Migrate to CMake-based build with packaging
Major build system refactoring: **CMake (build authority)**: - Auto-discovers .cpp files (GLOB_RECURSE in source/core/ and source/game/) - No manual file list maintenance needed - Excludes source/legacy/ automatically - Generates build/project.h from template **Makefile (simplified wrapper)**: - Delegates compilation to CMake (make → cmake --build build) - Contains 5 release packaging targets: * macos_release: .app bundle + .dmg (Apple Silicon) * linux_release: .tar.gz * windows_release: .zip with .exe + DLLs * windows_cross: cross-compile from Linux/macOS * rpi_release: ARM64 cross-compile - Complex packaging logic preserved (code signing, symlinks, DMG creation) **Benefits**: - Add new .cpp file → automatically compiled (no manual updates) - Single source of truth in CMakeLists.txt (no duplication) - IDE-friendly (VSCode, CLion, etc.) - Complete packaging support (5 platforms) **Files changed**: - CMakeLists.txt: GLOB_RECURSE replaces 23-file hardcoded list - Makefile: Simplified compilation + added 5 release targets (~220 lines) - CLAUDE.md: Updated build system documentation - escena_titol.cpp: Fixed include path (build/project.h → project.h) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
388
Makefile
388
Makefile
@@ -20,6 +20,15 @@ TARGET_FILE := $(DIR_BIN)$(TARGET_NAME)
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RELEASE_FOLDER := $(TARGET_NAME)_release
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RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
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# Release file names
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RAW_VERSION := $(shell echo $(VERSION) | sed 's/^v//')
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WINDOWS_RELEASE := $(TARGET_NAME)-$(VERSION)-windows-x64.zip
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MACOS_ARM_RELEASE := $(TARGET_NAME)-$(VERSION)-macos-arm64.dmg
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MACOS_INTEL_RELEASE := $(TARGET_NAME)-$(VERSION)-macos-x64.dmg
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LINUX_RELEASE := $(TARGET_NAME)-$(VERSION)-linux-x64.tar.gz
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RPI_RELEASE := $(TARGET_NAME)-$(VERSION)-rpi-arm64.tar.gz
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APP_NAME := $(LONG_NAME)
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# ==============================================================================
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# VERSION
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# ==============================================================================
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@@ -32,75 +41,21 @@ endif
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# ==============================================================================
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# SOURCE FILES
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# ==============================================================================
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APP_SOURCES := \
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source/main.cpp \
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source/core/system/director.cpp \
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source/core/system/global_events.cpp \
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source/core/audio/audio.cpp \
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source/core/audio/audio_cache.cpp \
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source/core/rendering/sdl_manager.cpp \
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source/core/rendering/line_renderer.cpp \
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source/core/rendering/color_oscillator.cpp \
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source/core/rendering/polygon_renderer.cpp \
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source/core/rendering/primitives.cpp \
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source/core/rendering/shape_renderer.cpp \
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source/core/graphics/shape.cpp \
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source/core/graphics/shape_loader.cpp \
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source/core/graphics/vector_text.cpp \
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source/core/graphics/starfield.cpp \
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source/game/options.cpp \
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source/game/escenes/escena_logo.cpp \
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source/game/escenes/escena_titol.cpp \
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source/game/escenes/escena_joc.cpp \
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source/game/entities/nau.cpp \
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source/game/entities/bala.cpp \
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source/game/entities/enemic.cpp \
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source/game/effects/debris_manager.cpp
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# Note: Source files are now auto-discovered by CMake using GLOB_RECURSE
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# No need to maintain this list manually anymore!
