binari i recursos a build/, targets en kebab
This commit is contained in:
+21
-8
@@ -295,13 +295,6 @@ elseif(UNIX AND NOT APPLE)
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target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
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endif()
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# Especificar la ubicación del ejecutable
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if(EMSCRIPTEN)
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set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
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else()
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set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
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endif()
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# --- 5. STATIC ANALYSIS TARGETS ---
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find_program(CLANG_TIDY_EXE NAMES clang-tidy)
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@@ -419,7 +412,7 @@ if(NOT EMSCRIPTEN)
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# Regeneració automàtica de resources.pack en cada build si canvia data/.
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file(GLOB_RECURSE DATA_FILES CONFIGURE_DEPENDS "${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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@@ -434,4 +427,24 @@ 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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@@ -2,16 +2,13 @@
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# DIRECTORIES
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# ==============================================================================
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DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
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BUILDDIR := build
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# ==============================================================================
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# TARGET NAMES
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# ==============================================================================
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TARGET_NAME := coffee_crisis_arcade_edition
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ifeq ($(OS),Windows_NT)
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TARGET_FILE := $(DIR_ROOT)$(TARGET_NAME).exe
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else
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TARGET_FILE := $(DIR_ROOT)$(TARGET_NAME)
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endif
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TARGET_FILE := $(BUILDDIR)/$(TARGET_NAME)
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APP_NAME := Coffee Crisis Arcade Edition
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DIST_DIR := dist
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RELEASE_FOLDER := dist/_tmp
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@@ -61,7 +58,7 @@ 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 := $(DIR_ROOT)$(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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@@ -134,17 +131,28 @@ 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 $(BUILDDIR)
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rebuild: clean all
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# ==============================================================================
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# RELEASE AUTOMÁTICO (detecta SO)
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# ==============================================================================
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release:
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ifeq ($(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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@@ -154,12 +162,12 @@ 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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# 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 $(SHADER_CMAKE)
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else
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@@ -169,7 +177,7 @@ endif
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# ==============================================================================
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# COMPILACIÓN PARA WINDOWS (RELEASE)
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# ==============================================================================
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_windows_release:
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_windows-release:
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@$(MAKE) pack
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@echo off
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@echo Creando release para Windows - Version: $(VERSION)
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@@ -185,13 +193,13 @@ _windows_release:
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# Copia la carpeta 'config' y el archivo 'resources.pack'
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@powershell -Command "Copy-Item -Path 'config' -Destination '$(RELEASE_FOLDER)' -recurse -Force"
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@powershell -Command "Copy-Item -Path 'resources.pack' -Destination '$(RELEASE_FOLDER)'"
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@powershell -Command "Copy-Item -Path 'build/resources.pack' -Destination '$(RELEASE_FOLDER)'"
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# Copia los ficheros que estan en la raíz del proyecto
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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 'release\windows\dll\*.dll' -Destination '$(RELEASE_FOLDER)'"
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@powershell -Command "Copy-Item -Path '$(TARGET_FILE)' -Destination '$(WIN_RELEASE_FILE_PS).exe'"
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@powershell -Command "Copy-Item -Path '$(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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@@ -205,7 +213,7 @@ _windows_release:
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# ==============================================================================
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# COMPILACIÓN PARA MACOS (RELEASE)
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# ==============================================================================
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_macos_release:
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_macos-release:
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@$(MAKE) pack
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@echo "Creando release para macOS - Version: $(VERSION)"
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@@ -247,7 +255,7 @@ _macos_release:
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# Copia carpetas y ficheros
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cp -R config "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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cp build/resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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cp -R release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework "$(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)/$(APP_NAME).app/Contents"
