actualitzat release.yalm

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
2025-11-24 19:46:24 +01:00
parent 59e6af62ba
commit 58369fbf22
6 changed files with 127 additions and 198 deletions

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@@ -1,14 +1,3 @@
# Workflow para crear releases automáticos cuando se crea un tag
#
# Uso:
# git tag v0.2
# git push --tags
#
# Esto disparará el workflow y creará un release con binarios para:
# - Linux x64
# - Windows x64
# - Raspberry Pi ARM64
name: Release
on:
@@ -16,239 +5,108 @@ on:
tags:
- 'v*'
env:
SDL3_VERSION: "3.2.26"
jobs:
# ============================================================================
# BUILD LINUX x64
# BUILD LINUX (Nativo)
# ============================================================================
build-linux:
runs-on: ubuntu-latest
container:
image: ubuntu:24.04
container: ubuntu:latest
steps:
- name: Instalar dependencias
run: |
apt-get update
apt-get install -y \
nodejs npm \
build-essential cmake git pkg-config \
libgl1-mesa-dev libglu1-mesa-dev \
libx11-dev libxext-dev libxrandr-dev libxcursor-dev \
apt-get update && apt-get install -y \
curl gnupg build-essential cmake git pkg-config \
libgl1-mesa-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev \
libxi-dev libxinerama-dev libxxf86vm-dev libxss-dev \
libasound2-dev libpulse-dev libudev-dev libdbus-1-dev \
libwayland-dev libxkbcommon-dev
- name: Compilar SDL3
run: |
cd /tmp
git clone --depth 1 --branch release-${{ env.SDL3_VERSION }} https://github.com/libsdl-org/SDL.git
cd SDL
cmake -B build -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=/usr
cmake --build build -j$(nproc)
cmake --install build
libasound2-dev libpulse-dev libudev-dev libwayland-dev libxkbcommon-dev \
libxtst-dev libdbus-1-dev libdrm-dev libgbm-dev \
&& curl -fsSL https://deb.nodesource.com/setup_20.x | bash - \
&& apt-get install -y nodejs \
&& rm -rf /var/lib/apt/lists/*
- name: Checkout
uses: actions/checkout@v4
- name: Generar project.h
- name: Setup SDL3
run: |
GIT_HASH=$(git rev-parse --short=7 HEAD)
RAW_VERSION=$(echo "${{ github.ref_name }}" | sed 's/^v//')
TARGET_NAME=$(awk '/^project/ {gsub(/[)(]/, " "); print $2}' CMakeLists.txt)
LONG_NAME=$(grep 'PROJECT_LONG_NAME' CMakeLists.txt | sed 's/.*"\(.*\)".*/\1/')
COPYRIGHT=$(sed -n 's/.*set(PROJECT_COPYRIGHT "\([^"]*\)".*/\1/p' CMakeLists.txt)
sed -e "s/@PROJECT_NAME@/$TARGET_NAME/g" \
-e "s/@PROJECT_LONG_NAME@/$LONG_NAME/g" \
-e "s/@PROJECT_VERSION@/$RAW_VERSION/g" \
-e "s/@PROJECT_COPYRIGHT@/$COPYRIGHT/g" \
-e "s/@GIT_HASH@/$GIT_HASH/g" \
source/project.h.in > source/project.h
git clone https://github.com/libsdl-org/SDL.git /tmp/SDL3 \
&& cd /tmp/SDL3 \
&& mkdir build && cd build \
&& cmake .. -DCMAKE_BUILD_TYPE=Release \
&& make -j$(nproc) \
&& make install \
&& rm -rf /tmp/SDL3
- name: Compilar pack_tool
- name: Compilar
run: |
g++ -std=c++20 -Wall -Os -Isource \
tools/pack_resources/pack_resources.cpp \
source/core/resources/resource_pack.cpp \
-o tools/pack_resources/pack_resources
- name: Generar resources.pack
run: ./tools/pack_resources/pack_resources data resources.pack
- name: Compilar para Linux
run: |
TARGET_NAME=$(awk '/^project/ {gsub(/[)(]/, " "); print $2}' CMakeLists.txt)
CPP_FILES=$(find source -name "*.cpp")
g++ $CPP_FILES \
-Isource -DRELEASE_BUILD -DLINUX_BUILD \
-std=c++20 -Wall -Os -ffunction-sections -fdata-sections \
-lSDL3 -lGL \
-o $TARGET_NAME
strip -s -R .comment -R .gnu.version $TARGET_NAME --strip-unneeded
- name: Empaquetar release