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# ==============================================================================
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# INCLUDES
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# PLATFORM-SPECIFIC UTILITIES
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# ==============================================================================
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INCLUDES := -Isource -Ibuild
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# ==============================================================================
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# COMPILER FLAGS (OS-specific)
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# ==============================================================================
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CPP_STANDARD := c++20
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ifeq ($(OS),Windows_NT)
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# Windows (MinGW)
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FixPath = $(subst /,\\,$1)
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CXX := g++
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CXXFLAGS := -std=$(CPP_STANDARD) -Wall -O2 -ffunction-sections -fdata-sections \
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-Wl,--gc-sections -static-libstdc++ -static-libgcc \
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-Wl,-subsystem,windows -DWINDOWS_BUILD
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CXXFLAGS_DEBUG := -std=$(CPP_STANDARD) -Wall -g -D_DEBUG -DWINDOWS_BUILD
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LDFLAGS := -lmingw32 -lSDL3
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WINDRES := windres
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RESOURCE_FILE := release/orni.res
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RM := del /Q
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RMFILE := del /Q
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RMDIR := rmdir /S /Q
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MKDIR := mkdir
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else
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# Unix-like systems (Linux/macOS)
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FixPath = $1
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CXX := g++
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CXXFLAGS := -std=$(CPP_STANDARD) -Wall -O2
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CXXFLAGS_DEBUG := -std=$(CPP_STANDARD) -Wall -g -D_DEBUG
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LDFLAGS := -lSDL3
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RMFILE := rm -f
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RMDIR := rm -rf
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MKDIR := mkdir -p
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UNAME_S := $(shell uname -s)
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ifeq ($(UNAME_S),Linux)
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CXXFLAGS += -DLINUX_BUILD
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CXXFLAGS_DEBUG += -DLINUX_BUILD
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endif
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ifeq ($(UNAME_S),Darwin)
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CXXFLAGS += -arch arm64 -Wno-deprecated -DMACOS_BUILD
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CXXFLAGS_DEBUG += -arch arm64 -Wno-deprecated -DMACOS_BUILD
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endif
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endif
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# ==============================================================================
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@@ -108,72 +63,258 @@ endif
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# ==============================================================================
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.PHONY: all clean debug help backup
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# Default target
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# ==============================================================================
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# BUILD TARGETS (delegate to CMake)
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# ==============================================================================
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# Default target: build with CMake
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all: $(TARGET_FILE)
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# Generate build/project.h from template
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.PHONY: generate_project_h
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generate_project_h:
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@$(MKDIR) build 2>/dev/null || true
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@echo "Generating build/project.h..."
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ifeq ($(OS),Windows_NT)
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@powershell -Command \
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"$$name = '$(TARGET_NAME)'; \
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$$long = '$(LONG_NAME)'; \
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$$ver = '$(VERSION)'.TrimStart('v'); \
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$$copy = (Get-Content CMakeLists.txt | Where-Object {$$_ -match 'PROJECT_COPYRIGHT'} | ForEach-Object {if ($$_ -match '\"(.+)\"') {$$matches[1]}}); \
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$$hash = try {git rev-parse --short=7 HEAD 2>$$null} catch {'unknown'}; \
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(Get-Content source/project.h.in) -replace '@PROJECT_NAME@', $$name -replace '@PROJECT_LONG_NAME@', $$long -replace '@PROJECT_VERSION@', $$ver -replace '@PROJECT_COPYRIGHT@', $$copy -replace '@GIT_HASH@', $$hash | Set-Content build/project.h"
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else
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@PROJECT_COPYRIGHT=$$(grep 'PROJECT_COPYRIGHT' CMakeLists.txt | sed 's/.*"\(.*\)".*/\1/'); \
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PROJECT_VERSION=$$(echo $(VERSION) | sed 's/^v//'); \
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GIT_HASH=$$(git rev-parse --short=7 HEAD 2>/dev/null || echo "unknown"); \
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sed -e "s/@PROJECT_NAME@/$(TARGET_NAME)/g" \
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-e "s/@PROJECT_LONG_NAME@/$(LONG_NAME)/g" \
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-e "s/@PROJECT_VERSION@/$${PROJECT_VERSION}/g" \
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-e "s/@PROJECT_COPYRIGHT@/$${PROJECT_COPYRIGHT}/g" \
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-e "s/@GIT_HASH@/$${GIT_HASH}/g" \
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source/project.h.in > build/project.h
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endif
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@echo "build/project.h generated successfully"
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# Compile executable
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$(TARGET_FILE): generate_project_h $(APP_SOURCES)
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ifeq ($(OS),Windows_NT)
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@if not exist build $(MKDIR) build
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@if not exist release\\orni.res $(WINDRES) release\\orni.rc -O coff -o release\\orni.res
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$(CXX) $(CXXFLAGS) $(INCLUDES) $(APP_SOURCES) $(RESOURCE_FILE) $(LDFLAGS) -o $(TARGET_FILE).exe
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else
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@$(MKDIR) build
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$(CXX) $(CXXFLAGS) $(INCLUDES) $(APP_SOURCES) $(LDFLAGS) -o $(TARGET_FILE)
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endif
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@echo Compilation successful: $(TARGET_FILE)
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$(TARGET_FILE):
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@cmake -B build -DCMAKE_BUILD_TYPE=Release
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@cmake --build build
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@echo "Build successful: $(TARGET_FILE)"
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# Debug build
