# ============================================================================== # 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 DIST_DIR := dist RELEASE_FOLDER := dist/_tmp RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME) RESOURCE_FILE := release/windows/jdd.res # ============================================================================== # TOOLS # ============================================================================== DIR_PACK_TOOL := $(DIR_TOOLS)pack_resources SHADER_SCRIPT := $(DIR_ROOT)tools/shaders/compile_spirv.sh SHADER_CMAKE := $(DIR_ROOT)tools/shaders/compile_spirv.cmake SHADERS_DIR := $(DIR_ROOT)data/shaders HEADERS_DIR := $(DIR_ROOT)source/core/rendering/sdl3gpu ifeq ($(OS),Windows_NT) GLSLC := $(shell where glslc 2>NUL) else GLSLC := $(shell command -v glslc 2>/dev/null) endif # ============================================================================== # VERSION (extracted from defines.hpp) # ============================================================================== ifeq ($(OS),Windows_NT) VERSION := v$(shell powershell -Command "(Select-String -Path 'source/utils/defines.hpp' -Pattern 'constexpr const char\* VERSION = \"(.+?)\"').Matches.Groups[1].Value") else VERSION := v$(shell grep 'constexpr const char\* VERSION' source/utils/defines.hpp | sed -E 's/.*VERSION = "([^"]+)".*/\1/') endif # ============================================================================== # SHELL (Windows usa cmd.exe para que las recetas con powershell funcionen igual # desde cualquier terminal: PowerShell, cmd o git-bash) # ============================================================================== 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) else WIN_TARGET_FILE := $(TARGET_FILE) WIN_RELEASE_FILE := $(RELEASE_FILE) 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 := $(shell uname -s) endif # ============================================================================== # COMPILACIÓN CON CMAKE # ============================================================================== all: @cmake -S . -B build -DCMAKE_BUILD_TYPE=Release @cmake --build build debug: @cmake -S . -B build -DCMAKE_BUILD_TYPE=Debug @cmake --build build # ============================================================================== # RELEASE AUTOMÁTICO (detecta SO) # ============================================================================== release: ifeq ($(OS),Windows_NT) @"$(MAKE)" windows_release else ifeq ($(UNAME_S),Darwin) @$(MAKE) macos_release else @$(MAKE) linux_release endif endif # ============================================================================== # REGLAS PARA COMPILACIÓN DE SHADERS (multiplataforma via cmake) # ============================================================================== compile_shaders: ifdef GLSLC @cmake -D GLSLC=$(GLSLC) -D SHADERS_DIR=$(SHADERS_DIR) -D HEADERS_DIR=$(HEADERS_DIR) -P $(SHADER_CMAKE) else @echo "glslc no encontrado - asegurate de que los headers SPIR-V precompilados existen" endif # ============================================================================== # REGLAS PARA HERRAMIENTA DE EMPAQUETADO Y RESOURCES.PACK # ============================================================================== pack_tool: @$(MAKE) -C $(DIR_PACK_TOOL) resources.pack: pack_tool @$(MAKE) -C $(DIR_PACK_TOOL) pack # ============================================================================== # COMPILACIÓN PARA WINDOWS (RELEASE) # ============================================================================== windows_release: @echo off @echo Creando release para Windows - Version: $(VERSION) # Compila con cmake (genera shaders, resources.pack y ejecutable) @cmake -S . -B build -DCMAKE_BUILD_TYPE=Release @cmake --build build # Crea carpeta de distribución y carpeta temporal 'RELEASE_FOLDER' @powershell -Command "if (-not (Test-Path '$(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 '$(RELEASE_FOLDER)' -ItemType Directory}" # Copia ficheros @powershell -Command "Copy-Item -Path 'resources.pack' -Destination '$(RELEASE_FOLDER)'" @powershell -Command "Copy-Item 'LICENSE' -Destination '$(RELEASE_FOLDER)'" @powershell -Command "Copy-Item 'README.md' -Destination '$(RELEASE_FOLDER)'" @powershell -Command "Copy-Item 'gamecontrollerdb.txt' -Destination '$(RELEASE_FOLDER)'" @powershell -Command "Copy-Item 'release\windows\dll\*.dll' -Destination '$(RELEASE_FOLDER)'" @powershell -Command "Copy-Item -Path '$(TARGET_FILE)' -Destination '\"$(WIN_RELEASE_FILE).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: $(WINDOWS_RELEASE) # Elimina la carpeta temporal 'RELEASE_FOLDER' @powershell -Command "if (Test-Path '$(RELEASE_FOLDER)') {Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force}" # ============================================================================== # COMPILACIÓN PARA MACOS (RELEASE) # ============================================================================== macos_release: @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 (genera shaders y resources.pack) @cmake -S . -B build-intel -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.15 -DMACOS_BUNDLE=ON @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 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)/$(APP_NAME).app/Contents/Resources" # Copia carpetas y ficheros cp resources.pack "$(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 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: $(MACOS_INTEL_RELEASE)" # Compila la versión para procesadores Apple Silicon con cmake @cmake -S . -B build-arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON @cmake --build build-arm cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" # Firma la aplicación codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app" # Empaqueta el .dmg de la versión Apple Silicon con create-dmg @echo "Creando DMG Apple Silicon con iconos de 96x96..." create-dmg \ --volname "$(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 $(RMDIR) "$(RELEASE_FOLDER)" $(RMFILE) "$(DIST_DIR)"/rw.* # ============================================================================== # COMPILACIÓN PARA LINUX (RELEASE) # ============================================================================== linux_release: @echo "Creando release para Linux - Version: $(VERSION)" # Compila con cmake (genera shaders, resources.pack y ejecutable) @cmake -S . -B build -DCMAKE_BUILD_TYPE=Release @cmake --build build # Elimina carpeta temporal previa y la recrea (crea dist/ si no existe) $(RMDIR) "$(RELEASE_FOLDER)" $(MKDIR) "$(RELEASE_FOLDER)" # Copia ficheros cp resources.pack "$(RELEASE_FOLDER)" cp LICENSE "$(RELEASE_FOLDER)" cp README.md "$(RELEASE_FOLDER)" cp gamecontrollerdb.txt "$(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)" # ============================================================================== # REGLAS ESPECIALES # ============================================================================== # Regla para mostrar la versión actual show_version: @echo "Version actual: $(VERSION)" # Regla de ayuda help: @echo "Makefile para JailDoctor's Dilemma" @echo "Comandos disponibles:" @echo "" @echo " Compilacion:" @echo " make - Compilar con cmake (Release)" @echo " make debug - Compilar con cmake (Debug)" @echo "" @echo " Release:" @echo " make release - Crear release (detecta SO automaticamente)" @echo " make windows_release - Crear release para Windows" @echo " make linux_release - Crear release para Linux" @echo " make macos_release - Crear release para macOS" @echo "" @echo " Herramientas:" @echo " make compile_shaders - Compilar shaders SPIR-V" @echo " make pack_tool - Compilar herramienta de empaquetado" @echo " make resources.pack - Generar pack de recursos desde data/" @echo "" @echo " Otros:" @echo " make show_version - Mostrar version actual ($(VERSION))" @echo " make help - Mostrar esta ayuda" .PHONY: all debug release windows_release macos_release linux_release compile_shaders pack_tool resources.pack show_version help