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:
97
CLAUDE.md
97
CLAUDE.md
@@ -12,59 +12,98 @@ This is **Orni Attack**, an **Asteroids-style game** originally written in **Tur
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## Build System
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## Build System
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Based on `/home/sergio/gitea/pollo` project structure.
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Based on `/home/sergio/gitea/pollo` project structure, now with **CMake as build authority** and **automatic file discovery**.
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### Build Commands
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### Basic Build Commands
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```bash
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```bash
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# Clean + compile
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make # Compile (delegates to CMake)
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make clean && make
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make debug # Debug build
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make clean # Clean artifacts
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./orni # Run
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```
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# Run
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### Release Packaging
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./orni
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# Individual targets
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```bash
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make linux # Linux build
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make macos_release # macOS .app bundle + .dmg (Apple Silicon)
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make macos # macOS build
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make linux_release # Linux .tar.gz
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make windows # Windows build (MinGW)
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make windows_release # Windows .zip (requires MinGW on Windows)
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make windows_cross # Cross-compile Windows from Linux/macOS
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make rpi_release # Raspberry Pi ARM64 cross-compile
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```
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```
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### Build Files
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### Build Files
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- **CMakeLists.txt** - CMake configuration (C++20, SDL3, project metadata)
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- **CMakeLists.txt** - CMake configuration (C++20, SDL3, auto-discovers .cpp files)
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- **Makefile** - Cross-platform wrapper, extracts project info from CMakeLists.txt
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- **Makefile** - Wrapper for compilation + complex packaging recipes
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- **source/project.h.in** - Template for auto-generated project.h
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- **source/project.h.in** - Template for auto-generated project.h
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- **build/project.h** - Auto-generated (by CMake) with project constants
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- **build/project.h** - Auto-generated (by CMake) with project constants
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- **release/** - Platform-specific resources (icons, .rc, .plist)
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- **release/** - Platform-specific resources (icons, .rc, .plist, frameworks, DLLs)
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### Architecture: Hybrid CMake + Makefile
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**CMake handles**: Compilation (simple, standard, IDE-friendly)
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- Auto-discovers all `.cpp` files in `source/core/` and `source/game/`
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- Excludes `source/legacy/` automatically
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- Generates `build/project.h` from template
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- Links SDL3
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**Makefile handles**: Packaging (complex bash scripts)
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- Delegates compilation to CMake (`make` → `cmake --build build`)
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- Contains 5 release packaging targets (macOS, Linux, Windows, RPI, Windows-cross)
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- Includes: code signing, framework symlinks, DMG creation, cross-compilation
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### Project Metadata System
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### Project Metadata System
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**Auto-generation with CMake**:
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**Single source of truth** in `CMakeLists.txt`:
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CMake generates `build/project.h` from `source/project.h.in` template on every compilation:
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```cmake
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project(orni VERSION 0.3.0)
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set(PROJECT_LONG_NAME "Orni Attack")
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set(PROJECT_COPYRIGHT "© 1999 Visente i Sergi, 2025 Port")
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```
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**Auto-generated** `build/project.h`:
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```cpp
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```cpp
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// build/project.h (generated automatically)
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namespace Project {
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namespace Project {
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constexpr const char* NAME = "orni"; // From project(orni ...)
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constexpr const char* NAME = "orni";
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constexpr const char* LONG_NAME = "Orni Attack"; // From PROJECT_LONG_NAME
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constexpr const char* LONG_NAME = "Orni Attack";
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constexpr const char* VERSION = "0.1.0"; // From VERSION
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constexpr const char* VERSION = "0.3.0";
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constexpr const char* COPYRIGHT = "© 1999..."; // From PROJECT_COPYRIGHT
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constexpr const char* COPYRIGHT = "© 1999 Visente i Sergi, 2025 Port";
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constexpr const char* GIT_HASH = "abc1234"; // From git rev-parse
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constexpr const char* GIT_HASH = "abc1234"; // From git rev-parse
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}
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}
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```
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```
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**Window title format** (dynamic, in sdl_manager.cpp):
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**Window title** (dynamic): `Orni Attack v0.3.0 (© 1999 Visente i Sergi, 2025 Port)`
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```cpp
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std::format("{} v{} ({})",
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### File Discovery
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Project::LONG_NAME, // "Orni Attack"
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Project::VERSION, // "0.1.0"
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**Automatic** - no manual maintenance needed:
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Project::COPYRIGHT) // "© 1999 Visente i Sergi, 2025 Port"
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```cmake
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# CMakeLists.txt automatically finds:
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file(GLOB_RECURSE CORE_SOURCES "source/core/*.cpp")
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file(GLOB_RECURSE GAME_SOURCES "source/game/*.cpp")
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# + source/main.cpp
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# - source/legacy/* (excluded)
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```
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```
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Result: `Orni Attack v0.1.0 (© 1999 Visente i Sergi, 2025 Port)`
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**When you create a new file** like `source/game/entities/asteroide.cpp`:
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1. Just create it in the appropriate directory
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2. Run `make`
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3. CMake automatically detects and compiles it
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**Single source of truth**: All project info in CMakeLists.txt, no hardcoded strings.
