# ============================================================================== # DIRECTORIES # ============================================================================== DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST))) DIR_BIN := $(addsuffix /, $(DIR_ROOT)) # ============================================================================== # TARGET NAMES # ============================================================================== TARGET_NAME := coffee_crisis TARGET_FILE := $(DIR_BIN)$(TARGET_NAME) APP_NAME := Coffee Crisis DIST_DIR := dist RELEASE_FOLDER := dist/_tmp RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME) RESOURCE_FILE := release/windows/coffee.res # ============================================================================== # VERSION (extracted from defines.hpp) # ============================================================================== ifeq ($(OS),Windows_NT) VERSION := $(shell powershell -Command "(Select-String -Path 'source/utils/defines.hpp' -Pattern 'constexpr const char\* VERSION = \"(.+?)\"').Matches.Groups[1].Value") else VERSION := $(shell grep 'constexpr const char\* VERSION' source/utils/defines.hpp | sed -E 's/.*VERSION = "([^"]+)".*/\1/') endif # ============================================================================== # GIT HASH (computat al host, passat a CMake via -DGIT_HASH) # Evita que CMake haja de cridar git des de Docker/emscripten on falla per # "dubious ownership" del volum muntat. # ============================================================================== ifeq ($(OS),Windows_NT) GIT_HASH := $(shell git rev-parse --short=7 HEAD 2>NUL) else GIT_HASH := $(shell git rev-parse --short=7 HEAD 2>/dev/null) endif ifeq ($(GIT_HASH),) GIT_HASH := unknown endif # ============================================================================== # RELEASE NAMES # ============================================================================== WINDOWS_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-win32-x64.zip MACOS_INTEL_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-macos-intel.dmg MACOS_APPLE_SILICON_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-macos-apple-silicon.dmg LINUX_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux.tar.gz # ============================================================================== # PLATAFORMA # ============================================================================== ifeq ($(OS),Windows_NT) FixPath = $(subst /,\\,$1) RM := del /Q MKDIR := mkdir else FixPath = $1 RMFILE := rm -f RMDIR := rm -rdf MKDIR := mkdir -p UNAME_S := $(shell uname -s) endif # ============================================================================== # SHELL (Windows usa cmd.exe) # ============================================================================== ifeq ($(OS),Windows_NT) SHELL := cmd.exe endif # ============================================================================== # WINDOWS-SPECIFIC VARIABLES # ============================================================================== ifeq ($(OS),Windows_NT) WIN_TARGET_FILE := $(DIR_BIN)$(APP_NAME) WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME) # Escapa apòstrofs per a PowerShell (duplica ' → ''). Sense això, APP_NAMEs # com "JailDoctor's Dilemma" trencarien el parsing de -Destination '...'. WIN_RELEASE_FILE_PS := $(subst ','',$(WIN_RELEASE_FILE)) else WIN_TARGET_FILE := $(TARGET_FILE) WIN_RELEASE_FILE := $(RELEASE_FILE) WIN_RELEASE_FILE_PS := $(WIN_RELEASE_FILE) endif # ============================================================================== # CMAKE GENERATOR (Windows needs explicit MinGW Makefiles generator) # ============================================================================== ifeq ($(OS),Windows_NT) CMAKE_GEN := -G "MinGW Makefiles" else CMAKE_GEN := endif # ============================================================================== # COMPILACIÓN CON CMAKE # ============================================================================== all: @cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH) @cmake --build build debug: @cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Debug -DGIT_HASH=$(GIT_HASH) @cmake --build build # ============================================================================== # EMPAQUETADO DE RECURSOS (build previ de l'eina + execució) # ============================================================================== pack: @cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH) @cmake --build build --target pack_resources @./build/pack_resources data resources.pack # ============================================================================== # RELEASE AUTOMÁTICO (detecta SO) # ============================================================================== release: ifeq ($(OS),Windows_NT) @"$(MAKE)" _windows_release else ifeq ($(UNAME_S),Darwin) @$(MAKE) _macos_release else @$(MAKE) _linux_release endif endif # ============================================================================== # COMPILACIÓN PARA WINDOWS (RELEASE) # ============================================================================== _windows_release: @$(MAKE) pack @echo off @echo Creando release para Windows - Version: $(VERSION) # Compila