Actualizado fichero Makefile
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212
Makefile
212
Makefile
@@ -1,62 +1,45 @@
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###############################################################################
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# #
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# DIRECTORIES #
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# #
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###############################################################################
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# Project root directory, so everything will be relative to it:
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DIR_ROOT:= $(dir $(abspath $(MAKEFILE_LIST)))
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# Root directory for the source code:
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# Directorios
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DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
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DIR_SOURCES:= $(addsuffix /, $(DIR_ROOT)source)
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DIR_BIN := $(addsuffix /, $(DIR_ROOT))
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DIR_BUILD := $(addsuffix /, $(DIR_ROOT)build)
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# Executables will be here.
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DIR_BIN:= $(addsuffix /, $(DIR_ROOT))
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# Variables
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TARGET_NAME := coffee_crisis_arcade_edition
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TARGET_FILE := $(DIR_BIN)$(TARGET_NAME)
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APP_NAME := Coffee Crisis Arcade Edition
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RELEASE_FOLDER:= ccae_release
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RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
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VERSION := v0.01
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# Directories for build artifacts (.o and .d files):
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DIR_BUILD:= $(addsuffix /, $(DIR_ROOT)build)
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# Nombres para los ficheros de lanzamiento
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WINDOWS_RELEASE := $(TARGET_FILE)-$(VERSION)-win32-x64.zip
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MACOS_INTEL_RELEASE := $(TARGET_FILE)-$(VERSION)-macos-intel.dmg
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MACOS_APPLE_SILICON_RELEASE:= $(TARGET_FILE)-$(VERSION)-macos-apple-silicon.dmg
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LINUX_RELEASE := $(TARGET_FILE)-$(VERSION)-linux.tar.gz
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# Includes
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INCLUDES:= -I$(DIR_SOURCES)
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###############################################################################
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# #
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# FLAGS #
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# #
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###############################################################################
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# Variables según el sistema operativo
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ifeq ($(OS),Windows_NT)
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SOURCES := source/*.cpp source/common/*.cpp
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CXXFLAGS:= -std=c++11 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows
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LDFLAGS := -lmingw32 -lws2_32 -lSDL2main -lSDL2
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RM:= rmdir /Q /S
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MKD:=
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else
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SOURCES := $(shell find $(DIR_SOURCES) -name '*.cpp')
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CXXFLAGS:= -std=c++11 -Wall -Os -ffunction-sections -fdata-sections
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LDFLAGS := -lSDL2
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RM:= rm -rdf
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MKD:= mkdir -p
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endif
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# Compiler flags (for the C++ compiler):
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CXXFLAGS:= -std=c++11 -Wall -Os -ffunction-sections -fdata-sections
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# Linker flags (SFML libraries):
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LDFLAGS:= -lSDL2
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###############################################################################
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# #
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# FILES #
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# #
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###############################################################################
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SOURCES := $(shell find $(DIR_SOURCES) -name '*.cpp')
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OBJECTS := $(subst $(DIR_SOURCES), $(DIR_BUILD), $(SOURCES))
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OBJECTS := $(OBJECTS:.cpp=.o)
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DEPENDENCIES:= $(OBJECTS:.o=.d)
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###############################################################################
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# #
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# TARGETS #
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# #
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###############################################################################
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TARGET_NAME:= coffee_crisis_arcade_edition
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TARGET_FILE:= $(DIR_BIN)$(TARGET_NAME)
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###############################################################################
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# #
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# OTHER COMMANDS #
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# #
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###############################################################################
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RM:= rm -rf
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###############################################################################
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# #
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@@ -123,3 +106,136 @@ print-variables:
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@echo TARGET_FILE: $(TARGET_FILE)
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@echo RM: $(RM)
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.PHONY: peiv
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peiv:
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if not exist peiv mkdir $(subst /,\,peiv)
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if exist peiv rmdir /Q /S peiv
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windows:
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@echo off
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$(CXX) $(SOURCES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE).exe"
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strip -s -R .comment -R .gnu.version "$(TARGET_FILE).exe" --strip-unneeded
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windows_debug:
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@echo off
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$(CXX) $(SOURCES) -D DEBUG $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)_debug.exe"
