Files
orni-attack/Makefile
T

368 lines
15 KiB
Makefile

PROJECT := orni
BUILDDIR := build
# Detecció de plataforma. En Windows CMake defaulteja a "NMake Makefiles"
# (que requereix Visual Studio); forcem MinGW Makefiles per usar el g++ de
# MinGW. nproc tampoc existeix en cmd.exe → fem servir NUMBER_OF_PROCESSORS.
ifeq ($(OS),Windows_NT)
ifneq ($(MSYSTEM),)
NULDEV := /dev/null
else
NULDEV := NUL
endif
JOBS ?= $(NUMBER_OF_PROCESSORS)
HAS_NINJA := $(shell ninja --version 2>$(NULDEV))
ifneq ($(HAS_NINJA),)
CMAKE_GEN := -G "Ninja"
else
CMAKE_GEN := -G "MinGW Makefiles"
endif
else
NULDEV := /dev/null
JOBS ?= $(shell nproc 2>/dev/null || echo 4)
HAS_NINJA := $(shell ninja --version 2>/dev/null)
ifneq ($(HAS_NINJA),)
CMAKE_GEN := -G "Ninja"
else
CMAKE_GEN :=
endif
endif
# VERSION (única font de veritat: CMakeLists.txt project(...) VERSION ...).
# Lazy (=): només es calcula quan s'invoca un target que la usa.
ifeq ($(OS),Windows_NT)
VERSION = v$(shell powershell -Command "(Select-String -Path 'CMakeLists.txt' -Pattern 'project.*VERSION\s+([0-9.]+)').Matches.Groups[1].Value")
else
VERSION = v$(shell grep '^project' CMakeLists.txt | sed -E 's/.*VERSION[[:space:]]+([0-9.]+).*/\1/')
endif
# GIT_HASH calculat al host i passat a CMake (evita problemes si CMake corre en
# entorns sense accés a git).
GIT_HASH := $(shell git rev-parse --short=7 HEAD 2>$(NULDEV))
ifeq ($(GIT_HASH),)
GIT_HASH := unknown
endif
CMAKE_DEFS := -DGIT_HASH=$(GIT_HASH)
# ==============================================================================
# RELEASE — variables d'empaquetat per distribució
# ==============================================================================
APP_NAME := Orni Attack
DIST_DIR := dist
RELEASE_FOLDER := $(DIST_DIR)/_tmp
TARGET_FILE := $(BUILDDIR)/$(PROJECT)
RELEASE_FILE := $(RELEASE_FOLDER)/$(PROJECT)
# Noms dels artefactes finals (amb VERSION i PROJECT)
WINDOWS_RELEASE := $(DIST_DIR)/$(PROJECT)-$(VERSION)-win32-x64.zip
MACOS_APPLE_SILICON_RELEASE := $(DIST_DIR)/$(PROJECT)-$(VERSION)-macos-apple-silicon.dmg
LINUX_RELEASE := $(DIST_DIR)/$(PROJECT)-$(VERSION)-linux.tar.gz
# Variables específiques de Windows (PowerShell). El subst escapa apòstrofs.
ifeq ($(OS),Windows_NT)
WIN_TARGET_FILE := $(BUILDDIR)/$(APP_NAME)
WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME)
WIN_RELEASE_FILE_PS := $(subst ','',$(WIN_RELEASE_FILE))
UNAME_S :=
else
WIN_TARGET_FILE := $(TARGET_FILE)
WIN_RELEASE_FILE := $(RELEASE_FILE)
WIN_RELEASE_FILE_PS := $(WIN_RELEASE_FILE)
UNAME_S := $(shell uname -s)
endif
# Helpers cross-platform.
ifeq ($(OS),Windows_NT)
