318 lines
13 KiB
Makefile
318 lines
13 KiB
Makefile
# ==============================================================================
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# DIRECTORIES
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# ==============================================================================
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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_TOOLS := $(addsuffix /, $(DIR_ROOT)tools)
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# ==============================================================================
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# TARGET NAMES
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# ==============================================================================
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TARGET_NAME := jaildoctors_dilemma
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TARGET_FILE := $(DIR_BIN)$(TARGET_NAME)
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APP_NAME := JailDoctor's Dilemma
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DIST_DIR := dist
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RELEASE_FOLDER := dist/_tmp
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RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
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RESOURCE_FILE := release/windows/jdd.res
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# ==============================================================================
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# TOOLS
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# ==============================================================================
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DIR_PACK_TOOL := $(DIR_TOOLS)pack_resources
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SHADER_SCRIPT := $(DIR_ROOT)tools/shaders/compile_spirv.sh
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SHADER_CMAKE := $(DIR_ROOT)tools/shaders/compile_spirv.cmake
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SHADERS_DIR := $(DIR_ROOT)data/shaders
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HEADERS_DIR := $(DIR_ROOT)source/core/rendering/sdl3gpu
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ifeq ($(OS),Windows_NT)
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GLSLC := $(shell where glslc 2>NUL)
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else
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GLSLC := $(shell command -v glslc 2>/dev/null)
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endif
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# ==============================================================================
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# VERSION (extracted from defines.hpp)
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# ==============================================================================
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ifeq ($(OS),Windows_NT)
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VERSION := v$(shell powershell -Command "(Select-String -Path 'source/utils/defines.hpp' -Pattern 'constexpr const char\* VERSION = \"(.+?)\"').Matches.Groups[1].Value")
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else
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VERSION := v$(shell grep 'constexpr const char\* VERSION' source/utils/defines.hpp | sed -E 's/.*VERSION = "([^"]+)".*/\1/')
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endif
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# ==============================================================================
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# SHELL (Windows usa cmd.exe para que las recetas con powershell funcionen igual
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# desde cualquier terminal: PowerShell, cmd o git-bash)
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# ==============================================================================
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ifeq ($(OS),Windows_NT)
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SHELL := cmd.exe
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endif
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# ==============================================================================
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# WINDOWS-SPECIFIC VARIABLES
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# ==============================================================================
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ifeq ($(OS),Windows_NT)
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WIN_TARGET_FILE := $(DIR_BIN)$(APP_NAME)
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WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME)
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else
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WIN_TARGET_FILE := $(TARGET_FILE)
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WIN_RELEASE_FILE := $(RELEASE_FILE)
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endif
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# ==============================================================================
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# RELEASE NAMES
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# ==============================================================================
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WINDOWS_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-win32-x64.zip
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MACOS_INTEL_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-macos-intel.dmg
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MACOS_APPLE_SILICON_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-macos-apple-silicon.dmg
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LINUX_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux.tar.gz
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# ==============================================================================
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# PLATAFORMA
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# ==============================================================================
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ifeq ($(OS),Windows_NT)
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FixPath = $(subst /,\\,$1)
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RM := del /Q
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MKDIR := mkdir
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else
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FixPath = $1
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RMFILE := rm -f
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RMDIR := rm -rdf
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MKDIR := mkdir -p
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UNAME_S := $(shell uname -s)
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endif
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# ==============================================================================
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# COMPILACIÓN CON CMAKE
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# ==============================================================================
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all:
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@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
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@cmake --build build
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debug:
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@cmake -S . -B build -DCMAKE_BUILD_TYPE=Debug
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@cmake --build build
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# ==============================================================================
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# RELEASE AUTOMÁTICO (detecta SO)
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# ==============================================================================
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release:
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ifeq ($(OS),Windows_NT)
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@"$(MAKE)" windows_release
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else
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ifeq ($(UNAME_S),Darwin)
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@$(MAKE) macos_release
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else
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@$(MAKE) linux_release