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**No need to edit** Makefile or CMakeLists.txt!
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### Cross-Platform Notes
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- **macOS**: Requires `create-dmg` (auto-installed via Homebrew)
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- **Windows**: Compile natively with MinGW or use `make windows_cross` on Linux/macOS
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- **Windows cross**: Requires `x86_64-w64-mingw32-g++` toolchain
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- **RPI cross**: Requires `aarch64-linux-gnu-g++` toolchain
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- **Frameworks**: macOS release includes SDL3.xcframework with symlink recreation
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## Architecture
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## Architecture
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@@ -31,33 +31,23 @@ endif()
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# Configurar archivo de versión
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# Configurar archivo de versión
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configure_file(${CMAKE_SOURCE_DIR}/source/project.h.in ${CMAKE_BINARY_DIR}/project.h @ONLY)
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configure_file(${CMAKE_SOURCE_DIR}/source/project.h.in ${CMAKE_BINARY_DIR}/project.h @ONLY)
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# --- LISTA DE FUENTES ---
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# --- LISTA DE FUENTES (AUTO-DESCUBRIMIENTO) ---
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# Buscar automáticamente todos los archivos .cpp en core/, game/ y main.cpp
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file(GLOB_RECURSE CORE_SOURCES "${CMAKE_SOURCE_DIR}/source/core/*.cpp")
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file(GLOB_RECURSE GAME_SOURCES "${CMAKE_SOURCE_DIR}/source/game/*.cpp")
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set(APP_SOURCES
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set(APP_SOURCES
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${CORE_SOURCES}
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${GAME_SOURCES}
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source/main.cpp
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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/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/core/audio/audio.cpp
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source/core/audio/audio_cache.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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)
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)
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# Excluir archivos legacy (código Pascal de referencia)
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list(FILTER APP_SOURCES EXCLUDE REGEX ".*/legacy/.*")
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# Log de archivos encontrados (útil para debug)
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list(LENGTH APP_SOURCES APP_SOURCES_COUNT)
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message(STATUS "Archivos .cpp encontrados: ${APP_SOURCES_COUNT}")
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# Configuración de SDL3
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# Configuración de SDL3
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find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
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find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
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message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
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message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
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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_FOLDER := $(TARGET_NAME)_release
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RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
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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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# ==============================================================================
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# VERSION
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# VERSION
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# ==============================================================================
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# ==============================================================================
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@@ -32,75 +41,21 @@ endif
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# ==============================================================================
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# ==============================================================================
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# SOURCE FILES
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# SOURCE FILES
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# ==============================================================================
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# ==============================================================================
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APP_SOURCES := \
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# Note: Source files are now auto-discovered by CMake using GLOB_RECURSE
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source/main.cpp \
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# No need to maintain this list manually anymore!
