# ============================================================================== # DIRECTORIES # ============================================================================== DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST))) DIR_SOURCES := $(addsuffix /, $(DIR_ROOT)source) DIR_BIN := $(addsuffix /, $(DIR_ROOT)) DIR_TOOLS := $(addsuffix /, $(DIR_ROOT)tools) # ============================================================================== # TARGET NAMES # ============================================================================== TARGET_NAME := jaildoctors_dilemma TARGET_FILE := $(DIR_BIN)$(TARGET_NAME) APP_NAME := JailDoctor's Dilemma RELEASE_FOLDER := jdd_release RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME) RESOURCE_FILE := release/jdd.res # ============================================================================== # PACKING TOOL # ============================================================================== ifeq ($(OS),Windows_NT) PACK_TOOL := $(DIR_TOOLS)pack_resources/pack_resources.exe PACK_CXX := $(CXX) else PACK_TOOL := $(DIR_TOOLS)pack_resources/pack_resources PACK_CXX := $(CXX) endif PACK_SOURCES := $(DIR_TOOLS)pack_resources/pack_resources.cpp source/core/resources/resource_pack.cpp PACK_INCLUDES := -Isource # ============================================================================== # VERSION (automatic based on date) # ============================================================================== ifeq ($(OS),Windows_NT) VERSION := $(shell powershell -Command "Get-Date -Format 'yyyy-MM-dd'") else VERSION := $(shell date +%Y-%m-%d) endif # ============================================================================== # WINDOWS-SPECIFIC VARIABLES # ============================================================================== ifeq ($(OS),Windows_NT) WIN_TARGET_FILE := $(DIR_BIN)$(APP_NAME) WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME) else WIN_TARGET_FILE := $(TARGET_FILE) WIN_RELEASE_FILE := $(RELEASE_FILE) endif # ============================================================================== # RELEASE NAMES # ============================================================================== WINDOWS_RELEASE := $(TARGET_NAME)-$(VERSION)-win32-x64.zip MACOS_INTEL_RELEASE := $(TARGET_NAME)-$(VERSION)-macos-intel.dmg MACOS_APPLE_SILICON_RELEASE := $(TARGET_NAME)-$(VERSION)-macos-apple-silicon.dmg LINUX_RELEASE := $(TARGET_NAME)-$(VERSION)-linux.tar.gz # ============================================================================== # SOURCE FILES # ============================================================================== APP_SOURCES := \ source/main.cpp \ source/core/audio/audio.cpp \ source/core/input/input.cpp \ source/core/input/input_types.cpp \ source/core/input/mouse.cpp \ source/core/input/global_inputs.cpp \ source/core/rendering/screen.cpp \ source/core/rendering/surface.cpp \ source/core/rendering/surface_sprite.cpp \ source/core/rendering/surface_animated_sprite.cpp \ source/core/rendering/surface_moving_sprite.cpp \ source/core/rendering/text.cpp \ source/core/rendering/texture.cpp \ source/core/rendering/gif.cpp \ source/core/rendering/opengl/opengl_shader.cpp \ source/core/resources/resource_list.cpp \ source/core/resources/resource_cache.cpp \ source/core/resources/resource_helper.cpp \ source/core/resources/resource_loader.cpp \ source/core/resources/resource_pack.cpp \ source/core/system/director.cpp \ source/core/system/debug.cpp \ source/core/system/global_events.cpp \ source/game/options.cpp \ source/game/entities/player.cpp \ source/game/entities/enemy.cpp \ source/game/entities/item.cpp \ source/game/gameplay/room.cpp \ source/game/gameplay/collision_map.cpp \ source/game/gameplay/enemy_manager.cpp \ source/game/gameplay/item_manager.cpp \ source/game/gameplay/room_loader.cpp \ source/game/gameplay/tilemap_renderer.cpp \ source/game/gameplay/scoreboard.cpp \ source/game/gameplay/cheevos.cpp \ source/game/gameplay/item_tracker.cpp \ source/game/gameplay/room_tracker.cpp \ source/game/gameplay/stats.cpp \ source/game/scenes/logo.cpp \ source/game/scenes/loading_screen.cpp \ source/game/scenes/title.cpp \ source/game/scenes/game.cpp \ source/game/scenes/game_over.cpp \ source/game/scenes/ending.cpp \ source/game/scenes/ending2.cpp \ source/game/scenes/credits.cpp \ source/game/ui/notifier.cpp \ source/utils/utils.cpp \ source/utils/delta_timer.cpp \ source/external/jail_audio.cpp # yaml-cpp library sources YAML_CPP_SOURCES := $(wildcard source/external/yaml-cpp/src/*.cpp) # All sources combined ALL_SOURCES := $(APP_SOURCES) $(YAML_CPP_SOURCES) # ============================================================================== # INCLUDES # ============================================================================== INCLUDES := -Isource -Isource/external/yaml-cpp/include # ============================================================================== # COMPILER FLAGS (OS-specific) # ============================================================================== CPP_STANDARD := c++20 ifeq ($(OS),Windows_NT) FixPath = $(subst /,\\,$1) CXXFLAGS := -std=$(CPP_STANDARD) -Wall -Os -ffunction-sections -fdata-sections \ -Wl,--gc-sections -static-libstdc++ -static-libgcc \ -Wl,-subsystem,windows -DWINDOWS_BUILD CXXFLAGS_DEBUG := -std=$(CPP_STANDARD) -Wall -g -D_DEBUG -DWINDOWS_BUILD LDFLAGS := -lmingw32 -lws2_32 -lSDL3 -lopengl32 RM := del /Q MKDIR := mkdir else FixPath = $1 CXXFLAGS := -std=$(CPP_STANDARD) -Wall -Os -ffunction-sections -fdata-sections CXXFLAGS_DEBUG := -std=$(CPP_STANDARD) -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) CXXFLAGS += -arch arm64 CXXFLAGS_DEBUG += -arch arm64 endif endif # ============================================================================== # REGLAS PARA HERRAMIENTA DE EMPAQUETADO Y RESOURCES.PACK # ============================================================================== $(PACK_TOOL): FORCE @echo "Compilando herramienta de empaquetado..." $(PACK_CXX) -std=$(CPP_STANDARD) -Wall -Os $(PACK_INCLUDES) $(PACK_SOURCES) -o $(PACK_TOOL) @echo "✓ Herramienta de empaquetado lista: $(PACK_TOOL)" pack_tool: $(PACK_TOOL) resources.pack: $(PACK_TOOL) @echo "Generando resources.pack desde directorio data/..." $(PACK_TOOL) data resources.pack @echo "✓ resources.pack generado exitosamente" # ============================================================================== # COMPILACIÓN PARA WINDOWS # ============================================================================== windows: @echo off @echo Compilando para Windows con nombre: "$(WIN_TARGET_FILE).exe" windres release/jdd.rc -O coff -o $(RESOURCE_FILE) g++ $(ALL_SOURCES) $(RESOURCE_FILE) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_TARGET_FILE).exe" strip -s -R .comment -R .gnu.version "$(WIN_TARGET_FILE).exe" --strip-unneeded windows_debug: @echo off @echo Compilando version debug para Windows: "$(WIN_TARGET_FILE)_debug.exe" g++ $(ALL_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(WIN_TARGET_FILE)_debug.exe" windows_release: @$(MAKE) pack_tool @$(MAKE) resources.pack @echo off @echo Creando release para Windows - Version: $(VERSION) # Generate version.h from version.h.in @echo "Generando version.h..." @powershell -Command "$$GIT_HASH = (git rev-parse --short=7 HEAD 2>$$null); if (-not $$GIT_HASH) { $$GIT_HASH = 'unknown' }; (Get-Content source/version.h.in) -replace '@GIT_HASH@', $$GIT_HASH | Set-Content source/version.h" # 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 el archivo 'resources.pack' powershell Copy-Item -Path "resources.pack" -Destination "$(RELEASE_FOLDER)" # Copia los ficheros que están en la raíz del proyecto powershell Copy-Item "LICENSE" -Destination "$(RELEASE_FOLDER)" powershell Copy-Item "README.md" -Destination "$(RELEASE_FOLDER)" powershell Copy-Item "gamecontrollerdb.txt" -Destination "$(RELEASE_FOLDER)" powershell Copy-Item "release\*.dll" -Destination "$(RELEASE_FOLDER)" # Compila (con icono) windres release/jdd.rc -O coff -o $(RESOURCE_FILE) g++ $(ALL_SOURCES) $(RESOURCE_FILE) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_RELEASE_FILE).exe" strip -s -R .comment -R .gnu.version "$(WIN_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)" @echo Release creado: $(WINDOWS_RELEASE) # Elimina la carpeta temporal 'RELEASE_FOLDER' powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force} # ============================================================================== # COMPILACIÓN PARA MACOS # ============================================================================== macos: @echo "Compilando para macOS: $(TARGET_NAME)" clang++ $(ALL_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)" macos_debug: @echo "Compilando version debug para macOS: $(TARGET_NAME)_debug" clang++ $(ALL_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug" macos_release: @$(MAKE) pack_tool @$(MAKE) resources.