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@@ -337,7 +345,7 @@ _macos_release:
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# ==============================================================================
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# COMPILACIÓN PARA LINUX (RELEASE)
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# ==============================================================================
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_linux_release:
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_linux-release:
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@$(MAKE) pack
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@echo "Creando release para Linux - Version: $(VERSION)"
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@@ -351,7 +359,7 @@ _linux_release:
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# Copia ficheros
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cp -R config "$(RELEASE_FOLDER)"
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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 "$(TARGET_FILE)" "$(RELEASE_FILE)"
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@@ -387,21 +395,21 @@ 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: $(VERSION) ($(GIT_HASH))"
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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: $(DIST_DIR)/wasm_debug/"
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bash -c "emcmake cmake -S . -B build/wasm-debug -DCMAKE_BUILD_TYPE=Debug -DGIT_HASH=$(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/"
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# ==============================================================================
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# CODE QUALITY (delegados a cmake)
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@@ -438,7 +446,7 @@ controllerdb:
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# ==============================================================================
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# REGLAS ESPECIALES
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# ==============================================================================
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show_version:
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show-version:
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@echo "Version actual: $(VERSION)"
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help:
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@@ -449,14 +457,18 @@ help:
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@echo " make - Compilar con cmake (Release)"
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@echo " make debug - Compilar con cmake (Debug)"
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@echo ""
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@echo " Ejecucion:"
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@echo " make run - Compilar (Release) y ejecutar"
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@echo " make run-debug - Compilar (Debug) y ejecutar"
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@echo ""
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@echo " Release:"
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@echo " make release - Crear release (detecta SO automaticamente)"
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@echo " make wasm - Crear build WebAssembly (requiere Docker) en dist/wasm"
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@echo " make wasm_debug - Build WebAssembly Debug local (sin deploy)"
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@echo " make wasm-debug - Build WebAssembly Debug local (sin deploy)"
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@echo ""
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@echo " Herramientas:"
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@echo " make compile_shaders - Compilar shaders SPIR-V"
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@echo " make pack - Empaquetar recursos a resources.pack"
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@echo " make compile-shaders - Compilar shaders SPIR-V"
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@echo " make pack - Empaquetar recursos a $(BUILDDIR)/resources.pack"
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@echo ""
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@echo " Calidad de codigo:"
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@echo " make format - Formatear codigo con clang-format"
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@@ -466,7 +478,9 @@ help:
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@echo " make cppcheck - Analisis estatico con cppcheck"
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@echo ""
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@echo " Otros:"
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@echo " make show_version - Mostrar version actual ($(VERSION))"
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@echo " make clean - Borrar carpeta $(BUILDDIR)/"
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@echo " make rebuild - clean + all"
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@echo " make show-version - Mostrar version actual ($(VERSION))"
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@echo " make help - Mostrar esta ayuda"
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.PHONY: all debug release _windows_release _macos_release _linux_release wasm wasm_debug pack compile_shaders format format-check tidy tidy-fix cppcheck controllerdb show_version help
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.PHONY: all debug run run-debug clean rebuild release _windows-release _macos-release _linux-release wasm wasm-debug pack compile-shaders format format-check tidy tidy-fix cppcheck controllerdb show-version help
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@@ -11,9 +11,13 @@
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cmake_minimum_required(VERSION 3.10)
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get_filename_component(SRC_NAME "${SRC}" NAME_WE)
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# Nom intermedi únic per stage (vert/frag/comp) per evitar col·lisions en
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# builds paral·lels: postfx.vert i postfx.frag generarien el mateix
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# `postfx.spv` si féssim servir el nom del SRC. Usem el del OUT_H, que ja
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# inclou el stage (p.ex. `postfx_frag_spv.h` → `postfx_frag_spv.spv`).
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get_filename_component(OUT_DIR "${OUT_H}" DIRECTORY)
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set(OUT_SPV "${OUT_DIR}/${SRC_NAME}.spv")
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get_filename_component(OUT_NAME "${OUT_H}" NAME_WE)
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set(OUT_SPV "${OUT_DIR}/${OUT_NAME}.spv")
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# Compilar GLSL → SPIR-V
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if(DEFINED STAGE AND NOT STAGE STREQUAL "")
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