# Directorios DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST))) DIR_SOURCES := $(addsuffix /, $(DIR_ROOT)source) DIR_BIN := $(addsuffix /, $(DIR_ROOT)) DIR_BUILD := $(addsuffix /, $(DIR_ROOT)build) # Variables TARGET_NAME := coffee_crisis_arcade_edition TARGET_FILE := $(DIR_BIN)$(TARGET_NAME) APP_NAME := Coffee Crisis Arcade Edition RELEASE_FOLDER := ccae_release RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME) RESOURCE_FILE := release/coffee.res VERSION := 2025-08-10 # Nombres para los ficheros de lanzamiento WINDOWS_RELEASE := $(TARGET_NAME)-$(VERSION)-win32-x64.zip MACOS_INTEL_RELEASE := $(TARGET_FILE)-$(VERSION)-macos-intel.dmg MACOS_APPLE_SILICON_RELEASE := $(TARGET_FILE)-$(VERSION)-macos-apple-silicon.dmg LINUX_RELEASE := $(TARGET_FILE)-$(VERSION)-linux.tar.gz RASPI_RELEASE := $(TARGET_FILE)-$(VERSION)-raspberry.tar.gz # Lista completa de archivos fuente (basada en CMakeLists.txt) APP_SOURCES := \ source/asset.cpp \ source/audio.cpp \ source/director.cpp \ source/global_events.cpp \ source/global_inputs.cpp \ source/input.cpp \ source/lang.cpp \ source/main.cpp \ source/param.cpp \ source/resource.cpp \ source/screen.cpp \ source/text.cpp \ source/writer.cpp \ source/ui/menu_option.cpp \ source/ui/menu_renderer.cpp \ source/ui/notifier.cpp \ source/ui/service_menu.cpp \ source/ui/ui_message.cpp \ source/ui/window_message.cpp \ source/balloon_formations.cpp \ source/balloon_manager.cpp \ source/balloon.cpp \ source/bullet.cpp \ source/enter_name.cpp \ source/explosions.cpp \ source/game_logo.cpp \ source/item.cpp \ source/manage_hiscore_table.cpp \ source/player.cpp \ source/scoreboard.cpp \ source/tabe.cpp \ source/sections/credits.cpp \ source/sections/game.cpp \ source/sections/hiscore_table.cpp \ source/sections/instructions.cpp \ source/sections/intro.cpp \ source/sections/logo.cpp \ source/sections/title.cpp \ source/animated_sprite.cpp \ source/background.cpp \ source/fade.cpp \ source/moving_sprite.cpp \ source/path_sprite.cpp \ source/smart_sprite.cpp \ source/sprite.cpp \ source/texture.cpp \ source/tiled_bg.cpp \ source/color.cpp \ source/define_buttons.cpp \ source/difficulty.cpp \ source/input_types.cpp \ source/mouse.cpp \ source/options.cpp \ source/stage.cpp \ source/utils.cpp \ source/external/jail_shader.cpp \ source/external/jail_audio.cpp \ source/external/gif.cpp # Includes INCLUDES := -Isource -Isource/external # Variables según el sistema operativo ifeq ($(OS),Windows_NT) FixPath = $(subst /,\\,$1) CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -DWINDOWS_BUILD CXXFLAGS_DEBUG := -std=c++20 -Wall -g -D_DEBUG -DWINDOWS_BUILD LDFLAGS := -lmingw32 -lws2_32 -lSDL3 -lopengl32 RM := del /Q MKDIR := mkdir else FixPath = $1 CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections CXXFLAGS_DEBUG := -std=c++20 -Wall -g -D_DEBUG LDFLAGS := -lSDL3 RMFILE := rm -f RMDIR := rm -rdf MKDIR := mkdir -p UNAME_S := $(shell uname -s) ifeq ($(UNAME_S),Linux) CXXFLAGS += -DLINUX_BUILD LDFLAGS += -lGL endif ifeq ($(UNAME_S),Darwin) CXXFLAGS += -Wno-deprecated -DMACOS_BUILD CXXFLAGS_DEBUG += -Wno-deprecated -DMACOS_BUILD LDFLAGS += -framework OpenGL # Configurar arquitectura (por defecto arm64, como en CMake) CXXFLAGS += -arch arm64 CXXFLAGS_DEBUG += -arch arm64 endif endif # Reglas para compilación windows: @echo off windres release/coffee.rc -O coff -o $(RESOURCE_FILE) $(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE).exe" strip -s -R .comment -R .gnu.version "$(TARGET_FILE).exe" --strip-unneeded windows_rec: @echo off $(CXX) $(APP_SOURCES) $(INCLUDES) -DRECORDING $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)_rec.exe" windows_debug: @echo off $(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug.exe" windows_release: @echo off # Crea carpeta temporal 'RELEASE_FOLDER' powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force} powershell if (-not (Test-Path "$(RELEASE_FOLDER)")) {New-Item "$(RELEASE_FOLDER)" -ItemType Directory} # Copia la carpeta 'data' powershell Copy-Item -Path "data" -Destination "$(RELEASE_FOLDER)" -recurse -Force # Copia los ficheros que estan en la raíz del proyecto powershell Copy-Item "LICENSE" -Destination "$(RELEASE_FOLDER)" powershell Copy-Item "README.md" -Destination "$(RELEASE_FOLDER)" powershell Copy-Item "release\*.dll" -Destination "$(RELEASE_FOLDER)" # Compila windres release/coffee.rc -O coff -o $(RESOURCE_FILE) $(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE).exe" strip -s -R .comment -R .gnu.version "$(RELEASE_FILE).exe" --strip-unneeded # Crea el fichero .zip powershell if (Test-Path "$(WINDOWS_RELEASE)") {Remove-Item "$(WINDOWS_RELEASE)"} powershell