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) # Generate version.h from version.h.in @echo "Generando version.h..." @GIT_HASH=$$(git rev-parse --short=7 HEAD 2>/dev/null || echo "unknown"); \ sed "s/@GIT_HASH@/$$GIT_HASH/g" source/version.h.in > source/version.h # 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 resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources" cp gamecontrollerdb.txt "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources" cp -R release/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks" cp -R release/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework 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)" # Compila la versión para procesadores Intel clang++ $(ALL_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DRELEASE_BUILD -std=$(CPP_STANDARD) -Wall -Os -framework SDL3 -F ./Frameworks -framework OpenGL -Wno-deprecated -ffunction-sections -fdata-sections -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 con create-dmg @echo "Creando DMG Intel con iconos de 96x96..." 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 clang++ $(ALL_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DRELEASE_BUILD -std=$(CPP_STANDARD) -Wall -Os -framework SDL3 -F ./Frameworks -framework OpenGL -Wno-deprecated -ffunction-sections -fdata-sections -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 con create-dmg @echo "Creando DMG Apple Silicon con iconos de 96x96..." 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) Frameworks $(RMDIR) "$(RELEASE_FOLDER)" # ============================================================================== # COMPILACIÓN PARA LINUX # ============================================================================== linux: @echo "Compilando para Linux: $(TARGET_NAME)" g++ $(ALL_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)" strip -s -R .comment -R .gnu.version "$(TARGET_FILE)" --strip-unneeded linux_debug: @echo "Compilando version debug para Linux: $(TARGET_NAME)_debug" g++ $(ALL_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug" linux_release: @$(MAKE) pack_tool @$(MAKE) resources.pack @echo "Creando release para Linux - Version: $(VERSION)" # Generate version.h from version.h.in @echo "Generando version.h..." @GIT_HASH=$$(git rev-parse --short=7 HEAD 2>/dev/null || echo "unknown"); \ sed "s/@GIT_HASH@/$$GIT_HASH/g" source/version.h.in > source/version.h # Elimina carpetas previas $(RMDIR) "$(RELEASE_FOLDER)" # Crea la carpeta temporal para realizar el lanzamiento $(MKDIR) "$(RELEASE_FOLDER)" # Copia ficheros cp resources.pack "$(RELEASE_FOLDER)" cp LICENSE "$(RELEASE_FOLDER)" cp README.md "$(RELEASE_FOLDER)" cp gamecontrollerdb.txt "$(RELEASE_FOLDER)" # Compila g++ $(ALL_SOURCES) $(INCLUDES) -DRELEASE_BUILD $(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)" . @echo "Release creado: $(LINUX_RELEASE)" # Elimina la carpeta temporal $(RMDIR) "$(RELEASE_FOLDER)" # ============================================================================== # REGLAS ESPECIALES # ============================================================================== # Regla para mostrar la versión actual show_version: @echo "Version actual: $(VERSION)" # Regla de ayuda help: @echo "Makefile para JailDoctor's Dilemma" @echo "Comandos disponibles:" @echo " windows - Compilar para Windows" @echo " windows_debug - Compilar debug para Windows" @echo " windows_release - Crear release completo para Windows" @echo " linux - Compilar para Linux" @echo " linux_debug - Compilar debug para Linux" @echo " linux_release - Crear release completo para Linux" @echo " macos - Compilar para macOS" @echo " macos_debug - Compilar debug para macOS" @echo " macos_release - Crear release completo para macOS" @echo " pack_tool - Compilar herramienta de empaquetado" @echo " resources.pack - Generar pack de recursos desde data/" @echo " show_version - Mostrar version actual ($(VERSION))" @echo " help - Mostrar esta ayuda" FORCE: .PHONY: windows windows_debug windows_release macos macos_debug macos_release linux linux_debug linux_release pack_tool resources.pack show_version help