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endif
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endif
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# ==============================================================================
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# REGLAS PARA COMPILACIÓN DE SHADERS (multiplataforma via cmake)
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# ==============================================================================
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compile_shaders:
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ifdef GLSLC
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@cmake -D GLSLC=$(GLSLC) -D SHADERS_DIR=$(SHADERS_DIR) -D HEADERS_DIR=$(HEADERS_DIR) -P $(SHADER_CMAKE)
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else
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@echo "glslc no encontrado - asegurate de que los headers SPIR-V precompilados existen"
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endif
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# ==============================================================================
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# REGLAS PARA HERRAMIENTA DE EMPAQUETADO Y RESOURCES.PACK
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# ==============================================================================
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pack_tool:
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@$(MAKE) -C $(DIR_PACK_TOOL)
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resources.pack: pack_tool
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@$(MAKE) -C $(DIR_PACK_TOOL) pack
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# ==============================================================================
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# COMPILACIÓN PARA WINDOWS (RELEASE)
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# ==============================================================================
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windows_release:
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@echo off
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@echo Creando release para Windows - Version: $(VERSION)
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# Compila con cmake (genera shaders, resources.pack y ejecutable)
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@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
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@cmake --build build
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# Crea carpeta de distribución y carpeta temporal 'RELEASE_FOLDER'
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@powershell -Command "if (-not (Test-Path '$(DIST_DIR)')) {New-Item '$(DIST_DIR)' -ItemType Directory}"
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@powershell -Command "if (Test-Path '$(RELEASE_FOLDER)') {Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force}"
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@powershell -Command "if (-not (Test-Path '$(RELEASE_FOLDER)')) {New-Item '$(RELEASE_FOLDER)' -ItemType Directory}"
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# Copia ficheros
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@powershell -Command "Copy-Item -Path 'resources.pack' -Destination '$(RELEASE_FOLDER)'"
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@powershell -Command "Copy-Item 'LICENSE' -Destination '$(RELEASE_FOLDER)'"
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@powershell -Command "Copy-Item 'README.md' -Destination '$(RELEASE_FOLDER)'"
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@powershell -Command "Copy-Item 'gamecontrollerdb.txt' -Destination '$(RELEASE_FOLDER)'"
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@powershell -Command "Copy-Item 'release\windows\dll\*.dll' -Destination '$(RELEASE_FOLDER)'"
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@powershell -Command "Copy-Item -Path '$(TARGET_FILE)' -Destination '\"$(WIN_RELEASE_FILE).exe\"'"
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strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
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# Crea el fichero .zip
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@powershell -Command "if (Test-Path '$(WINDOWS_RELEASE)') {Remove-Item '$(WINDOWS_RELEASE)'}"
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@powershell -Command "Compress-Archive -Path '$(RELEASE_FOLDER)/*' -DestinationPath '$(WINDOWS_RELEASE)'"
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@echo Release creado: $(WINDOWS_RELEASE)
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# Elimina la carpeta temporal 'RELEASE_FOLDER'
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@powershell -Command "if (Test-Path '$(RELEASE_FOLDER)') {Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force}"
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# ==============================================================================
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# COMPILACIÓN PARA MACOS (RELEASE)
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# ==============================================================================
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macos_release:
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@echo "Creando release para macOS - Version: $(VERSION)"
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# Verificar e instalar create-dmg si es necesario
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@which create-dmg > /dev/null || (echo "Instalando create-dmg..." && brew install create-dmg)
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# Compila la versión para procesadores Intel con cmake (genera shaders y resources.pack)
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@cmake -S . -B build/intel -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.15 -DMACOS_BUNDLE=ON
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@cmake --build build/intel
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# Elimina datos de compilaciones anteriores
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$(RMDIR) "$(RELEASE_FOLDER)"
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$(RMFILE) tmp.dmg
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$(RMFILE) "$(DIST_DIR)"/rw.*
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$(RMFILE) "$(MACOS_INTEL_RELEASE)"
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$(RMFILE) "$(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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$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
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$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
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$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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# Copia carpetas y ficheros
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cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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cp gamecontrollerdb.txt "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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cp -R release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
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cp release/icons/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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cp release/macos/Info.plist "$(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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# Actualiza versión en Info.plist
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@echo "Actualizando Info.plist con versión $(VERSION)..."
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@RAW_VERSION=$$(echo "$(VERSION)" | sed 's/^v//'); \
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sed -i '' '/<key>CFBundleShortVersionString<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"; \
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sed -i '' '/<key>CFBundleVersion<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"
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# Copia el ejecutable Intel al bundle
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cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
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# Firma la aplicación
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codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
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# Empaqueta el .dmg de la versión Intel con create-dmg
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@echo "Creando DMG Intel con iconos de 96x96..."