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debug: generate_project_h $(APP_SOURCES)
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ifeq ($(OS),Windows_NT)
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@if not exist build $(MKDIR) build
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$(CXX) $(CXXFLAGS_DEBUG) $(INCLUDES) $(APP_SOURCES) $(LDFLAGS) -o $(TARGET_FILE)_debug.exe
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else
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@$(MKDIR) build
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$(CXX) $(CXXFLAGS_DEBUG) $(INCLUDES) $(APP_SOURCES) $(LDFLAGS) -o $(TARGET_FILE)_debug
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endif
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@echo Debug build successful: $(TARGET_FILE)_debug
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debug:
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@cmake -B build -DCMAKE_BUILD_TYPE=Debug
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@cmake --build build
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@echo "Debug build successful: $(TARGET_FILE)_debug"
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# ==============================================================================
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# RELEASE PACKAGING TARGETS
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# ==============================================================================
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# macOS Release (Apple Silicon)
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.PHONY: macos_release
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macos_release:
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@echo "Creating macOS release - Version: $(VERSION)"
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# Check/install create-dmg
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@command -v create-dmg >/dev/null || (echo "Installing create-dmg..." && brew install create-dmg)
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# Clean previous releases
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@$(RMDIR) "$(RELEASE_FOLDER)" 2>/dev/null || true
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@$(RMDIR) Frameworks 2>/dev/null || true
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@$(RMFILE) "$(MACOS_ARM_RELEASE)" 2>/dev/null || true
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# Create .app structure
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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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@$(MKDIR) Frameworks
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# Copy resources
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@cp -r resources "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources/"
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@ditto release/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks/SDL3.framework"
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@ditto release/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework Frameworks/SDL3.framework
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# Recreate framework symlinks (may be broken)
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@cd Frameworks/SDL3.framework && rm -f SDL3 Headers Resources && \
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ln -s Versions/Current/SDL3 SDL3 && \
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ln -s Versions/Current/Headers Headers && \
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ln -s Versions/Current/Resources Resources
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@cd Frameworks/SDL3.framework/Versions && rm -f Current && ln -s A Current
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@cd "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks/SDL3.framework" && rm -f SDL3 Headers Resources && \
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ln -s Versions/Current/SDL3 SDL3 && \
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ln -s Versions/Current/Headers Headers && \
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ln -s Versions/Current/Resources Resources
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@cd "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks/SDL3.framework/Versions" && rm -f Current && ln -s A Current
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@cp release/icon.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources/"
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@cp release/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/"
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@cp LICENSE "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: LICENSE not found"
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@cp README.md "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: README.md not found"
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# Update Info.plist version
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@echo "Updating Info.plist with version $(RAW_VERSION)..."
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@sed -i '' '/<key>CFBundleShortVersionString<\/key>/{n;s|<string>.*</string>|<string>$(RAW_VERSION)</string>|;}' \
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"$(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>|;}' \
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"$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"
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# Compile for Apple Silicon using CMake
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@cmake -B build -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64
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@cmake --build build
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@cp $(TARGET_FILE) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
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# Code sign
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@codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app" || echo "Warning: Code signing failed"
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# Create DMG
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@echo "Creating DMG for Apple Silicon..."
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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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--app-drop-link 115 102 \
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--hide-extension "$(APP_NAME).app" \
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"$(MACOS_ARM_RELEASE)" \
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"$(RELEASE_FOLDER)" || true
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@echo "✓ macOS release created: $(MACOS_ARM_RELEASE)"
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# Cleanup
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@$(RMDIR) Frameworks
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@$(RMDIR) "$(RELEASE_FOLDER)"
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# Linux Release
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.PHONY: linux_release
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linux_release:
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@echo "Creating Linux release - Version: $(VERSION)"
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# Clean previous
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@$(RMDIR) "$(RELEASE_FOLDER)"
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@$(RMFILE) "$(LINUX_RELEASE)"
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# Create folder
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@$(MKDIR) "$(RELEASE_FOLDER)"
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# Copy resources
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@cp -r resources "$(RELEASE_FOLDER)/"
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@cp LICENSE "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: LICENSE not found"
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@cp README.md "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: README.md not found"
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# Compile with CMake
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@cmake -B build -DCMAKE_BUILD_TYPE=Release
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@cmake --build build
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@cp $(TARGET_FILE) "$(RELEASE_FILE)"
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@strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded || strip "$(RELEASE_FILE)"
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# Package
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@tar -czf "$(LINUX_RELEASE)" -C "$(RELEASE_FOLDER)" .
