arreglos en make i cmake per estandaritzar amb la resta de projectes
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
150
Makefile
150
Makefile
@@ -4,6 +4,18 @@
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DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
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DIR_BIN := $(addsuffix /, $(DIR_ROOT))
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# ==============================================================================
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# TOOLS
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# ==============================================================================
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SHADER_CMAKE := $(DIR_ROOT)tools/shaders/compile_spirv.cmake
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SHADERS_DIR := $(DIR_ROOT)data/shaders
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HEADERS_DIR := $(DIR_ROOT)source/core/rendering/sdl3gpu
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ifeq ($(OS),Windows_NT)
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GLSLC := $(shell where glslc 2>NUL)
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else
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GLSLC := $(shell command -v glslc 2>/dev/null)
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endif
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# ==============================================================================
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# TARGET NAMES
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# ==============================================================================
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@@ -18,9 +30,9 @@ RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
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# VERSION (extracted from defines.hpp)
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# ==============================================================================
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ifeq ($(OS),Windows_NT)
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VERSION := v$(shell powershell -Command "(Select-String -Path 'source/game/defines.hpp' -Pattern 'constexpr const char\* VERSION = \"(.+?)\"').Matches.Groups[1].Value")
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VERSION := $(shell powershell -Command "(Select-String -Path 'source/game/defines.hpp' -Pattern 'constexpr const char\* VERSION = \"(.+?)\"').Matches.Groups[1].Value")
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else
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VERSION := v$(shell grep 'constexpr const char\* VERSION' source/game/defines.hpp | sed -E 's/.*VERSION = "([^"]+)".*/\1/')
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VERSION := $(shell grep 'constexpr const char\* VERSION' source/game/defines.hpp | sed -E 's/.*VERSION = "([^"]+)".*/\1/')
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endif
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# ==============================================================================
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@@ -51,9 +63,13 @@ endif
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ifeq ($(OS),Windows_NT)
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WIN_TARGET_FILE := $(DIR_BIN)$(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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WIN_RELEASE_FILE_PS := $(subst ','',$(WIN_RELEASE_FILE))
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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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endif
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# ==============================================================================
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@@ -79,22 +95,41 @@ else
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UNAME_S := $(shell uname -s)
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endif
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# ==============================================================================
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# CMAKE GENERATOR (Windows needs explicit MinGW Makefiles generator)
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# ==============================================================================
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ifeq ($(OS),Windows_NT)
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CMAKE_GEN := -G "MinGW Makefiles"
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else
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CMAKE_GEN :=
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endif
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# ==============================================================================
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# COMPILACIÓN CON CMAKE
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# ==============================================================================
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all:
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@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
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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
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debug:
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@cmake -S . -B build -DCMAKE_BUILD_TYPE=Debug -DGIT_HASH=$(GIT_HASH)
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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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# Empaqueta data/ a resource.pack (format AEE1). Build previ de l'eina + execució.
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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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ifdef GLSLC
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@cmake -D GLSLC=$(GLSLC) -D SHADERS_DIR=$(SHADERS_DIR) -D HEADERS_DIR=$(HEADERS_DIR) -P $(SHADER_CMAKE)
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else
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@echo "glslc no encontrado - asegurate de que los headers SPIR-V precompilados existen"
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endif
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# Empaqueta data/ a resources.pack (format AEE1). Build previ de l'eina + execució.
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pack:
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@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
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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 resource.pack
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@./build/pack_resources data resources.pack
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# ==============================================================================
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# RELEASE AUTOMÁTICO (detecta SO)
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@@ -118,7 +153,7 @@ _windows_release: pack
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@echo Creando release para Windows - Version: $(VERSION)
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# Compila con cmake
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@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
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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
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# Crea carpeta de distribución y carpeta temporal 'RELEASE_FOLDER'
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@@ -126,13 +161,13 @@ _windows_release: pack
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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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# Copia ficheros (resource.pack substitueix la carpeta data/)
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@powershell -Command "Copy-Item 'resource.pack' -Destination '$(RELEASE_FOLDER)'"
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# Copia ficheros (resources.pack substitueix la carpeta data/)
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@powershell -Command "Copy-Item 'resources.pack' -Destination '$(RELEASE_FOLDER)'"
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@powershell -Command "Copy-Item '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).exe'"
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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 "$(WIN_RELEASE_FILE).exe" --strip-unneeded
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# Crea el fichero .zip
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@@ -168,8 +203,8 @@ _macos_release: pack
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$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
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$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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# Copia carpetas y ficheros (resource.pack substitueix la carpeta data/)
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cp resource.pack "$(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)/$(APP_NAME).app/Contents/Resources"
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cp gamecontrollerdb.txt "$(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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@@ -263,6 +298,22 @@ 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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@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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# ==============================================================================
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# COMPILACIÓN PARA LINUX (RELEASE)
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# ==============================================================================
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@@ -270,15 +321,15 @@ _linux_release: pack
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@echo "Creando release para Linux - Version: $(VERSION)"
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# Compila con cmake
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@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
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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
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# Elimina carpeta temporal previa y la recrea (crea dist/ si no existe)
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$(RMDIR) "$(RELEASE_FOLDER)"
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$(MKDIR) "$(RELEASE_FOLDER)"
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# Copia ficheros (resource.pack substitueix la carpeta data/)
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cp resource.pack "$(RELEASE_FOLDER)"
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# Copia ficheros (resources.pack substitueix la carpeta data/)
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cp resources.pack "$(RELEASE_FOLDER)"
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cp LICENSE "$(RELEASE_FOLDER)"
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cp README.md "$(RELEASE_FOLDER)"
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cp gamecontrollerdb.txt "$(RELEASE_FOLDER)"
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@@ -293,4 +344,69 @@ _linux_release: pack
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# Elimina la carpeta temporal
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$(RMDIR) "$(RELEASE_FOLDER)"
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.PHONY: all debug pack release wasm _windows_release _linux_release _macos_release
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# ==============================================================================
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# ==============================================================================
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# CODE QUALITY (delegados a cmake)
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# ==============================================================================
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format:
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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 format
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format-check:
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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 format-check
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tidy:
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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 tidy
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tidy-fix:
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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 tidy-fix
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cppcheck:
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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 cppcheck
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# DESCÀRREGA DE GAMECONTROLLERDB
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# ==============================================================================
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controllerdb:
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@echo "Descarregant gamecontrollerdb.txt..."
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curl -fsSL https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/master/gamecontrollerdb.txt \
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-o gamecontrollerdb.txt
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@echo "gamecontrollerdb.txt actualitzat"
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# ==============================================================================
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# AJUDA
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# ==============================================================================
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help:
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@echo "Makefile per a Aventures en Egipte"
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@echo "Comandes disponibles:"
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@echo ""
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@echo " Compilacio:"
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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 " 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 ""
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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 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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@echo " make format - Formatar codi amb clang-format"
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@echo " make format-check - Verificar format sense modificar"
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@echo " make tidy - Anàlisi estàtic amb clang-tidy"
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@echo " make tidy-fix - Anàlisi estàtic amb auto-fix"
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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 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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