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strip -s -R .comment -R .gnu.version "$(TARGET_FILE)_debug.exe" --strip-unneeded
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windows_release:
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@echo off
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# Crea carpeta temporal 'RELEASE_FOLDER'
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powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
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powershell if (-not (Test-Path "$(RELEASE_FOLDER)")) {New-Item "$(RELEASE_FOLDER)" -ItemType Directory}
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# Copia la carpeta 'data'
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powershell Copy-Item -Path "data" -Destination "$(RELEASE_FOLDER)" -recurse -Force
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# Copia los ficheros que estan en la raíz del proyecto
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powershell Copy-Item "LICENSE" -Destination "$(RELEASE_FOLDER)"
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powershell Copy-Item "README.md" -Destination "$(RELEASE_FOLDER)"
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powershell Copy-Item "release\*.dll" -Destination "$(RELEASE_FOLDER)"
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# Compila
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$(CXX) $(SOURCES) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE).exe"
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strip -s -R .comment -R .gnu.version "$(RELEASE_FOLDER)/$(TARGET_FILE).exe" --strip-unneeded
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# Crea el fichero .zip
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powershell if (Test-Path $(WINDOWS_RELEASE)) {Remove-Item $(WINDOWS_RELEASE)}
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powershell Compress-Archive -Path "$(RELEASE_FOLDER)"/* -DestinationPath $(WINDOWS_RELEASE)
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# Elimina la carpeta temporal 'RELEASE_FOLDER'
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powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
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macos:
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$(CXX) $(SOURCES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)"
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macos_debug:
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$(CXX) $(SOURCES) -D DEBUG $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
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macos_release:
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# Elimina datos de compilaciones anteriores
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rm -rdf "$(RELEASE_FOLDER)"
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rm -rdf Frameworks
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rm -f tmp.dmg
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rm -f "$(MACOS_INTEL_RELEASE)"
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rm -f "$(MACOS_APPLE_SILICON_RELEASE)"
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# Crea la carpeta temporal para hacer el trabajo y las carpetas obligatorias para crear una app de macos
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mkdir -p "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
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mkdir -p "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
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mkdir -p "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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mkdir -p Frameworks
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# Copia carpetas y ficheros
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cp -R data "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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cp -R release/SDL2.framework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
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cp -R release/SDL2.framework Frameworks
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cp release/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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cp release/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents"
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cp LICENSE "$(RELEASE_FOLDER)"
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cp README.md "$(RELEASE_FOLDER)"
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# Crea enlaces
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ln -s /Applications "$(RELEASE_FOLDER)"/Applications
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# Compila la versión para procesadores Intel
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$(CXX) $(SOURCES) -D MACOS_BUNDLE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_FILE)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.12
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# Empaqueta el .dmg de la versión Intel
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hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)"
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hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_INTEL_RELEASE)"
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rm -f tmp.dmg
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# Compila la versión para procesadores Apple Silicon
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$(CXX) $(SOURCES) -D MACOS_BUNDLE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_FILE)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
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# Empaqueta el .dmg de la versión Apple Silicon
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hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)"
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hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_APPLE_SILICON_RELEASE)"
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rm -f tmp.dmg
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# Elimina las carpetas temporales
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$(RM) Frameworks
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$(RM) "$(RELEASE_FOLDER)"
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linux:
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$(CXX) $(SOURCES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)"
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strip -s -R .comment -R .gnu.version "$(TARGET_FILE)" --strip-unneeded
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linux_debug:
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$(CXX) $(SOURCES) -D DEBUG $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
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strip -s -R .comment -R .gnu.version "$(TARGET_FILE)_debug" --strip-unneeded
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linux_release:
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# Elimina carpetas previas
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$(RM) "$(RELEASE_FOLDER)"
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# Crea la carpeta temporal para realizar el lanzamiento
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mkdir -p "$(RELEASE_FOLDER)"
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# Copia ficheros
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cp -R data "$(RELEASE_FOLDER)"
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cp LICENSE "$(RELEASE_FOLDER)"
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cp README.md "$(RELEASE_FOLDER)"
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# Complia
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$(CXX) $(SOURCES) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
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strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
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# Empaqueta ficheros
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$(RM) "$(LINUX_RELEASE)"
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cd "$(RELEASE_FOLDER)" && tar -czvf "../$(LINUX_RELEASE)" *
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# Elimina la carpeta temporal
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$(RM) "$(RELEASE_FOLDER)"
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