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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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# ==============================================================================
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# ==============================================================================
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# INCLUDES
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# PLATFORM-SPECIFIC UTILITIES
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# ==============================================================================
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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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ifeq ($(OS),Windows_NT)
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# Windows (MinGW)
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RMFILE := del /Q
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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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RMDIR := rmdir /S /Q
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RMDIR := rmdir /S /Q
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MKDIR := mkdir
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MKDIR := mkdir
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else
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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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RMFILE := rm -f
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RMDIR := rm -rf
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RMDIR := rm -rf
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MKDIR := mkdir -p
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MKDIR := mkdir -p
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UNAME_S := $(shell uname -s)
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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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endif
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# ==============================================================================
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# ==============================================================================
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@@ -108,72 +63,258 @@ endif
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# ==============================================================================
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# ==============================================================================
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.PHONY: all clean debug help backup
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.PHONY: all clean debug help backup
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|
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# Default target
|
# ==============================================================================
|
||||||
|
# BUILD TARGETS (delegate to CMake)
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||||||
|
# ==============================================================================
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||||||
|
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||||||
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# Default target: build with CMake
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all: $(TARGET_FILE)
|
all: $(TARGET_FILE)
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# Generate build/project.h from template
|
$(TARGET_FILE):
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.PHONY: generate_project_h
|
@cmake -B build -DCMAKE_BUILD_TYPE=Release
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generate_project_h:
|
@cmake --build build
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@$(MKDIR) build 2>/dev/null || true
|
@echo "Build successful: $(TARGET_FILE)"
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||||||
@echo "Generating build/project.h..."
|
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ifeq ($(OS),Windows_NT)
|
|
||||||
@powershell -Command \
|
|
||||||
"$$name = '$(TARGET_NAME)'; \
|
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||||||
$$long = '$(LONG_NAME)'; \
|
|
||||||
$$ver = '$(VERSION)'.TrimStart('v'); \
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|
||||||
$$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>$$null} catch {'unknown'}; \
|
|
||||||
(Get-Content source/project.h.in) -replace '@PROJECT_NAME@', $$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/'); \
|
|
||||||
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" \
|
|
||||||
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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||||||
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|
||||||
# Compile executable
|
|
||||||
$(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
|
|
||||||
@if not exist release\\orni.res $(WINDRES) release\\orni.rc -O coff -o release\\orni.res
|
|
||||||
$(CXX) $(CXXFLAGS) $(INCLUDES) $(APP_SOURCES) $(RESOURCE_FILE) $(LDFLAGS) -o $(TARGET_FILE).exe
|
|
||||||
else
|
|
||||||
@$(MKDIR) build
|
|
||||||
$(CXX) $(CXXFLAGS) $(INCLUDES) $(APP_SOURCES) $(LDFLAGS) -o $(TARGET_FILE)
|
|
||||||
endif
|
|
||||||
@echo Compilation successful: $(TARGET_FILE)
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|
||||||
|
|
||||||
# Debug build
|
# Debug build
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||||||
debug: generate_project_h $(APP_SOURCES)
|
debug:
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||||||
ifeq ($(OS),Windows_NT)
|
@cmake -B build -DCMAKE_BUILD_TYPE=Debug
|
||||||
@if not exist build $(MKDIR) build
|
@cmake --build build
|
||||||
$(CXX) $(CXXFLAGS_DEBUG) $(INCLUDES) $(APP_SOURCES) $(LDFLAGS) -o $(TARGET_FILE)_debug.exe
|
@echo "Debug build successful: $(TARGET_FILE)_debug"
|
||||||
else
|
|
||||||
@$(MKDIR) build
|
# ==============================================================================
|
||||||
$(CXX) $(CXXFLAGS_DEBUG) $(INCLUDES) $(APP_SOURCES) $(LDFLAGS) -o $(TARGET_FILE)_debug
|
# RELEASE PACKAGING TARGETS
|
||||||
endif
|
# ==============================================================================
|
||||||
@echo Debug build successful: $(TARGET_FILE)_debug
|
|
||||||
|
# macOS Release (Apple Silicon)
|
||||||
|
.PHONY: macos_release
|
||||||
|
macos_release:
|
||||||
|
@echo "Creating macOS release - Version: $(VERSION)"
|
||||||
|
|
||||||
|
# Check/install create-dmg
|
||||||
|
@command -v create-dmg >/dev/null || (echo "Installing create-dmg..." && brew install create-dmg)
|
||||||
|
|
||||||
|
# Clean previous releases
|
||||||
|
@$(RMDIR) "$(RELEASE_FOLDER)" 2>/dev/null || true
|
||||||
|
@$(RMDIR) Frameworks 2>/dev/null || true
|
||||||
|
@$(RMFILE) "$(MACOS_ARM_RELEASE)" 2>/dev/null || true
|
||||||
|
|
||||||
|
# Create .app structure
|
||||||
|
@$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
|
||||||
|
@$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
|
||||||
|
@$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||||
|
@$(MKDIR) Frameworks
|
||||||
|
|
||||||
|
# Copy resources
|
||||||
|
@cp -r resources "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources/"
|
||||||
|
@ditto release/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks/SDL3.framework"
|
||||||
|
@ditto release/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework Frameworks/SDL3.framework
|
||||||
|
|
||||||
|
# Recreate framework symlinks (may be broken)
|
||||||
|
@cd 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 Frameworks/SDL3.framework/Versions && rm -f Current && ln -s A Current
|
||||||
|
@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
|
||||||
|
|
||||||
|
@cp release/icon.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources/"
|
||||||
|
@cp release/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/"
|
||||||
|
@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"
|
||||||
|
|
||||||
|
# Update Info.plist version
|
||||||
|
@echo "Updating Info.plist with version $(RAW_VERSION)..."