run: |
TARGET_NAME=$(awk '/^project/ {gsub(/[)(]/, " "); print $2}' CMakeLists.txt)
VERSION="${{ github.ref_name }}"
RELEASE_NAME="${TARGET_NAME}-${VERSION}-linux-x64.tar.gz"
mkdir -p release_tmp
cp $TARGET_NAME resources.pack LICENSE README.md gamecontrollerdb.txt release_tmp/
tar -czvf $RELEASE_NAME -C release_tmp .
echo "RELEASE_FILE=$RELEASE_NAME" >> $GITHUB_ENV
export PKG_CONFIG_PATH=$PKG_CONFIG_PATH:/usr/local/lib/pkgconfig
make linux_release
- name: Subir artefacto
uses: actions/upload-artifact@v3
with:
name: linux-build
path: ${{ env.RELEASE_FILE }}
path: ./*-linux.tar.gz
# ============================================================================
# BUILD WINDOWS x64 (cross-compile con MinGW)
# BUILD WINDOWS (Cross-Compile usando el nuevo target del Makefile)
# ============================================================================
build-windows:
runs-on: ubuntu-latest
container:
image: ubuntu:24.04
container: ubuntu:latest
steps:
- name: Instalar dependencias
run: |
apt-get update
apt-get install -y nodejs npm build-essential cmake git pkg-config wget mingw-w64 zip
- name: Descargar SDL3 para Windows
run: |
cd /tmp
wget -q https://github.com/libsdl-org/SDL/releases/download/release-${{ env.SDL3_VERSION }}/SDL3-devel-${{ env.SDL3_VERSION }}-mingw.tar.gz
tar -xzf SDL3-devel-${{ env.SDL3_VERSION }}-mingw.tar.gz
# Copiar a ubicación estándar para MinGW
cp -r SDL3-${{ env.SDL3_VERSION }}/x86_64-w64-mingw32/* /usr/x86_64-w64-mingw32/
apt-get update && apt-get install -y \
curl build-essential cmake git pkg-config wget zip \
mingw-w64 g++-mingw-w64-x86-64 binutils-mingw-w64-x86-64 \
&& curl -fsSL https://deb.nodesource.com/setup_20.x | bash - \
&& apt-get install -y nodejs \
&& rm -rf /var/lib/apt/lists/*
- name: Checkout
uses: actions/checkout@v4
- name: Generar project.h
- name: Setup SDL3 (MinGW)
run: |
GIT_HASH=$(git rev-parse --short=7 HEAD)
RAW_VERSION=$(echo "${{ github.ref_name }}" | sed 's/^v//')
TARGET_NAME=$(awk '/^project/ {gsub(/[)(]/, " "); print $2}' CMakeLists.txt)
LONG_NAME=$(grep 'PROJECT_LONG_NAME' CMakeLists.txt | sed 's/.*"\(.*\)".*/\1/')
COPYRIGHT=$(sed -n 's/.*set(PROJECT_COPYRIGHT "\([^"]*\)".*/\1/p' CMakeLists.txt)
sed -e "s/@PROJECT_NAME@/$TARGET_NAME/g" \
-e "s/@PROJECT_LONG_NAME@/$LONG_NAME/g" \
-e "s/@PROJECT_VERSION@/$RAW_VERSION/g" \
-e "s/@PROJECT_COPYRIGHT@/$COPYRIGHT/g" \
-e "s/@GIT_HASH@/$GIT_HASH/g" \
source/project.h.in > source/project.h
git clone https://github.com/libsdl-org/SDL.git /tmp/SDL3 \
&& cd /tmp/SDL3 \
&& mkdir build-mingw && cd build-mingw \
&& cmake .. \
-DCMAKE_SYSTEM_NAME=Windows \
-DCMAKE_C_COMPILER=x86_64-w64-mingw32-gcc \
-DCMAKE_CXX_COMPILER=x86_64-w64-mingw32-g++ \
-DCMAKE_RC_COMPILER=x86_64-w64-mingw32-windres \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_INSTALL_PREFIX=/usr/x86_64-w64-mingw32 \
&& make -j$(nproc) \
&& make install \
&& rm -rf /tmp/SDL3
- name: Compilar pack_tool
run: |
g++ -std=c++20 -Wall -Os -Isource \
tools/pack_resources/pack_resources.cpp \
source/core/resources/resource_pack.cpp \
-o tools/pack_resources/pack_resources
- name: Generar resources.pack
run: ./tools/pack_resources/pack_resources data resources.pack
- name: Compilar para Windows (cross-compile)
run: |
TARGET_NAME=$(awk '/^project/ {gsub(/[)(]/, " "); print $2}' CMakeLists.txt)
LONG_NAME=$(grep 'PROJECT_LONG_NAME' CMakeLists.txt | sed 's/.*"\(.*\)".*/\1/')
CPP_FILES=$(find source -name "*.cpp")
x86_64-w64-mingw32-g++ $CPP_FILES \
-Isource -DRELEASE_BUILD -DWINDOWS_BUILD \