Compress-Archive -Path "$(RELEASE_FOLDER)"/* -DestinationPath "$(WINDOWS_RELEASE)" # Elimina la carpeta temporal 'RELEASE_FOLDER' powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force} macos: $(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)" macos_debug: $(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug" macos_release: # Elimina datos de compilaciones anteriores $(RMDIR) "$(RELEASE_FOLDER)" $(RMDIR) Frameworks $(RMFILE) tmp.dmg $(RMFILE) "$(MACOS_INTEL_RELEASE)" $(RMFILE) "$(MACOS_APPLE_SILICON_RELEASE)" # Crea la carpeta temporal para hacer el trabajo y las carpetas obligatorias para crear una app de macos $(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks" $(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS" $(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources" $(MKDIR) Frameworks # Copia carpetas y ficheros cp -R data "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources" cp -R release/frameworks/SDL3.xcframework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks" cp -R release/frameworks/SDL3.xcframework Frameworks cp release/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources" cp release/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents" cp LICENSE "$(RELEASE_FOLDER)" cp README.md "$(RELEASE_FOLDER)" # Crea enlaces ln -s /Applications "$(RELEASE_FOLDER)"/Applications # Compila la versión para procesadores Intel ifdef ENABLE_MACOS_X86_64 $(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.15 # Firma la aplicación codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app" # Empaqueta el .dmg de la versión Intel hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)" hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_INTEL_RELEASE)" $(RMFILE) tmp.dmg endif # Compila la versión para procesadores Apple Silicon $(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DSDL_DISABLE_IMMINTRIN_H $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11 # Firma la aplicación codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app" # Empaqueta el .dmg de la versión Apple Silicon hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)" hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_APPLE_SILICON_RELEASE)" $(RMFILE) tmp.dmg # Elimina las carpetas temporales $(RMDIR) Frameworks $(RMDIR) "$(RELEASE_FOLDER)" linux: $(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)" strip -s -R .comment -R .gnu.version "$(TARGET_FILE)" --strip-unneeded linux_debug: $(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug" linux_release: # Elimina carpetas previas $(RMDIR) "$(RELEASE_FOLDER)" # Crea la carpeta temporal para realizar el lanzamiento $(MKDIR) "$(RELEASE_FOLDER)" # Copia ficheros cp -R data "$(RELEASE_FOLDER)" cp LICENSE "$(RELEASE_FOLDER)" cp README.md "$(RELEASE_FOLDER)" # Compila $(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(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)" . # Elimina la carpeta temporal $(RMDIR) "$(RELEASE_FOLDER)" raspi: $(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(TARGET_FILE) strip -s -R .comment -R .gnu.version $(TARGET_FILE) --strip-unneeded raspi_debug: $(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE -DDEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug" raspi_release: # Elimina carpetas previas $(RMDIR) "$(RELEASE_FOLDER)" # Crea la carpeta temporal para realizar el lanzamiento $(MKDIR) "$(RELEASE_FOLDER)" # Copia ficheros cp -R data "$(RELEASE_FOLDER)" cp LICENSE "$(RELEASE_FOLDER)" cp README.md "$(RELEASE_FOLDER)" # Compila $(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)" strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded # Empaqueta ficheros $(RMFILE) "$(RASPI_RELEASE)" tar -czvf "$(RASPI_RELEASE)" -C "$(RELEASE_FOLDER)" . # Elimina la carpeta temporal $(RMDIR) "$(RELEASE_FOLDER)" anbernic: # Elimina carpetas previas $(RMDIR) "$(RELEASE_FOLDER)"_anbernic # Crea la carpeta temporal para realizar el lanzamiento $(MKDIR) "$(RELEASE_FOLDER)"_anbernic # Copia ficheros cp -R data "$(RELEASE_FOLDER)"_anbernic # Compila $(CXX) $(APP_SOURCES) $(INCLUDES) -DANBERNIC -DNO_SHADERS -DARCADE -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(RELEASE_FOLDER)_anbernic/$(TARGET_NAME) # Opción para deshabilitar audio (equivalente a la opción DISABLE_AUDIO de CMake) no_audio: $(CXX) $(filter-out source/external/jail_audio.cpp,$(APP_SOURCES)) $(INCLUDES) -DNO_AUDIO $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)_no_audio" .PHONY: windows windows_rec windows_debug windows_release macos macos_debug macos_release linux linux_debug linux_release raspi raspi_debug raspi_release anbernic no_audio