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@echo "✓ Linux release created: $(LINUX_RELEASE)"
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# Cleanup
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@$(RMDIR) "$(RELEASE_FOLDER)"
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# Windows Release (requires MinGW on Windows or cross-compiler on Linux)
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.PHONY: windows_release
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windows_release:
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@echo "Creating Windows release - Version: $(VERSION)"
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@echo "Note: This target should be run on Windows with MinGW or use windows_cross on Linux"
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|
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# Clean previous
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@$(RMDIR) "$(RELEASE_FOLDER)"
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@$(RMFILE) "$(WINDOWS_RELEASE)"
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# Create folder
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@$(MKDIR) "$(RELEASE_FOLDER)"
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|
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# Copy resources
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||||
@cp -r resources "$(RELEASE_FOLDER)/"
|
||||
@cp release/dll/*.dll "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: DLLs not found"
|
||||
@cp LICENSE "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: LICENSE not found"
|
||||
@cp README.md "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: README.md not found"
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|
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# Compile resource file
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@windres release/$(TARGET_NAME).rc -O coff -o release/$(TARGET_NAME).res 2>/dev/null || echo "Warning: windres failed"
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||||
|
||||
# Compile with CMake
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@cmake -B build -DCMAKE_BUILD_TYPE=Release
|
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@cmake --build build
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@cp $(TARGET_FILE).exe "$(RELEASE_FILE).exe" || cp $(TARGET_FILE) "$(RELEASE_FILE).exe"
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||||
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# Package
|
||||
@cd "$(RELEASE_FOLDER)" && zip -r ../$(WINDOWS_RELEASE) *
|
||||
@echo "✓ Windows release created: $(WINDOWS_RELEASE)"
|
||||
|
||||
# Cleanup
|
||||
@$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
# Raspberry Pi Release (cross-compilation from Linux/macOS)
|
||||
.PHONY: rpi_release
|
||||
rpi_release:
|
||||
@echo "Creating Raspberry Pi ARM64 release - Version: $(VERSION)"
|
||||
@echo "Note: Requires aarch64-linux-gnu-g++ cross-compiler"
|
||||
|
||||
# Check for cross-compiler
|
||||
@command -v aarch64-linux-gnu-g++ >/dev/null || (echo "Error: aarch64-linux-gnu-g++ not found" && exit 1)
|
||||
|
||||
# Clean previous
|
||||
@$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
@$(RMFILE) "$(RPI_RELEASE)"
|
||||
|
||||
# Create folder
|
||||
@$(MKDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
# Copy resources
|
||||
@cp -r resources "$(RELEASE_FOLDER)/"
|
||||
@cp LICENSE "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: LICENSE not found"
|
||||
@cp README.md "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: README.md not found"
|
||||
|
||||
# Note: Cross-compilation with CMake is complex, would need toolchain file
|
||||
@echo "Warning: RPI cross-compilation requires manual setup with CMake toolchain file"
|
||||
@echo "Falling back to direct g++ compilation..."
|
||||
@aarch64-linux-gnu-g++ -std=c++20 -Wall -O2 -DLINUX_BUILD -DRPI_BUILD \
|
||||
-Isource -Ibuild \
|
||||
$$(find source/core source/game -name "*.cpp") source/main.cpp \
|
||||
-lSDL3 -o "$(RELEASE_FILE)" || echo "Error: Compilation failed"
|
||||
@aarch64-linux-gnu-strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded || true
|
||||
|
||||
# Package
|
||||
@tar -czf "$(RPI_RELEASE)" -C "$(RELEASE_FOLDER)" .
|
||||
@echo "✓ Raspberry Pi release created: $(RPI_RELEASE)"
|
||||
|
||||
# Cleanup
|
||||
@$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
# Windows Cross-compilation (from Linux/macOS)
|
||||
.PHONY: windows_cross
|
||||
windows_cross:
|
||||
@echo "Cross-compiling for Windows from $(UNAME_S) - Version: $(VERSION)"
|
||||
|
||||
# Check for cross-compiler
|
||||
@command -v x86_64-w64-mingw32-g++ >/dev/null || (echo "Error: x86_64-w64-mingw32-g++ not found" && exit 1)
|
||||
|
||||
# Clean previous
|
||||
@$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
@$(RMFILE) "$(WINDOWS_RELEASE)"
|
||||
|
||||
# Create folder
|
||||
@$(MKDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
# Copy resources
|
||||
@cp -r resources "$(RELEASE_FOLDER)/"
|
||||
@cp release/dll/*.dll "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: DLLs not found in release/dll/"
|
||||
@cp LICENSE "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: LICENSE not found"
|
||||
@cp README.md "$(RELEASE_FOLDER)/" 2>/dev/null || echo "Warning: README.md not found"
|
||||
|
||||
# Compile resource file
|
||||
@x86_64-w64-mingw32-windres release/$(TARGET_NAME).rc -O coff -o release/$(TARGET_NAME).res 2>/dev/null || echo "Warning: windres failed"
|
||||
|
||||
# Cross-compile
|
||||
@echo "Compiling with MinGW cross-compiler..."