RMFILE := del /Q
RMDIR := rmdir /S /Q
MKDIR := mkdir
else
RMFILE := rm -f
RMDIR := rm -rdf
MKDIR := mkdir -p
endif
.PHONY: all debug release _windows-release _macos-release _linux-release \
run run-debug clean rebuild show-version pack controllerdb \
format format-check tidy tidy-fix cppcheck hooks-install help
# Còpia del gamecontrollerdb.txt (si existeix) al directori de build, perquè
# director.cpp el resolgui via resource_base = directori de l'executable.
# Silenciós si el fitxer no existeix (l'usuari encara no ha fet `make controllerdb`).
ifeq ($(OS),Windows_NT)
CP_CONTROLLERDB = @powershell -Command "if (Test-Path 'gamecontrollerdb.txt') { Copy-Item 'gamecontrollerdb.txt' -Destination '$(BUILDDIR)' -Force }"
else
CP_CONTROLLERDB = @if [ -f gamecontrollerdb.txt ]; then cp gamecontrollerdb.txt $(BUILDDIR)/; fi
endif
# ==============================================================================
# COMPILACIÓ
# ==============================================================================
# make → Release (binari d'ús normal)
# make debug → Debug
# make release → Release + empaquetat per a distribució (zip/dmg/tar.gz segons SO)
# ==============================================================================
all:
@cmake -S . -B $(BUILDDIR) $(CMAKE_GEN) -DCMAKE_BUILD_TYPE=Release $(CMAKE_DEFS)
@cmake --build $(BUILDDIR) -j$(JOBS)
$(CP_CONTROLLERDB)
debug:
@cmake -S . -B $(BUILDDIR) $(CMAKE_GEN) -DCMAKE_BUILD_TYPE=Debug $(CMAKE_DEFS)
@cmake --build $(BUILDDIR) -j$(JOBS)
$(CP_CONTROLLERDB)
run: all
@./$(BUILDDIR)/$(PROJECT)
run-debug: debug
@./$(BUILDDIR)/$(PROJECT)
# Release + empaquetat: detecta el SO i delega al sub-target corresponent.
release:
ifeq ($(OS),Windows_NT)
@"$(MAKE)" _windows-release
else
ifeq ($(UNAME_S),Darwin)
@$(MAKE) _macos-release
else
@$(MAKE) _linux-release
endif
endif
# ==============================================================================
# RELEASE — Linux (.tar.gz)
# ==============================================================================
_linux-release:
@echo "Creando release para Linux - Version: $(VERSION)"
# Compila Release (genera resources.pack i binari)
@cmake -S . -B $(BUILDDIR) $(CMAKE_GEN) -DCMAKE_BUILD_TYPE=Release $(CMAKE_DEFS)
@cmake --build $(BUILDDIR) -j$(JOBS)
# Recrea la carpeta temporal
@$(MKDIR) "$(DIST_DIR)" 2>/dev/null || true
@$(RMDIR) "$(RELEASE_FOLDER)" 2>/dev/null || true
$(MKDIR) "$(RELEASE_FOLDER)"
# Còpia de fitxers
cp $(BUILDDIR)/resources.pack "$(RELEASE_FOLDER)"
cp gamecontrollerdb.txt "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
@[ -f LICENSE ] && cp LICENSE "$(RELEASE_FOLDER)" || true
cp "$(TARGET_FILE)" "$(RELEASE_FILE)"
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
# Empaqueta a .tar.gz
$(RMFILE) "$(LINUX_RELEASE)"
tar -czvf "$(LINUX_RELEASE)" -C "$(RELEASE_FOLDER)" .