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create-dmg \
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--volname "$(APP_NAME)" \
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--window-pos 200 120 \
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--window-size 720 300 \
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--icon-size 96 \
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--text-size 12 \
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--icon "$(APP_NAME).app" 278 102 \
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--icon "LICENSE" 441 102 \
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--icon "README.md" 604 102 \
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--app-drop-link 115 102 \
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--hide-extension "$(APP_NAME).app" \
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"$(MACOS_INTEL_RELEASE)" \
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"$(RELEASE_FOLDER)" || true
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@echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"
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# Compila la versión para procesadores Apple Silicon con cmake
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@cmake -S . -B build/arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON
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@cmake --build build/arm
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cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
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# Firma la aplicación
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codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
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# Empaqueta el .dmg de la versión Apple Silicon con create-dmg
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@echo "Creando DMG Apple Silicon con iconos de 96x96..."
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create-dmg \
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--volname "$(APP_NAME)" \
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--window-pos 200 120 \
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--window-size 720 300 \
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--icon-size 96 \
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--text-size 12 \
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--icon "$(APP_NAME).app" 278 102 \
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--icon "LICENSE" 441 102 \
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--icon "README.md" 604 102 \
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--app-drop-link 115 102 \
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--hide-extension "$(APP_NAME).app" \
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"$(MACOS_APPLE_SILICON_RELEASE)" \
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"$(RELEASE_FOLDER)" || true
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@echo "Release Apple Silicon creado: $(MACOS_APPLE_SILICON_RELEASE)"
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# Elimina las carpetas temporales
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$(RMDIR) "$(RELEASE_FOLDER)"
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$(RMDIR) build/intel
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$(RMDIR) build/arm
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$(RMFILE) "$(DIST_DIR)"/rw.*
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# ==============================================================================
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# COMPILACIÓN PARA LINUX (RELEASE)
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# ==============================================================================
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linux_release:
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@echo "Creando release para Linux - Version: $(VERSION)"
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# Compila con cmake (genera shaders, resources.pack y ejecutable)
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@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
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@cmake --build build
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# Elimina carpeta temporal previa y la recrea (crea dist/ si no existe)
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$(RMDIR) "$(RELEASE_FOLDER)"
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$(MKDIR) "$(RELEASE_FOLDER)"
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# Copia ficheros
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cp resources.pack "$(RELEASE_FOLDER)"
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cp LICENSE "$(RELEASE_FOLDER)"
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cp README.md "$(RELEASE_FOLDER)"
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cp gamecontrollerdb.txt "$(RELEASE_FOLDER)"
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cp "$(TARGET_FILE)" "$(RELEASE_FILE)"
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strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
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# Empaqueta ficheros
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$(RMFILE) "$(LINUX_RELEASE)"
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tar -czvf "$(LINUX_RELEASE)" -C "$(RELEASE_FOLDER)" .
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@echo "Release creado: $(LINUX_RELEASE)"
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# Elimina la carpeta temporal
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$(RMDIR) "$(RELEASE_FOLDER)"
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# ==============================================================================
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# REGLAS ESPECIALES
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# ==============================================================================
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# Regla para mostrar la versión actual
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show_version:
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@echo "Version actual: $(VERSION)"
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# Regla de ayuda
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help:
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@echo "Makefile para JailDoctor's Dilemma"
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@echo "Comandos disponibles:"
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@echo ""
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@echo " Compilacion:"
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@echo " make - Compilar con cmake (Release)"
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@echo " make debug - Compilar con cmake (Debug)"
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@echo ""
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@echo " Release:"
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@echo " make release - Crear release (detecta SO automaticamente)"
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@echo " make windows_release - Crear release para Windows"
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@echo " make linux_release - Crear release para Linux"
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@echo " make macos_release - Crear release para macOS"
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@echo ""
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@echo " Herramientas:"
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@echo " make compile_shaders - Compilar shaders SPIR-V"
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@echo " make pack_tool - Compilar herramienta de empaquetado"
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@echo " make resources.pack - Generar pack de recursos desde data/"
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@echo ""
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@echo " Otros:"
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@echo " make show_version - Mostrar version actual ($(VERSION))"
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@echo " make help - Mostrar esta ayuda"
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.PHONY: all debug release windows_release macos_release linux_release compile_shaders pack_tool resources.pack show_version help
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