|
||||||
|
@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"
|
||||||
|
|
||||||
|
# Compile for Apple Silicon using CMake
|
||||||
|
@cmake -B build -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64
|
||||||
|
@cmake --build build
|
||||||
|
@cp $(TARGET_FILE) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
|
||||||
|
|
||||||
|
# Code sign
|
||||||
|
@codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app" || echo "Warning: Code signing failed"
|
||||||
|
|
||||||
|
# Create DMG
|
||||||
|
@echo "Creating DMG for Apple Silicon..."
|
||||||
|
@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 \
|
||||||
|
--app-drop-link 115 102 \
|
||||||
|
--hide-extension "$(APP_NAME).app" \
|
||||||
|
"$(MACOS_ARM_RELEASE)" \
|
||||||
|
"$(RELEASE_FOLDER)" || true
|
||||||
|
@echo "✓ macOS release created: $(MACOS_ARM_RELEASE)"
|
||||||
|
|
||||||
|
# Cleanup
|
||||||
|
@$(RMDIR) Frameworks
|
||||||
|
@$(RMDIR) "$(RELEASE_FOLDER)"
|
||||||
|
|
||||||
|
# Linux Release
|
||||||
|
.PHONY: linux_release
|
||||||
|
linux_release:
|
||||||
|
@echo "Creating Linux release - Version: $(VERSION)"
|
||||||
|
|
||||||
|
# Clean previous
|
||||||
|
@$(RMDIR) "$(RELEASE_FOLDER)"
|
||||||
|
@$(RMFILE) "$(LINUX_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"
|
||||||
|
|
||||||
|
# Compile with CMake
|
||||||
|
@cmake -B build -DCMAKE_BUILD_TYPE=Release
|
||||||
|
@cmake --build build
|
||||||
|
@cp $(TARGET_FILE) "$(RELEASE_FILE)"
|
||||||
|
@strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded || strip "$(RELEASE_FILE)"
|
||||||
|
|
||||||
|
# Package
|
||||||
|
@tar -czf "$(LINUX_RELEASE)" -C "$(RELEASE_FOLDER)" .