-std=c++20 -Wall -Os -ffunction-sections -fdata-sections \
-Wl,--gc-sections -static-libstdc++ -static-libgcc \
-Wl,-subsystem,windows \
-lmingw32 -lws2_32 -lSDL3 -lopengl32 \
-o "${LONG_NAME}.exe"
x86_64-w64-mingw32-strip -s -R .comment -R .gnu.version "${LONG_NAME}.exe" --strip-unneeded
- name: Empaquetar release
run: |
TARGET_NAME=$(awk '/^project/ {gsub(/[)(]/, " "); print $2}' CMakeLists.txt)
LONG_NAME=$(grep 'PROJECT_LONG_NAME' CMakeLists.txt | sed 's/.*"\(.*\)".*/\1/')
VERSION="${{ github.ref_name }}"
RELEASE_NAME="${TARGET_NAME}-${VERSION}-win32-x64.zip"
mkdir -p release_tmp
cp "${LONG_NAME}.exe" resources.pack LICENSE README.md gamecontrollerdb.txt release_tmp/
# Copiar SDL3.dll
cp /usr/x86_64-w64-mingw32/bin/SDL3.dll release_tmp/
cd release_tmp && zip -r ../$RELEASE_NAME . && cd ..
echo "RELEASE_FILE=$RELEASE_NAME" >> $GITHUB_ENV
- name: Compilar
run: make windows_cross SDL_DLL_PATH=/usr/x86_64-w64-mingw32/bin/SDL3.dll
- name: Subir artefacto
uses: actions/upload-artifact@v3
with:
name: windows-build
path: ${{ env.RELEASE_FILE }}
path: ./*-win32-x64.zip
# ============================================================================
# BUILD RASPBERRY PI ARM64 - DESACTIVADO TEMPORALMENTE
# Cross-compilation con OpenGL requiere libGL para ARM64 que no está disponible
# Se puede habilitar usando emulación ARM64 con QEMU en el futuro
# ============================================================================
# build-rpi:
# runs-on: ubuntu-latest
# ... (código comentado)
# ============================================================================
# CREAR RELEASE EN GITEA
# RELEASE
# ============================================================================
create-release:
needs: [build-linux, build-windows]
runs-on: ubuntu-latest
container:
image: ubuntu:24.04
steps:
- name: Instalar dependencias
run: |
apt-get update -qq
apt-get install -y -qq nodejs npm git jq curl
- name: Checkout
uses: actions/checkout@v4
- name: Descargar todos los artefactos
uses: actions/download-artifact@v3
- uses: actions/download-artifact@v3
with:
path: artifacts
- name: Listar artefactos
run: find artifacts -type f
merge-multiple: true
- name: Crear Release en Gitea
env:
GITEA_TOKEN: ${{ secrets.GITHUB_TOKEN }}
run: |
# Crear release via API de Gitea
RELEASE_RESPONSE=$(curl -s -X POST \
-H "Authorization: token $GITEA_TOKEN" \
-H "Content-Type: application/json" \
-d "{\"tag_name\": \"${{ github.ref_name }}\", \"name\": \"${{ github.ref_name }}\", \"body\": \"Release ${{ github.ref_name }}\", \"draft\": false, \"prerelease\": false}" \
"${{ github.server_url }}/api/v1/repos/${{ github.repository }}/releases")
echo "Release response: $RELEASE_RESPONSE"
RELEASE_ID=$(echo "$RELEASE_RESPONSE" | jq -r '.id')
echo "Release ID: $RELEASE_ID"
if [ "$RELEASE_ID" = "null" ] || [ -z "$RELEASE_ID" ]; then
echo "Error: No se pudo crear el release"
exit 1
fi
# Subir cada artefacto
for file in artifacts/**/*; do
if [ -f "$file" ]; then
filename=$(basename "$file")
echo "Subiendo: $filename"
curl -s -X POST \
-H "Authorization: token $GITEA_TOKEN" \
-H "Content-Type: application/octet-stream" \
--data-binary "@$file" \
"${{ github.server_url }}/api/v1/repos/${{ github.repository }}/releases/$RELEASE_ID/assets?name=$filename"
fi
done
echo "Release creado: ${{ github.server_url }}/${{ github.repository }}/releases/tag/${{ github.ref_name }}"
uses: https://github.com/softprops/action-gh-release@v1
with:
files: artifacts/*
token: ${{ secrets.GITHUB_TOKEN }}

