# ============================================================================== # DIRECTORIES # ============================================================================== DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST))) DIR_SOURCES := $(addsuffix /, $(DIR_ROOT)source) DIR_BIN := $(addsuffix /, $(DIR_ROOT)) DIR_TOOLS := $(addsuffix /, $(DIR_ROOT)tools) # ============================================================================== # TARGET NAMES (extraídos de CMakeLists.txt) # ============================================================================== TARGET_NAME := $(shell awk '/^project/ {gsub(/[)(]/, " "); print $$2}' CMakeLists.txt) LONG_NAME := $(shell grep 'PROJECT_LONG_NAME' CMakeLists.txt | sed 's/.*"\(.*\)".*/\1/') TARGET_FILE := $(DIR_BIN)$(TARGET_NAME) APP_NAME := $(LONG_NAME) RELEASE_FOLDER := $(TARGET_NAME)_release RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME) RESOURCE_FILE := release/$(TARGET_NAME).res # ============================================================================== # PACKING TOOL # ============================================================================== ifeq ($(OS),Windows_NT) PACK_TOOL := $(DIR_TOOLS)pack_resources/pack_resources.exe PACK_CXX := $(CXX) else PACK_TOOL := $(DIR_TOOLS)pack_resources/pack_resources PACK_CXX := $(CXX) endif PACK_SOURCES := $(DIR_TOOLS)pack_resources/pack_resources.cpp source/core/resources/resource_pack.cpp PACK_INCLUDES := -Isource # ============================================================================== # VERSION (extraída de CMakeLists.txt) # ============================================================================== ifeq ($(OS),Windows_NT) VERSION := v$(shell powershell -Command "$$line = Get-Content CMakeLists.txt | Where-Object {$$_ -match '^project'}; if ($$line -match 'VERSION\s+([0-9.]+)') { $$matches[1] }") else VERSION := v$(shell grep "^project" CMakeLists.txt | tr -cd 0-9.) endif # ============================================================================== # WINDOWS-SPECIFIC VARIABLES # ============================================================================== ifeq ($(OS),Windows_NT) WIN_TARGET_FILE := $(DIR_BIN)$(APP_NAME) WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME) else WIN_TARGET_FILE := $(TARGET_FILE) WIN_RELEASE_FILE := $(RELEASE_FILE) endif # ============================================================================== # RELEASE NAMES # ============================================================================== WINDOWS_RELEASE := $(TARGET_NAME)-$(VERSION)-win32-x64.zip MACOS_INTEL_RELEASE := $(TARGET_NAME)-$(VERSION)-macos-intel.dmg MACOS_APPLE_SILICON_RELEASE := $(TARGET_NAME)-$(VERSION)-macos-apple-silicon.dmg LINUX_RELEASE := $(TARGET_NAME)-$(VERSION)-linux.tar.gz RPI_RELEASE := $(TARGET_NAME)-$(VERSION)-rpi-arm64.tar.gz # ============================================================================== # SOURCE FILES # ============================================================================== APP_SOURCES := \ source/main.cpp \ source/core/audio/audio.cpp \ source/core/input/input.cpp \ source/core/input/input_types.cpp \ source/core/input/mouse.cpp \ source/core/input/global_inputs.cpp \ source/core/rendering/screen.cpp \ source/core/rendering/surface.cpp \ source/core/rendering/surface_sprite.cpp \ source/core/rendering/surface_animated_sprite.cpp \ source/core/rendering/surface_moving_sprite.cpp \ source/core/rendering/text.cpp \ source/core/rendering/texture.cpp \ source/core/rendering/gif.cpp \ source/core/rendering/opengl/opengl_shader.cpp \ source/core/resources/resource_list.cpp \ source/core/resources/resource_cache.cpp \ source/core/resources/resource_helper.cpp \ source/core/resources/resource_loader.cpp \ source/core/resources/resource_pack.cpp \ source/core/system/director.cpp \ source/core/system/debug.cpp \ source/core/system/global_events.cpp \ source/game/options.cpp \ source/game/entities/player.cpp \ source/game/entities/enemy.cpp \ source/game/entities/item.cpp \ source/game/gameplay/room.cpp \ source/game/gameplay/collision_map.cpp \ source/game/gameplay/enemy_manager.cpp \ source/game/gameplay/item_manager.cpp \ source/game/gameplay/room_loader.cpp \ source/game/gameplay/tilemap_renderer.cpp \ source/game/gameplay/scoreboard.cpp \ source/game/gameplay/item_tracker.cpp \ source/game/gameplay/room_tracker.cpp \ source/game/scenes/logo.cpp \ source/game/scenes/title.cpp \ source/game/scenes/game.cpp \ source/game/ui/notifier.cpp \ source/utils/utils.cpp \ source/utils/color.cpp \ source/utils/delta_timer.cpp # All sources combined ALL_SOURCES := $(APP_SOURCES) # ============================================================================== # INCLUDES # ============================================================================== INCLUDES := -Isource # ============================================================================== # COMPILER FLAGS (OS-specific) # ============================================================================== CPP_STANDARD := c++20 ifeq ($(OS),Windows_NT) FixPath = $(subst /,\\,$1) CXXFLAGS := -std=$(CPP_STANDARD) -Wall -Os -ffunction-sections -fdata-sections \ -Wl,--gc-sections -static-libstdc++ -static-libgcc \ -Wl,-subsystem,windows -DWINDOWS_BUILD CXXFLAGS_DEBUG := -std=$(CPP_STANDARD) -Wall -g -D_DEBUG -DWINDOWS_BUILD LDFLAGS := -lmingw32 -lws2_32 -lSDL3 -lopengl32 RM := del /Q MKDIR := mkdir else FixPath = $1 CXXFLAGS := -std=$(CPP_STANDARD) -Wall -Os -ffunction-sections -fdata-sections CXXFLAGS_DEBUG := -std=$(CPP_STANDARD) -Wall -g -D_DEBUG LDFLAGS := -lSDL3 RMFILE := rm -f RMDIR := rm -rdf MKDIR := mkdir -p UNAME_S := $(shell uname -s) ifeq ($(UNAME_S),Linux) CXXFLAGS += -DLINUX_BUILD LDFLAGS += -lGL endif ifeq ($(UNAME_S),Darwin) CXXFLAGS += -Wno-deprecated -DMACOS_BUILD CXXFLAGS_DEBUG += -Wno-deprecated -DMACOS_BUILD LDFLAGS += -framework OpenGL # Configurar arquitectura (por defecto arm64) CXXFLAGS += -arch arm64 CXXFLAGS_DEBUG += -arch arm64 endif endif # ============================================================================== # REGLAS PARA HERRAMIENTA DE EMPAQUETADO Y RESOURCES.PACK # ============================================================================== $(PACK_TOOL): FORCE @echo "Compilando herramienta de empaquetado..." $(PACK_CXX) -std=$(CPP_STANDARD) -Wall -Os $(PACK_INCLUDES) $(PACK_SOURCES) -o $(PACK_TOOL) @echo "✓ Herramienta de empaquetado lista: $(PACK_TOOL)" pack_tool: $(PACK_TOOL) resources.pack: $(PACK_TOOL) @echo "Generando resources.pack desde directorio data/..." $(PACK_TOOL) data resources.pack @echo "✓ resources.pack generado exitosamente" # ============================================================================== # COMPILACIÓN PARA WINDOWS # ============================================================================== windows: @echo off @echo Compilando para Windows con nombre: "$(WIN_TARGET_FILE).exe" windres release/$(TARGET_NAME).rc -O coff -o $(RESOURCE_FILE) g++ $(ALL_SOURCES) $(RESOURCE_FILE) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_TARGET_FILE).exe" strip -s -R .comment -R .gnu.version "$(WIN_TARGET_FILE).exe" --strip-unneeded windows_debug: @echo off @echo Compilando version debug para Windows: "$(WIN_TARGET_FILE)_debug.exe" g++ $(ALL_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(WIN_TARGET_FILE)_debug.exe" windows_release: @$(MAKE) pack_tool @$(MAKE) resources.pack @echo off @echo Creando release para Windows - Version: $(VERSION) # Generate project.h from project.h.in @echo "Generando project.h..." @powershell -Command "$$GIT_HASH = (git rev-parse --short=7 HEAD 2>$$null); if (-not $$GIT_HASH) { $$GIT_HASH = 'unknown' }; $$RAW_VERSION = '$(VERSION)' -replace '^v', ''; $$COPYRIGHT = (Select-String -Path 'CMakeLists.txt' -Pattern 'set\(PROJECT_COPYRIGHT \"(.