executable = jaildoctors_dilemma source = $(shell find source -name "*.cpp") appName = JailDoctor's Dilemma releaseFolder = jdd_release # Automatic version based on current date (OS-specific) ifeq ($(OS),Windows_NT) VERSION := $(shell powershell -Command "Get-Date -Format 'yyyy-MM-dd'") else VERSION := $(shell date +%Y-%m-%d) endif # Release names windowsRelease = $(executable)-$(VERSION)-win32-x64.zip macosIntelRelease = $(executable)-$(VERSION)-macos-intel.dmg macosAppleSiliconRelease = $(executable)-$(VERSION)-macos-apple-silicon.dmg linuxRelease = $(executable)-$(VERSION)-linux.tar.gz # Specify the C++ standard cpp_standard = c++20 # Resource packing tool packTool = tools/pack_resources/pack_resources packToolSource = tools/pack_resources/pack_resources.cpp source/core/resources/resource_pack.cpp # Build the resource packing tool pack_tool: @echo "Building pack_resources tool..." @cd tools/pack_resources && $(MAKE) # Create resources.pack from data directory resources.pack: pack_tool @echo "Creating resources.pack..." @$(packTool) data resources.pack windows: @echo off g++ $(source) -Isource -std=$(cpp_standard) -Wall -Os -lmingw32 -lws2_32 -lSDL3main -lSDL3 -lopengl32 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(executable).exe" strip -s -R .comment -R .gnu.version "$(executable).exe" --strip-unneeded windows_debug: @echo off g++ $(source) -Isource -D DEBUG -std=$(cpp_standard) -Wall -Os -lmingw32 -lws2_32 -lSDL3main -lSDL3 -lopengl32 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(executable)_debug.exe" strip -s -R .comment -R .gnu.version "$(executable)_debug.exe" --strip-unneeded windows_release: @echo off # Build packing tool and create resources.pack @$(MAKE) pack_tool @$(MAKE) resources.pack # Create release folder powershell if (Test-Path "$(releaseFolder)") {Remove-Item "$(releaseFolder)" -Recurse -Force} powershell if (-not (Test-Path "$(releaseFolder)")) {New-Item "$(releaseFolder)" -ItemType Directory} # Copy resources.pack instead of data folder powershell Copy-Item "resources.pack" -Destination "$(releaseFolder)" # Copy root files powershell Copy-Item "LICENSE" -Destination "$(releaseFolder)" powershell Copy-Item "README.md" -Destination "$(releaseFolder)" powershell Copy-Item "gamecontrollerdb.txt" -Destination "$(releaseFolder)" powershell Copy-Item "release\*.dll" -Destination "$(releaseFolder)" # Build with RELEASE_BUILD flag (include jdd.res for icon) g++ $(source) release/jdd.res -Isource -D RELEASE_BUILD -std=$(cpp_standard) -Wall -Os -lmingw32 -lws2_32 -lSDL3main -lSDL3 -lopengl32 -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows -o "$(releaseFolder)/$(executable).exe" strip -s -R .comment -R .gnu.version "$(releaseFolder)/$(executable).exe" --strip-unneeded # Create ZIP powershell if (Test-Path $(windowsRelease)) {Remove-Item $(windowsRelease)} powershell Compress-Archive -Path "$(releaseFolder)"/* -DestinationPath $(windowsRelease) # Remove folder powershell if (Test-Path "$(releaseFolder)") {Remove-Item "$(releaseFolder)" -Recurse -Force} macos: clang++ $(source) -Isource -std=$(cpp_standard) -Wall -Os -lSDL3 -framework OpenGL -Wno-deprecated -ffunction-sections -fdata-sections -o "$(executable)" macos_debug: clang++ $(source) -Isource -D DEBUG -std=$(cpp_standard) -Wall -Os -lSDL3 -framework OpenGL -Wno-deprecated -ffunction-sections -fdata-sections -o "$(executable)_debug" macos_release: # Build packing tool and create resources.pack @$(MAKE) pack_tool @$(MAKE) resources.pack @echo "Creating macOS release - Version: $(VERSION)" # Verify and install create-dmg if necessary @which create-dmg > /dev/null || (echo "Installing create-dmg..." && brew install create-dmg) # Remove data and possible data from previous builds rm -rdf "$(releaseFolder)" rm -rdf Frameworks rm -f tmp.dmg rm -f "$(macosIntelRelease)" rm -f "$(macosAppleSiliconRelease)" # Create folders mkdir -p "$(releaseFolder)/$(appName).app/Contents/Frameworks" mkdir -p "$(releaseFolder)/$(appName).app/Contents/MacOS" mkdir -p "$(releaseFolder)/$(appName).app/Contents/Resources" mkdir -p Frameworks # Copy resources.pack instead of data folder cp resources.pack "$(releaseFolder)/$(appName).app/Contents/Resources" cp gamecontrollerdb.txt "$(releaseFolder)/$(appName).app/Contents/Resources" cp -R release/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework "$(releaseFolder)/$(appName).app/Contents/Frameworks" cp -R release/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework Frameworks # Copy files cp release/*.icns "$(releaseFolder)/$(appName).app/Contents/Resources" cp release/Info.plist "$(releaseFolder)/$(appName).app/Contents" cp LICENSE "$(releaseFolder)" cp README.md "$(releaseFolder)" # Build INTEL with RELEASE_BUILD flag clang++ $(source) -Isource -D MACOS_BUNDLE -D RELEASE_BUILD -std=$(cpp_standard) -Wall -Os -framework SDL3 -F ./Frameworks -framework OpenGL -Wno-deprecated -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.15 # Code sign the Intel application codesign --deep --force --sign - --timestamp=none "$(releaseFolder)/$(appName).app" # Build INTEL DMG with create-dmg @echo "Creating Intel DMG with 96x96 icons..." create-dmg \ --volname "$(appName)" \ --window-pos 200 120 \ --window-size 720 300 \ --icon-size 96 \ --text-size 12 \ --icon "$(appName).app" 278 102 \ --icon "LICENSE" 441 102 \ --icon "README.md" 604 102 \ --app-drop-link 115 102 \ --hide-extension "$(appName).app" \ "$(macosIntelRelease)" \ "$(releaseFolder)" || true @echo "Intel release created: $(macosIntelRelease)" # Build APPLE SILICON with RELEASE_BUILD flag clang++ $(source) -Isource -D MACOS_BUNDLE -D RELEASE_BUILD -std=$(cpp_standard) -Wall -Os -framework SDL3 -F ./Frameworks -framework OpenGL -Wno-deprecated -ffunction-sections -fdata-sections -o "$(releaseFolder)/$(appName).app/Contents/MacOS/$(executable)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11 # Code sign the Apple Silicon application codesign --deep --force --sign - --timestamp=none "$(releaseFolder)/$(appName).app" # Build APPLE SILICON DMG with create-dmg @echo "Creating Apple Silicon DMG with 96x96 icons..." create-dmg \ --volname "$(appName)" \ --window-pos 200 120 \ --window-size 720 300 \ --icon-size 96 \ --text-size 12 \ --icon "$(appName).app" 278 102 \ --icon "LICENSE" 441 102 \ --icon "README.md" 604 102 \ --app-drop-link 115 102 \ --hide-extension "$(appName).app" \ "$(macosAppleSiliconRelease)" \ "$(releaseFolder)" || true @echo "Apple Silicon release created: $(macosAppleSiliconRelease)" # Remove data rm -rdf Frameworks rm -rdf "$(releaseFolder)" linux: g++ $(source) -Isource -std=$(cpp_standard) -Wall -Os -lSDL3 -lGL -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(executable)" strip -s -R .comment -R .gnu.version "$(executable)" --strip-unneeded linux_debug: g++ $(source) -Isource -D DEBUG -std=$(cpp_standard) -Wall -Os -lSDL3 -lGL -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(executable)_debug" strip -s -R .comment -R .gnu.version "$(executable)_debug" --strip-unneeded linux_release: # Build packing tool and create resources.pack @$(MAKE) pack_tool @$(MAKE) resources.pack # Remove data rm -rdf "$(releaseFolder)" # Create folders mkdir -p "$(releaseFolder)" # Copy resources.pack instead of data folder cp resources.pack "$(releaseFolder)" cp LICENSE "$(releaseFolder)" cp README.md "$(releaseFolder)" cp gamecontrollerdb.txt "$(releaseFolder)" # Build with RELEASE_BUILD flag g++ $(source) -Isource -D RELEASE_BUILD -std=$(cpp_standard) -Wall -Os -lSDL3 -lGL -ffunction-sections -fdata-sections -Wl,--gc-sections -o "$(releaseFolder)/$(executable)" strip -s -R .comment -R .gnu.version "$(releaseFolder)/$(executable)" --strip-unneeded # Pack files rm -f "$(linuxRelease)" cd "$(releaseFolder)" && tar -czvf "../$(linuxRelease)" * # Remove data rm -rdf "$(releaseFolder)"