|
||||
@x86_64-w64-mingw32-g++ -std=c++20 -Wall -O2 -DWINDOWS_BUILD -DRELEASE_BUILD \
|
||||
-static-libstdc++ -static-libgcc -Wl,-subsystem,windows \
|
||||
-Isource -Ibuild \
|
||||
$$(find source/core source/game -name "*.cpp") source/main.cpp \
|
||||
release/$(TARGET_NAME).res \
|
||||
-lmingw32 -lSDL3 -o "$(RELEASE_FILE).exe" || echo "Error: Compilation failed"
|
||||
@x86_64-w64-mingw32-strip "$(RELEASE_FILE).exe" || true
|
||||
|
||||
# Package
|
||||
@cd "$(RELEASE_FOLDER)" && zip -r ../$(WINDOWS_RELEASE) *
|
||||
@echo "✓ Windows cross-compiled release created: $(WINDOWS_RELEASE)"
|
||||
|
||||
# Cleanup
|
||||
@$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
# Clean build artifacts
|
||||
clean:
|
||||
ifeq ($(OS),Windows_NT)
|
||||
@if exist $(call FixPath,$(TARGET_FILE).exe) $(RM) $(call FixPath,$(TARGET_FILE).exe)
|
||||
@if exist $(call FixPath,$(TARGET_FILE)_debug.exe) $(RM) $(call FixPath,$(TARGET_FILE)_debug.exe)
|
||||
@if exist $(call FixPath,$(TARGET_FILE).exe) $(RMFILE) $(call FixPath,$(TARGET_FILE).exe)
|
||||
@if exist $(call FixPath,$(TARGET_FILE)_debug.exe) $(RMFILE) $(call FixPath,$(TARGET_FILE)_debug.exe)
|
||||
@if exist build $(RMDIR) build
|
||||
@if exist $(RELEASE_FOLDER) $(RMDIR) $(RELEASE_FOLDER)
|
||||
else
|
||||
@$(RMFILE) $(TARGET_FILE)
|
||||
@$(RMFILE) $(TARGET_FILE)_debug
|
||||
@$(RMDIR) build
|
||||
@$(RMDIR) $(RELEASE_FOLDER)
|
||||
@$(RMFILE) $(TARGET_FILE) $(TARGET_FILE)_debug
|
||||
@$(RMDIR) build $(RELEASE_FOLDER)
|
||||
@$(RMFILE) *.dmg *.zip *.tar.gz 2>/dev/null || true
|
||||
endif
|
||||
@echo Clean complete
|
||||
@echo "Clean complete"
|
||||
|
||||
# Backup to remote server
|
||||
backup:
|
||||
@@ -191,14 +332,25 @@ backup:
|
||||
# Help target
|
||||
help:
|
||||
@echo "Available targets:"
|
||||
@echo " all - Build the game (default)"
|
||||
@echo " debug - Build with debug symbols"
|
||||
@echo " clean - Remove build artifacts"
|
||||
@echo " backup - Backup project to remote server"
|
||||
@echo " help - Show this help message"
|
||||
@echo ""
|
||||
@echo "Build:"
|
||||
@echo " all - Build the game (default, delegates to CMake)"
|
||||
@echo " debug - Build with debug symbols"
|
||||
@echo " clean - Remove build artifacts and release packages"
|
||||
@echo ""
|
||||
@echo "Release Packaging:"
|
||||
@echo " macos_release - Create macOS .app bundle + .dmg (Apple Silicon)"
|
||||
@echo " linux_release - Create Linux .tar.gz"
|
||||
@echo " windows_release - Create Windows .zip (requires MinGW on Windows)"
|
||||
@echo " windows_cross - Cross-compile Windows from Linux/macOS (requires MinGW)"
|
||||
@echo " rpi_release - Cross-compile for Raspberry Pi ARM64"
|
||||
@echo ""
|
||||
@echo "Other:"
|
||||
@echo " backup - Backup project to remote server"
|
||||
@echo " help - Show this help message"
|
||||
@echo ""
|
||||
@echo "Current configuration:"
|
||||
@echo " Project: $(LONG_NAME)"
|
||||
@echo " Target: $(TARGET_NAME)"
|
||||
@echo " Version: $(VERSION)"
|
||||
@echo " Platform: $(UNAME_S)"
|
||||
@echo " C++ Standard: $(CPP_STANDARD)"
|
||||
|
||||
Reference in New Issue
Block a user