migrant a SDL3
This commit is contained in:
150
Makefile
150
Makefile
@@ -1,6 +1,144 @@
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macos:
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mkdir -p bin
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g++ source/*.cpp -std=c++11 -Wall -O2 -lSDL2 -o bin/asteroids_macos
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linux:
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mkdir -p bin
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g++ source/*.cpp -std=c++11 -Wall -O2 -lSDL2 -o bin/asteroids_linux
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# ==============================================================================
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# DIRECTORIES
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# ==============================================================================
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DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
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DIR_SOURCES := $(addprefix $(DIR_ROOT), source/)
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DIR_BIN := $(DIR_ROOT)
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# ==============================================================================
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# TARGET NAMES
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# ==============================================================================
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ifeq ($(OS),Windows_NT)
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TARGET_NAME := $(shell powershell -Command "$$line = Get-Content CMakeLists.txt | Where-Object {$$_ -match '^project'}; if ($$line -match 'project\s*\x28(\w+)') { $$matches[1] }")
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LONG_NAME := $(shell powershell -Command "$$line = Get-Content CMakeLists.txt | Where-Object {$$_ -match 'PROJECT_LONG_NAME'}; if ($$line -match '\"(.+)\"') { $$matches[1] }")
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else
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TARGET_NAME := $(shell awk '/^project/ {gsub(/[)(]/, " "); print $$2}' CMakeLists.txt)
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LONG_NAME := $(shell grep 'PROJECT_LONG_NAME' CMakeLists.txt | sed 's/.*"\(.*\)".*/\1/')
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endif
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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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# ==============================================================================
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# VERSION
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# ==============================================================================
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ifeq ($(OS),Windows_NT)
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VERSION := v$(shell powershell -Command "$$line = Get-Content CMakeLists.txt | Where-Object {$$_ -match '^project'}; if ($$line -match 'VERSION\s+([0-9.]+)') { $$matches[1] }")
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else
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VERSION := v$(shell grep "^project" CMakeLists.txt | tr -cd 0-9.)
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endif
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# ==============================================================================
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# SOURCE FILES
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# ==============================================================================
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APP_SOURCES := \
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source/main.cpp \
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source/sdl_manager.cpp \
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source/joc_asteroides.cpp
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# ==============================================================================
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# INCLUDES
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# ==============================================================================
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INCLUDES := -Isource -Ibuild
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# ==============================================================================
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# COMPILER FLAGS (OS-specific)
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# ==============================================================================
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CPP_STANDARD := c++20
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ifeq ($(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/asteroids.res
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RM := 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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# TARGETS
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# ==============================================================================
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.PHONY: all clean debug help
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# Default target
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all: $(TARGET_FILE)
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# Compile executable
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$(TARGET_FILE): $(APP_SOURCES)
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ifeq ($(OS),Windows_NT)
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@if not exist build $(MKDIR) build
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@if not exist release\\asteroids.res $(WINDRES) release\\asteroids.rc -O coff -o release\\asteroids.res
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$(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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# Debug build
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debug: $(APP_SOURCES)
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ifeq ($(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: $(TARGET_FILE)_debug
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# Clean build artifacts
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clean:
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ifeq ($(OS),Windows_NT)
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@if exist $(call FixPath,$(TARGET_FILE).exe) $(RM) $(call FixPath,$(TARGET_FILE).exe)
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@if exist $(call FixPath,$(TARGET_FILE)_debug.exe) $(RM) $(call FixPath,$(TARGET_FILE)_debug.exe)
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@if exist build $(RMDIR) build
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@if exist $(RELEASE_FOLDER) $(RMDIR) $(RELEASE_FOLDER)
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else
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@$(RMFILE) $(TARGET_FILE)
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@$(RMFILE) $(TARGET_FILE)_debug
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@$(RMDIR) build
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@$(RMDIR) $(RELEASE_FOLDER)
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endif
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@echo Clean complete
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# Help target
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help:
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@echo Available targets:
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@echo all - Build the game (default)
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@echo debug - Build with debug symbols
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@echo clean - Remove build artifacts
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@echo help - Show this help message
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@echo.
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@echo Current configuration:
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@echo Target: $(TARGET_NAME)
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@echo Version: $(VERSION)
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@echo Platform: $(UNAME_S)
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@echo C++ Standard: $(CPP_STANDARD)
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