,7 @@ endif
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# WINDOWS-SPECIFIC VARIABLES
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# ==============================================================================
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ifeq ($(OS),Windows_NT)
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WIN_TARGET_FILE := $(DIR_BIN)$(APP_NAME)
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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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# Escapa apòstrofs per a PowerShell (duplica ' → ''). Sense això, APP_NAMEs
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# com "JailDoctor's Dilemma" trencarien el parsing de -Destination '...'.
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@@ -134,10 +134,21 @@ debug:
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@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Debug -DGIT_HASH=$(GIT_HASH)
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@cmake --build build
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run: all
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@./$(TARGET_FILE)
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run-debug: debug
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@./$(TARGET_FILE)
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clean:
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@rm -rf $(BUILDDIR)
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rebuild: clean all
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# ==============================================================================
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# REGLAS PARA COMPILACIÓN DE SHADERS (multiplataforma via cmake)
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# ==============================================================================
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compile_shaders:
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compile-shaders:
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ifdef GLSLC
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@cmake -D GLSLC=$(GLSLC) -D SHADERS_DIR=$(SHADERS_DIR) -D HEADERS_DIR=$(HEADERS_DIR) -P $(SHADER_CMAKE)
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else
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@@ -148,26 +159,26 @@ endif
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pack:
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@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
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@cmake --build build --target pack_resources
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@./build/pack_resources data resources.pack
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@./build/pack_resources data build/resources.pack
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# ==============================================================================
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# RELEASE AUTOMÁTICO (detecta SO)
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# ==============================================================================
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release:
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ifeq ($(OS),Windows_NT)
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@"$(MAKE)" _windows_release
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@"$(MAKE)" _windows-release
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else
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ifeq ($(UNAME_S),Darwin)
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@$(MAKE) _macos_release
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@$(MAKE) _macos-release
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else
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@$(MAKE) _linux_release
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@$(MAKE) _linux-release
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endif
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endif
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# ==============================================================================
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# COMPILACIÓN PARA WINDOWS (RELEASE)
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# ==============================================================================
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_windows_release: pack
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_windows-release: pack
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@echo off
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@echo Creando release para Windows - Version: $(VERSION)
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@@ -181,7 +192,7 @@ _windows_release: pack
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@powershell -Command "if (-not (Test-Path '$(RELEASE_FOLDER)')) {New-Item '$(RELEASE_FOLDER)' -ItemType Directory}"
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# Copia ficheros (resources.pack substitueix la carpeta data/)
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@powershell -Command "Copy-Item 'resources.pack' -Destination '$(RELEASE_FOLDER)'"
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@powershell -Command "Copy-Item 'build/resources.pack' -Destination '$(RELEASE_FOLDER)'"
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@powershell -Command "Copy-Item 'LICENSE' -Destination '$(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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@@ -200,7 +211,7 @@ _windows_release: pack
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# ==============================================================================
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# COMPILACIÓN PARA MACOS (RELEASE)
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# ==============================================================================
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_macos_release: pack
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_macos-release: pack
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@echo "Creando release para macOS - Version: $(VERSION)"
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# Verifica dependencias necesarias (create-dmg). Si falta, intenta instalarla
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@@ -239,7 +250,7 @@ _macos_release: pack
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$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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# Copia carpetas y ficheros (resources.pack substitueix la carpeta data/)
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cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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cp build/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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@@ -352,26 +363,26 @@ wasm:
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ssh maverick 'cd /home/sergio/gitea/web_jailgames && ./deploy.sh'
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@echo "Deployed to maverick"
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# Versió Debug del build wasm: build local sense deploy. Sortida a dist/wasm_debug/.
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wasm_debug:
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# Versió Debug del build wasm: build local sense deploy. Sortida a dist/wasm-debug/.