con cmake @cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH) @cmake --build build # Crea carpeta de distribución y carpeta temporal @powershell -Command "if (-not (Test-Path '$(DIST_DIR)')) {New-Item '$(DIST_DIR)' -ItemType Directory}" @powershell -Command "if (Test-Path '$(RELEASE_FOLDER)') {Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force}" @powershell -Command "if (-not (Test-Path '$(RELEASE_FOLDER)')) {New-Item '$(RELEASE_FOLDER)' -ItemType Directory}" # Copia ficheros @powershell -Command "Copy-Item 'resources.pack' -Destination '$(RELEASE_FOLDER)'" @powershell -Command "Copy-Item 'gamecontrollerdb.txt' -Destination '$(RELEASE_FOLDER)'" @powershell -Command "Copy-Item 'LICENSE' -Destination '$(RELEASE_FOLDER)'" @powershell -Command "Copy-Item 'README.md' -Destination '$(RELEASE_FOLDER)'" @powershell -Command "Copy-Item 'release\windows\dll\*.dll' -Destination '$(RELEASE_FOLDER)'" @powershell -Command "Copy-Item -Path '$(TARGET_FILE).exe' -Destination '$(WIN_RELEASE_FILE_PS).exe'" strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded # Crea el fichero .zip @powershell -Command "if (Test-Path '$(WINDOWS_RELEASE)') {Remove-Item '$(WINDOWS_RELEASE)'}" @powershell -Command "Compress-Archive -Path '$(RELEASE_FOLDER)/*' -DestinationPath '$(WINDOWS_RELEASE)'" @echo Release creado: $(WINDOWS_RELEASE) # Elimina la carpeta temporal @powershell -Command "if (Test-Path '$(RELEASE_FOLDER)') {Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force}" # ============================================================================== # COMPILACIÓN PARA MACOS (RELEASE) # ============================================================================== _macos_release: @$(MAKE) pack @echo "Creando release para macOS - Version: $(VERSION)" # Verificar e instalar create-dmg si es necesario @which create-dmg > /dev/null || (echo "Instalando create-dmg..." && brew install create-dmg) # Compila la versión para procesadores Intel con cmake @cmake -S . -B build/intel -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.15 -DMACOS_BUNDLE=ON -DGIT_HASH=$(GIT_HASH) @cmake --build build/intel # Elimina datos de compilaciones anteriores $(RMDIR) "$(RELEASE_FOLDER)" $(RMFILE) tmp.dmg $(RMFILE) "$(DIST_DIR)"/rw.* $(RMFILE) "$(MACOS_INTEL_RELEASE)" $(RMFILE) "$(MACOS_APPLE_SILICON_RELEASE)" # Crea la carpeta temporal y las carpetas del app bundle $(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks" $(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS" $(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources" # Copia carpetas y ficheros cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources" cp gamecontrollerdb.txt "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources" cp -R release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks" cp release/icons/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources" cp release/macos/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents" cp LICENSE "$(RELEASE_FOLDER)" cp README.md "$(RELEASE_FOLDER)" # Actualiza versión en Info.plist @echo "Actualizando Info.plist con versión $(VERSION)..." @RAW_VERSION=$$(echo "$(VERSION)" | sed 's/^v//'); \ sed -i '' '/CFBundleShortVersionString<\/key>/{n;s|.*|'"$$RAW_VERSION"'|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"; \ sed -i '' '/CFBundleVersion<\/key>/{n;s|.*|'"$$RAW_VERSION"'|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist" # Copia el ejecutable Intel al bundle cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" # Firma la aplicación codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app" # Empaqueta el .dmg de la versión Intel con create-dmg @echo "Creando DMG Intel..." create-dmg \ --volname "$(APP_NAME)" \ --window-pos 200 120 \ --window-size 720 300 \ --icon-size 96 \ --text-size 12 \ --icon "$(APP_NAME).app" 278 102 \ --icon "LICENSE" 441 102 \ --icon "README.md" 604 102 \ --app-drop-link 115 102 \ --hide-extension "$(APP_NAME).app" \ "$(MACOS_INTEL_RELEASE)" \ "$(RELEASE_FOLDER)" || true @echo "Release Intel creado: $(MACOS_INTEL_RELEASE)" # Compila la versión para procesadores Apple Silicon con cmake @cmake -S . -B build/arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON -DGIT_HASH=$(GIT_HASH) @cmake --build build/arm cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" # Firma la aplicación codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app" # Empaqueta el .dmg de la versión Apple Silicon con create-dmg @echo "Creando DMG Apple Silicon..." create-dmg \ --volname "$(APP_NAME)" \ --window-pos 200 120 \ --window-size 720 300 \ --icon-size 96 \ --text-size 12 \ --icon "$(APP_NAME).app" 278 102 \ --icon "LICENSE" 441 102 \ --icon "README.md" 604 102 \ --app-drop-link 115 102 \ --hide-extension "$(APP_NAME).app" \ "$(MACOS_APPLE_SILICON_RELEASE)" \ "$(RELEASE_FOLDER)" || true @echo "Release Apple Silicon creado: $(MACOS_APPLE_SILICON_RELEASE)" # Elimina las carpetas temporales $(RMDIR) "$(RELEASE_FOLDER)" $(RMDIR) build/intel $(RMDIR) build/arm $(RMFILE) "$(DIST_DIR)"/rw.