7
.gitignore vendored
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@@ -1,3 +1,4 @@
# Genericos
.vscode/
*.DS_Store
thumbs.db
@@ -11,7 +12,8 @@ desktop.ini
*.app
*_debug*
*.Identifier
pollo*
# Herramientas de build
build/
resources.pack
pollo_release/
@@ -24,3 +26,6 @@ docker/config.yaml
# Claude Code local settings (mantener carpeta .claude/ para comandos)
.claude/settings.local.json
# Ejecutables
pollo

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@@ -441,6 +441,70 @@ rpi_release:
# Elimina la carpeta temporal
$(RMDIR) "$(RELEASE_FOLDER)"
# ==============================================================================
# CROSS-COMPILATION (Linux -> Windows)
# ==============================================================================
CROSS_CXX := x86_64-w64-mingw32-g++
CROSS_STRIP := x86_64-w64-mingw32-strip
CROSS_WINDRES := x86_64-w64-mingw32-windres
CROSS_ZIP_FILE := $(TARGET_NAME)-$(VERSION)-win32-x64.zip
CROSS_CXXFLAGS := -std=$(CPP_STANDARD) -Wall -Os -ffunction-sections -fdata-sections \
-Wl,--gc-sections -static-libstdc++ -static-libgcc \
-Wl,-subsystem,windows -DWINDOWS_BUILD -DRELEASE_BUILD
CROSS_LDFLAGS := -lmingw32 -lws2_32 -lSDL3 -lopengl32
windows_cross:
@$(MAKE) pack_tool
@$(MAKE) resources.pack
@echo "Cross-compiling para Windows desde Linux..."
# 1. Generar project.h
@GIT_HASH=$$(git rev-parse --short=7 HEAD 2>/dev/null || echo "unknown"); \
RAW_VERSION=$$(echo "$(VERSION)" | sed 's/^v//'); \
COPYRIGHT=$$(sed -n 's/.*set(PROJECT_COPYRIGHT "\([^"]*\)".*/\1/p' CMakeLists.txt); \
sed -e "s/@PROJECT_NAME@/$(TARGET_NAME)/g" \
-e "s/@PROJECT_LONG_NAME@/$(LONG_NAME)/g" \
-e "s/@PROJECT_VERSION@/$$RAW_VERSION/g" \
-e "s/@PROJECT_COPYRIGHT@/$$COPYRIGHT/g" \
-e "s/@GIT_HASH@/$$GIT_HASH/g" \
source/project.h.in > source/project.h
# 2. Preparar carpetas
$(RMDIR) "$(RELEASE_FOLDER)"
$(MKDIR) "$(RELEASE_FOLDER)"
# 3. Copiar recursos base
cp resources.pack "$(RELEASE_FOLDER)"
cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
cp gamecontrollerdb.txt "$(RELEASE_FOLDER)"
# 4. GESTIÓN DE DLLs (Aquí está la mejora)
# [cite_start]Copia las DLLs locales si existen (como en tu windows_release) [cite: 16]
@if [ -d "release/dll" ] && [ "$$(ls -A release/dll/*.dll 2>/dev/null)" ]; then \
cp release/dll/*.dll "$(RELEASE_FOLDER)"; \
echo "Copiadas DLLs locales desde release/dll/"; \
fi
# Copia la DLL de SDL3 externa si se pasa como argumento (Para el CI)
@if [ -n "$(SDL_DLL_PATH)" ]; then \
cp "$(SDL_DLL_PATH)" "$(RELEASE_FOLDER)"; \
echo "Copiada SDL3 DLL desde $(SDL_DLL_PATH)"; \
fi
# 5. Compilar
@echo "Compilando recursos e icono..."
$(CROSS_WINDRES) release/$(TARGET_NAME).rc -O coff -o $(RESOURCE_FILE)
@echo "Compilando ejecutable..."
$(CROSS_CXX) $(ALL_SOURCES) $(RESOURCE_FILE) $(INCLUDES) $(CROSS_CXXFLAGS) $(CROSS_LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).exe"
$(CROSS_STRIP) -s "$(RELEASE_FOLDER)/$(APP_NAME).exe"
# 6. Empaquetar
@echo "Empaquetando en $(CROSS_ZIP_FILE)..."
cd $(RELEASE_FOLDER) && zip -r ../$(CROSS_ZIP_FILE) .
$(RMDIR) "$(RELEASE_FOLDER)"
@echo "✓ Release de Windows (Cross) completado: $(CROSS_ZIP_FILE)"
# ==============================================================================
# SETUP
# ==============================================================================

2
release/pollo.rc Normal file
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@@ -0,0 +1,2 @@
// pollo.rc
IDI_ICON1 ICON "icon.ico"

BIN
release/pollo.res Normal file

Binary file not shown.

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@@ -5,5 +5,5 @@ constexpr const char* NAME = "pollo";
constexpr const char* LONG_NAME = "Los pollos hermanos";
constexpr const char* VERSION = "0.1";
constexpr const char* COPYRIGHT = "@2025 JailDesigner";
constexpr const char* GIT_HASH = "1a6185b";
constexpr const char* GIT_HASH = "dd09471";
} // namespace Project