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wasm-debug:
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@echo "Compilando WebAssembly Debug - Version: $(VERSION)"
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docker run --rm \
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--user $(shell id -u):$(shell id -g) \
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-v $(DIR_ROOT):/src \
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-w /src \
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emscripten/emsdk:latest \
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bash -c "emcmake cmake -S . -B build/wasm_debug -DCMAKE_BUILD_TYPE=Debug -DGIT_HASH=$(GIT_HASH) && cmake --build build/wasm_debug"
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@$(MKDIR) "$(DIST_DIR)/wasm_debug"
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@cp build/wasm_debug/$(TARGET_NAME).html $(DIST_DIR)/wasm_debug/
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@cp build/wasm_debug/$(TARGET_NAME).js $(DIST_DIR)/wasm_debug/
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@cp build/wasm_debug/$(TARGET_NAME).wasm $(DIST_DIR)/wasm_debug/
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@cp build/wasm_debug/$(TARGET_NAME).data $(DIST_DIR)/wasm_debug/
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@echo "Output: $(DIST_DIR)/wasm_debug/$(TARGET_NAME).html"
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bash -c "emcmake cmake -S . -B build/wasm-debug -DCMAKE_BUILD_TYPE=Debug -DGIT_HASH=$(GIT_HASH) && cmake --build build/wasm-debug"
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@$(MKDIR) "$(DIST_DIR)/wasm-debug"
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@cp build/wasm-debug/$(TARGET_NAME).html $(DIST_DIR)/wasm-debug/
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@cp build/wasm-debug/$(TARGET_NAME).js $(DIST_DIR)/wasm-debug/
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@cp build/wasm-debug/$(TARGET_NAME).wasm $(DIST_DIR)/wasm-debug/
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@cp build/wasm-debug/$(TARGET_NAME).data $(DIST_DIR)/wasm-debug/
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@echo "Output: $(DIST_DIR)/wasm-debug/$(TARGET_NAME).html"
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# ==============================================================================
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# COMPILACIÓN PARA LINUX (RELEASE)
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# ==============================================================================
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_linux_release: pack
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_linux-release: pack
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@echo "Creando release para Linux - Version: $(VERSION)"
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# Compila con cmake
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@@ -383,7 +394,7 @@ _linux_release: pack
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$(MKDIR) "$(RELEASE_FOLDER)"
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# Copia ficheros (resources.pack substitueix la carpeta data/)
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cp resources.pack "$(RELEASE_FOLDER)"
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cp build/resources.pack "$(RELEASE_FOLDER)"
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cp LICENSE "$(RELEASE_FOLDER)"
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cp README.md "$(RELEASE_FOLDER)"
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cp gamecontrollerdb.txt "$(RELEASE_FOLDER)"
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@@ -441,14 +452,18 @@ help:
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@echo " make - Compilar amb cmake (Release)"
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@echo " make debug - Compilar amb cmake (Debug)"
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@echo ""
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@echo " Execucio:"
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@echo " make run - Compilar (Release) i executar"
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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 - Crear release (detecta SO automaticament)"
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@echo " make wasm - Build WebAssembly (requereix Docker) + deploy a maverick"
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@echo " make wasm_debug - Build WebAssembly Debug local (sense deploy)"
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@echo " make wasm-debug - Build WebAssembly Debug local (sense deploy)"
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@echo ""
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@echo " Eines:"
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@echo " make compile_shaders - Compilar shaders SPIR-V"
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@echo " make pack - Empaquetar data/ a resources.pack (format AEE1)"
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@echo " make compile-shaders - Compilar shaders SPIR-V"
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@echo " make pack - Empaquetar data/ a $(BUILDDIR)/resources.pack (format AEE1)"
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@echo " make controllerdb - Actualitzar gamecontrollerdb.txt des de SDL_GameControllerDB"
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@echo ""
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@echo " Qualitat de codi:"
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@@ -459,8 +474,10 @@ help:
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@echo " make cppcheck - Anàlisi estàtic amb cppcheck"
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@echo ""
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@echo " Altres:"
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@echo " make clean - Esborrar carpeta $(BUILDDIR)/"
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@echo " make rebuild - clean + all"
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@echo " make help - Mostrar esta ajuda"
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@echo ""
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@echo " Versio actual: $(VERSION) ($(GIT_HASH))"
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.PHONY: all debug pack release wasm wasm_debug _windows_release _linux_release _macos_release compile_shaders controllerdb format format-check tidy tidy-fix cppcheck help
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.PHONY: all debug run run-debug clean rebuild pack release wasm wasm-debug _windows-release _linux-release _macos-release compile-shaders controllerdb format format-check tidy tidy-fix cppcheck help
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