@echo "Release creado: $(LINUX_RELEASE)"
# Neteja la carpeta temporal
$(RMDIR) "$(RELEASE_FOLDER)"
# ==============================================================================
# RELEASE — Windows (.zip)
# ==============================================================================
_windows-release:
@echo off
@echo Creando release para Windows - Version: $(VERSION)
@cmake -S . -B $(BUILDDIR) $(CMAKE_GEN) -DCMAKE_BUILD_TYPE=Release $(CMAKE_DEFS)
@cmake --build $(BUILDDIR) -j$(JOBS)
@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}"
@powershell -Command "Copy-Item -Path '$(BUILDDIR)/resources.pack' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'gamecontrollerdb.txt' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "if (Test-Path 'LICENSE') { Copy-Item 'LICENSE' -Destination '$(RELEASE_FOLDER)' }"
@powershell -Command "Copy-Item 'README.md' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "if (Test-Path 'release\windows\dll') { Copy-Item 'release\windows\dll\*.dll' -Destination '$(RELEASE_FOLDER)' }"
@powershell -Command "Copy-Item -Path '$(TARGET_FILE).exe' -Destination '$(WIN_RELEASE_FILE_PS).exe'"
strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
@powershell -Command "if (Test-Path '$(WINDOWS_RELEASE)') {Remove-Item '$(WINDOWS_RELEASE)'}"
@powershell -Command "Compress-Archive -Path '$(RELEASE_FOLDER)/*' -DestinationPath '$(WINDOWS_RELEASE)'"
@echo Release creado: $(WINDOWS_RELEASE)
@powershell -Command "if (Test-Path '$(RELEASE_FOLDER)') {Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force}"
# ==============================================================================
# RELEASE — macOS (.dmg per Apple Silicon)
# ==============================================================================
_macos-release:
@echo "Creando release para macOS - Version: $(VERSION)"
# Verificar/instal·lar create-dmg si cal
@which create-dmg > /dev/null || (echo "Instalando create-dmg..." && brew install create-dmg)
# Compila la versió Apple Silicon
@cmake -S . -B $(BUILDDIR)/arm $(CMAKE_GEN) -DCMAKE_BUILD_TYPE=Release \
-DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 \
-DMACOS_BUNDLE=ON $(CMAKE_DEFS)
@cmake --build $(BUILDDIR)/arm -j$(JOBS)
# Neteja artefactes anteriors
@$(MKDIR) "$(DIST_DIR)" 2>/dev/null || true
$(RMDIR) "$(RELEASE_FOLDER)" 2>/dev/null || true
$(RMFILE) "$(DIST_DIR)"/rw.* 2>/dev/null || true
$(RMFILE) "$(MACOS_APPLE_SILICON_RELEASE)"
# Crea l'estructura del bundle .app
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
# Còpia de recursos i metadades del bundle
cp $(BUILDDIR)/arm/resources.pack "$(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)/$(APP_NAME).app/Contents/Frameworks"
cp release/icons/icon.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp release/macos/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents"
@[ -f LICENSE ] && cp LICENSE "$(RELEASE_FOLDER)" || true
cp README.md "$(RELEASE_FOLDER)"
# Recreate framework symlinks (Versions/Current i top-level)
@cd "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks/SDL3.framework" && \
rm -f SDL3 Headers Resources && \
ln -s Versions/Current/SDL3 SDL3 && \
ln -s Versions/Current/Headers Headers && \
ln -s Versions/Current/Resources Resources
@cd "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks/SDL3.framework/Versions" && \
rm -f Current && ln -s A Current
# Actualitza Info.plist amb VERSION i metadades
@echo "Actualizando Info.plist con versión $(VERSION)..."
@RAW_VERSION=$$(echo "$(VERSION)" | sed 's/^v//'); \
sed -i '' '/<key>CFBundleShortVersionString<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"; \
sed -i '' '/<key>CFBundleVersion<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"; \
sed -i '' '/<key>CFBundleExecutable<\/key>/{n;s|<string>.*</string>|<string>$(PROJECT)</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"; \
sed -i '' '/<key>CFBundleName<\/key>/{n;s|<string>.*</string>|<string>$(APP_NAME)</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"; \
sed -i '' '/<key>CFBundleDisplayName<\/key>/{n;s|<string>.*</string>|<string>$(APP_NAME)</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"
# Còpia del binari al bundle
cp "$(BUILDDIR)/arm/$(PROJECT)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(PROJECT)"
# Firma ad-hoc del bundle
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
# Empaqueta el .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)"
# Neteja temporals
$(RMDIR) "$(RELEASE_FOLDER)"
$(RMDIR) $(BUILDDIR)/arm
$(RMFILE) "$(DIST_DIR)"/rw.* 2>/dev/null || true
show-version:
@echo "$(PROJECT) $(VERSION) ($(GIT_HASH))"
clean:
@rm -rf $(BUILDDIR) $(DIST_DIR)