* # ============================================================================== # COMPILACIÓN PARA LINUX (RELEASE) # ============================================================================== _linux_release: @$(MAKE) pack @echo "Creando release para Linux - Version: $(VERSION)" # Compila con cmake @cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH) @cmake --build build # Elimina carpeta temporal previa y la recrea $(RMDIR) "$(RELEASE_FOLDER)" $(MKDIR) "$(RELEASE_FOLDER)" # Copia ficheros cp resources.pack "$(RELEASE_FOLDER)" cp gamecontrollerdb.txt "$(RELEASE_FOLDER)" cp LICENSE "$(RELEASE_FOLDER)" cp README.md "$(RELEASE_FOLDER)" cp "$(TARGET_FILE)" "$(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)" # ============================================================================== # COMPILACIÓN PARA WEBASSEMBLY (requiere Docker) # ============================================================================== wasm: @$(MAKE) pack @echo "Compilando para WebAssembly - Version: $(VERSION)" docker run --rm \ --user $(shell id -u):$(shell id -g) \ -v $(DIR_ROOT):/src \ -w /src \ emscripten/emsdk:latest \ bash -c "emcmake cmake -S . -B build/wasm -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH) && cmake --build build/wasm" $(MKDIR) "$(DIST_DIR)/wasm" cp build/wasm/$(TARGET_NAME).html $(DIST_DIR)/wasm/ cp build/wasm/$(TARGET_NAME).js $(DIST_DIR)/wasm/ cp build/wasm/$(TARGET_NAME).wasm $(DIST_DIR)/wasm/ cp build/wasm/$(TARGET_NAME).data $(DIST_DIR)/wasm/ @echo "Output: $(DIST_DIR)/wasm/" scp $(DIST_DIR)/wasm/$(TARGET_NAME).js $(DIST_DIR)/wasm/$(TARGET_NAME).wasm $(DIST_DIR)/wasm/$(TARGET_NAME).data \ maverick:/home/sergio/gitea/web_jailgames/static/games/coffee-crisis/wasm/ ssh maverick 'cd /home/sergio/gitea/web_jailgames && ./deploy.sh' @echo "Deployed to maverick" # Versió Debug del build wasm: build local sense deploy. Sortida a dist/wasm_debug/. wasm_debug: @$(MAKE) pack @echo "Compilando WebAssembly Debug - Version: $(VERSION)" docker run --rm \ --user $(shell id -u):$(shell id -g) \ -v $(DIR_ROOT):/src \ -w /src \ emscripten/emsdk:latest \ bash -c "emcmake cmake -S . -B build/wasm_debug -DCMAKE_BUILD_TYPE=Debug -DGIT_HASH=$(GIT_HASH) && cmake --build build/wasm_debug" $(MKDIR) "$(DIST_DIR)/wasm_debug" cp build/wasm_debug/$(TARGET_NAME).html $(DIST_DIR)/wasm_debug/ cp build/wasm_debug/$(TARGET_NAME).js $(DIST_DIR)/wasm_debug/ cp build/wasm_debug/$(TARGET_NAME).wasm $(DIST_DIR)/wasm_debug/ cp build/wasm_debug/$(TARGET_NAME).data $(DIST_DIR)/wasm_debug/ @echo "Output: $(DIST_DIR)/wasm_debug/" # ============================================================================== # ============================================================================== # CODE QUALITY (delegados a cmake) # ============================================================================== format: @cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH) @cmake --build build --target format format-check: @cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH) @cmake --build build --target format-check tidy: @cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH) @cmake --build build --target tidy tidy-fix: @cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH) @cmake --build build --target tidy-fix cppcheck: @cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH) @cmake --build build --target cppcheck # SHADERS (SPIR-V) — sólo Linux/Windows. Requiere glslc en el PATH. compile_shaders: @cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH) @cmake --build build --target shaders # DESCARGA DE GAMECONTROLLERDB # ============================================================================== controllerdb: @echo "Descargando gamecontrollerdb.txt..." curl -fsSL https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/master/gamecontrollerdb.txt \ -o gamecontrollerdb.txt @echo "gamecontrollerdb.txt actualizado" # ============================================================================== # REGLAS ESPECIALES # ============================================================================== show_version: @echo "Version actual: $(VERSION)" help: @echo "Makefile para Coffee Crisis" @echo "Comandos disponibles:" @echo "" @echo " Compilacion:" @echo " make - Compilar con cmake (Release)" @echo " make debug - Compilar con cmake (Debug)" @echo "" @echo " Release:" @echo " make release - Crear release (detecta SO automaticamente)" @echo " make wasm - Compilar para WebAssembly (requiere Docker) y deploy a maverick" @echo " make wasm_debug - Compilar WebAssembly Debug local (sin deploy)" @echo "" @echo " Herramientas:" @echo " make pack - Empaquetar recursos a resources.pack" @echo " make compile_shaders - Compilar shaders GLSL a headers SPIR-V (requiere glslc)" @echo " make controllerdb - Descargar gamecontrollerdb.txt actualizado" @echo "" @echo " Calidad de codigo:" @echo " make format - Formatear codigo con clang-format" @echo " make format-check - Verificar formato sin modificar" @echo " make tidy - Analisis estatico con clang-tidy" @echo " make tidy-fix - Analisis estatico con auto-fix" @echo " make cppcheck - Analisis estatico con cppcheck" @echo "" @echo " Otros:" @echo " make show_version - Mostrar version actual ($(VERSION))" @echo " make help - Mostrar esta ayuda" .PHONY: all debug release _windows_release _macos_release _linux_release wasm wasm_debug controllerdb pack format format-check tidy tidy-fix cppcheck compile_shaders show_version help