|
||||||
|
@echo "✓ Linux release created: $(LINUX_RELEASE)"
|
||||||
|
|
||||||
|
# Cleanup
|
||||||
|
@$(RMDIR) "$(RELEASE_FOLDER)"
|
||||||
|
|
||||||
|
# Windows Release (requires MinGW on Windows or cross-compiler on Linux)
|
||||||
|
.PHONY: windows_release
|
||||||
|
windows_release:
|
||||||
|
@echo "Creating Windows release - Version: $(VERSION)"
|
||||||
|
@echo "Note: This target should be run on Windows with MinGW or use windows_cross on Linux"
|
||||||
|
|
||||||
|
# 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"
|
||||||
|
@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
|
||||||
|
@windres release/$(TARGET_NAME).rc -O coff -o release/$(TARGET_NAME).res 2>/dev/null || echo "Warning: windres failed"
|
||||||
|
|
||||||
|
# Compile with CMake
|
||||||
|
@cmake -B build -DCMAKE_BUILD_TYPE=Release
|
||||||
|
@cmake --build build
|
||||||
|
@cp $(TARGET_FILE).exe "$(RELEASE_FILE).exe" || cp $(TARGET_FILE) "$(RELEASE_FILE).exe"
|
||||||
|
|
||||||
|
# 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) "$(RELEASE_FOLDER)"
|
||||||
|
|
||||||
# Clean build artifacts
|
# Clean build artifacts
|
||||||
clean:
|
clean:
|
||||||
ifeq ($(OS),Windows_NT)
|
ifeq ($(OS),Windows_NT)
|
||||||
@if exist $(call FixPath,$(TARGET_FILE).exe) $(RM) $(call FixPath,$(TARGET_FILE).exe)
|
@if exist $(call FixPath,$(TARGET_FILE).exe) $(RMFILE) $(call FixPath,$(TARGET_FILE).exe)
|
||||||
@if exist $(call FixPath,$(TARGET_FILE)_debug.exe) $(RM) $(call FixPath,$(TARGET_FILE)_debug.exe)
|
@if exist $(call FixPath,$(TARGET_FILE)_debug.exe) $(RMFILE) $(call FixPath,$(TARGET_FILE)_debug.exe)
|
||||||
@if exist build $(RMDIR) build
|
@if exist build $(RMDIR) build
|
||||||
@if exist $(RELEASE_FOLDER) $(RMDIR) $(RELEASE_FOLDER)
|
@if exist $(RELEASE_FOLDER) $(RMDIR) $(RELEASE_FOLDER)
|
||||||
else
|
else
|
||||||
@$(RMFILE) $(TARGET_FILE)
|
@$(RMFILE) $(TARGET_FILE) $(TARGET_FILE)_debug
|
||||||
@$(RMFILE) $(TARGET_FILE)_debug
|
@$(RMDIR) build $(RELEASE_FOLDER)
|
||||||
@$(RMDIR) build
|
@$(RMFILE) *.dmg *.zip *.tar.gz 2>/dev/null || true
|
||||||
@$(RMDIR) $(RELEASE_FOLDER)
|
|
||||||
endif
|
endif
|
||||||
@echo Clean complete
|
@echo "Clean complete"
|
||||||
|
|
||||||
# Backup to remote server
|
# Backup to remote server
|
||||||
backup:
|
backup:
|
||||||
@@ -191,14 +332,25 @@ backup:
|
|||||||
# Help target
|
# Help target
|
||||||
help:
|
help:
|
||||||
@echo "Available targets:"
|
@echo "Available targets:"
|
||||||
@echo " all - Build the game (default)"
|
@echo ""
|
||||||
@echo " debug - Build with debug symbols"
|
@echo "Build:"
|
||||||
@echo " clean - Remove build artifacts"
|
@echo " all - Build the game (default, delegates to CMake)"
|
||||||
@echo " backup - Backup project to remote server"
|
@echo " debug - Build with debug symbols"
|
||||||
@echo " help - Show this help message"
|
@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 ""
|
||||||
@echo "Current configuration:"
|
@echo "Current configuration:"
|
||||||
|
@echo " Project: $(LONG_NAME)"
|
||||||
@echo " Target: $(TARGET_NAME)"
|
@echo " Target: $(TARGET_NAME)"
|
||||||
@echo " Version: $(VERSION)"
|
@echo " Version: $(VERSION)"
|
||||||
@echo " Platform: $(UNAME_S)"
|
@echo " Platform: $(UNAME_S)"
|
||||||
@echo " C++ Standard: $(CPP_STANDARD)"
|
|
||||||
|
|||||||
@@ -9,7 +9,7 @@
|
|||||||
#include "../../core/audio/audio.hpp"
|
#include "../../core/audio/audio.hpp"
|
||||||
#include "../../core/system/gestor_escenes.hpp"
|
#include "../../core/system/gestor_escenes.hpp"
|
||||||
#include "../../core/system/global_events.hpp"
|
#include "../../core/system/global_events.hpp"
|
||||||
#include "build/project.h"
|
#include "project.h"
|
||||||
|
|
||||||
EscenaTitol::EscenaTitol(SDLManager& sdl)
|
EscenaTitol::EscenaTitol(SDLManager& sdl)
|
||||||
: sdl_(sdl),
|
: sdl_(sdl),
|
||||||
|
|||||||
Reference in New Issue
Block a user