rebuild: clean all
# Empaqueta data/ a $(BUILDDIR)/resources.pack. Força un rebuild del pack encara
# que res no hagi canviat dins data/. L'empaquetat també es fa automàticament a
# cada `make`/`make debug` via el target CMake `resource_pack`.
pack:
@cmake -S . -B $(BUILDDIR) $(CMAKE_GEN) $(CMAKE_DEFS)
@cmake --build $(BUILDDIR) --target pack_resources
@./$(BUILDDIR)/pack_resources data $(BUILDDIR)/resources.pack
# ==============================================================================
# DESCÀRREGA DE GAMECONTROLLERDB
# ==============================================================================
# Descarrega l'última versió de gamecontrollerdb.txt (mappings de gamepads
# mantinguts per la comunitat) a l'arrel del projecte. SDL el carrega via
# filesystem real (no dins resources.pack) i s'ha de copiar al costat del binari
# en cada build (gestionat per CP_CONTROLLERDB a `all`/`debug` i pels release targets).
controllerdb:
@echo "Descargando gamecontrollerdb.txt..."
curl -fsSL https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/master/gamecontrollerdb.txt \
-o gamecontrollerdb.txt
@echo "gamecontrollerdb.txt actualizado"
# ==============================================================================
# CODE QUALITY (delegats a cmake)
# ==============================================================================
format:
@cmake -S . -B $(BUILDDIR) $(CMAKE_GEN) -DCMAKE_BUILD_TYPE=Release $(CMAKE_DEFS)
@cmake --build $(BUILDDIR) --target format
format-check:
@cmake -S . -B $(BUILDDIR) $(CMAKE_GEN) -DCMAKE_BUILD_TYPE=Release $(CMAKE_DEFS)
@cmake --build $(BUILDDIR) --target format-check
tidy:
@cmake -S . -B $(BUILDDIR) $(CMAKE_GEN) -DCMAKE_BUILD_TYPE=Release $(CMAKE_DEFS)
@cmake --build $(BUILDDIR) --target tidy
tidy-fix:
@cmake -S . -B $(BUILDDIR) $(CMAKE_GEN) -DCMAKE_BUILD_TYPE=Release $(CMAKE_DEFS)
@cmake --build $(BUILDDIR) --target tidy-fix
cppcheck:
@cmake -S . -B $(BUILDDIR) $(CMAKE_GEN) -DCMAKE_BUILD_TYPE=Release $(CMAKE_DEFS)
@cmake --build $(BUILDDIR) --target cppcheck
# ==============================================================================
# GIT HOOKS
# ==============================================================================
hooks-install:
@git config core.hooksPath .githooks
@echo "Git hooks activats: $(shell pwd)/.githooks"
# ==============================================================================
# AJUDA
# ==============================================================================
help:
@echo "Makefile per a $(PROJECT)"
@echo ""
@echo " Compilació:"
@echo " make - Compilar amb cmake (Release)"
@echo " make debug - Compilar amb cmake (Debug)"
@echo ""
@echo " Execució:"
@echo " make run - Compilar (Release) i executar"
@echo " make run-debug - Compilar (Debug) i executar"
@echo ""
@echo " Release:"
@echo " make release - Release + empaquetat (zip/dmg/tar.gz segons SO)"
@echo ""
@echo " Recursos:"
@echo " make pack - Empaquetar data/ a $(BUILDDIR)/resources.pack"
@echo ""
@echo " Qualitat de codi:"
@echo " make format - Formatar codi amb clang-format"
@echo " make format-check - Verificar format sense modificar"
@echo " make tidy - Anàlisi estàtic amb clang-tidy"
@echo " make tidy-fix - Anàlisi estàtic amb auto-fix"
@echo " make cppcheck - Anàlisi estàtic amb cppcheck"
@echo ""
@echo " Altres:"
@echo " make clean - Esborrar $(BUILDDIR)/ i $(DIST_DIR)/"
@echo " make rebuild - clean + all"
@echo " make show-version - Mostrar versió"
@echo " make hooks-install - Activar git hooks del projecte"
@echo ""
@echo " Versió actual: $(VERSION) ($(GIT_HASH))"