+?)\"').Matches.Groups[1].Value; (Get-Content source/project.h.in) -replace '@PROJECT_NAME@', '$(TARGET_NAME)' -replace '@PROJECT_LONG_NAME@', '$(LONG_NAME)' -replace '@PROJECT_VERSION@', $$RAW_VERSION -replace '@PROJECT_COPYRIGHT@', $$COPYRIGHT -replace '@GIT_HASH@', $$GIT_HASH | Set-Content source/project.h" # Crea carpeta temporal 'RELEASE_FOLDER' powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force} powershell if (-not (Test-Path "$(RELEASE_FOLDER)")) {New-Item "$(RELEASE_FOLDER)" -ItemType Directory} # Copia el archivo 'resources.pack' powershell Copy-Item -Path "resources.pack" -Destination "$(RELEASE_FOLDER)" # Copia los ficheros que están en la raíz del proyecto powershell Copy-Item "LICENSE" -Destination "$(RELEASE_FOLDER)" powershell Copy-Item "README.md" -Destination "$(RELEASE_FOLDER)" powershell Copy-Item "gamecontrollerdb.txt" -Destination "$(RELEASE_FOLDER)" powershell Copy-Item "release\*.dll" -Destination "$(RELEASE_FOLDER)" # Compila (con icono) windres release/$(TARGET_NAME).rc -O coff -o $(RESOURCE_FILE) g++ $(ALL_SOURCES) $(RESOURCE_FILE) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_RELEASE_FILE).exe" strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded # Crea el fichero .zip powershell if (Test-Path "$(WINDOWS_RELEASE)") {Remove-Item "$(WINDOWS_RELEASE)"} powershell Compress-Archive -Path "$(RELEASE_FOLDER)"/* -DestinationPath "$(WINDOWS_RELEASE)" @echo Release creado: $(WINDOWS_RELEASE) # Elimina la carpeta temporal 'RELEASE_FOLDER' powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force} # ============================================================================== # COMPILACIÓN PARA MACOS # ============================================================================== macos: @echo "Compilando para macOS: $(TARGET_NAME)" clang++ $(ALL_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)" macos_debug: @echo "Compilando version debug para macOS: $(TARGET_NAME)_debug" clang++ $(ALL_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug" macos_release: @$(MAKE) pack_tool @$(MAKE) resources.pack @echo "Creando release para macOS - Version: $(VERSION)" # Verificar e instalar create-dmg si es necesario @which create-dmg > /dev/null || (echo "Instalando create-dmg..." && brew install create-dmg) # Generate project.h from project.h.in @echo "Generando 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@/$$GIT_HASH/g" \ source/project.h.in > source/project.h # Elimina datos de compilaciones anteriores $(RMDIR) "$(RELEASE_FOLDER)" $(RMDIR) Frameworks $(RMFILE) tmp.dmg $(RMFILE) "$(MACOS_INTEL_RELEASE)" $(RMFILE) "$(MACOS_APPLE_SILICON_RELEASE)" # Crea la carpeta temporal para hacer el trabajo y las carpetas obligatorias para crear una app de macOS $(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks" $(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS" $(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources" $(MKDIR) Frameworks # Copia carpetas y ficheros cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources" cp gamecontrollerdb.txt "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources" ditto release/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks/SDL3.framework" ditto release/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework Frameworks/SDL3.framework # Recrear symlinks del framework (pueden estar rotos como archivos de texto) cd Frameworks/SDL3.framework && rm -f SDL3 Headers Resources && ln -s Versions/Current/SDL3 SDL3 && ln -s Versions/Current/Headers Headers && ln -s Versions/Current/Resources Resources cd Frameworks/SDL3.framework/Versions && rm -f Current && ln -s A Current cd "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks/SDL3.framework" && rm -f SDL3 Headers Resources && ln -s Versions/Current/SDL3 SDL3 && ln -s Versions/Current/Headers Headers && ln -s Versions/Current/Resources Resources cd "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks/SDL3.framework/Versions" && rm -f Current && ln -s A Current cp release/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources" cp release/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents" cp LICENSE "$(RELEASE_FOLDER)" cp README.md "$(RELEASE_FOLDER)" # Actualiza versión en Info.plist @echo "Actualizando Info.plist con versión $(VERSION)..." @RAW_VERSION=$$(echo "$(VERSION)" | sed 's/^v//'); \ sed -i '' '/CFBundleShortVersionString<\/key>/{n;s|.*|'"$$RAW_VERSION"'|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"; \ sed -i '' '/CFBundleVersion<\/key>/{n;s|.*|'"$$RAW_VERSION"'|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist" # Compila la versión para procesadores Intel clang++ $(ALL_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DRELEASE_BUILD -std=$(CPP_STANDARD) -Wall -Os -framework SDL3 -F ./Frameworks -framework OpenGL -Wno-deprecated -ffunction-sections -fdata-sections -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos13.3 -mmacosx-version-min=13.3 -D_LIBCPP_DISABLE_AVAILABILITY # Firma la aplicación codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app" # Empaqueta el .dmg de la versión Intel con create-dmg @echo "Creando DMG Intel con iconos de 96x96..." create-dmg \ --volname "$(APP_NAME)" \ --window-pos 200 120 \ --window-size 720 300 \ --icon-size 96 \ --text-size 12 \ --icon "$(APP_NAME).app" 278 102 \ --icon "LICENSE" 441 102 \ --icon "README.md" 604 102 \ --app-drop-link 115 102 \ --hide-extension "$(APP_NAME).app" \ "$(MACOS_INTEL_RELEASE)" \ "$(RELEASE_FOLDER)" || true @echo "Release Intel creado: $(MACOS_INTEL_RELEASE)" # Compila la versión para procesadores Apple Silicon clang++ $(ALL_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DRELEASE_BUILD -std=$(CPP_STANDARD) -Wall -Os -framework SDL3 -F ./Frameworks -framework OpenGL -Wno-deprecated -ffunction-sections -fdata-sections -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos13.3 -mmacosx-version-min=13.3 -D_LIBCPP_DISABLE_AVAILABILITY # Firma la aplicación codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app" # Empaqueta el .dmg de la versión Apple Silicon con create-dmg @echo "Creando DMG Apple Silicon con iconos de 96x96..." create-dmg \ --volname "$(APP_NAME)" \ --window-pos 200 120 \ --window-size 720 300 \ --icon-size 96 \ --text-size 12 \ --icon "$(APP_NAME).app" 278 102 \ --icon "LICENSE" 441 102 \ --icon "README.md" 604 102 \ --app-drop-link 115 102 \ --hide-extension "$(APP_NAME).app" \ "$(MACOS_APPLE_SILICON_RELEASE)" \ "$(RELEASE_FOLDER)" || true @echo "Release Apple Silicon creado: $(MACOS_APPLE_SILICON_RELEASE)" # Elimina las carpetas temporales $(RMDIR) Frameworks $(RMDIR) "$(RELEASE_FOLDER)" # ============================================================================== # COMPILACIÓN PARA LINUX # ============================================================================== linux: @echo "Compilando para Linux: $(TARGET_NAME)" g++ $(ALL_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)" strip -s -R .comment -R .gnu.version "$(TARGET_FILE)" --strip-unneeded linux_debug: @echo "Compilando version debug para Linux: $(TARGET_NAME)_debug" g++ $(ALL_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug" linux_release: @$(MAKE) pack_tool @$(MAKE) resources.pack @echo "Creando release para Linux - Version: $(VERSION)" # Generate project.h from project.h.in @echo "Generando 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@/$$GIT_HASH/g" \ source/project.h.in > source/project.h # Elimina carpetas previas $(RMDIR) "$(RELEASE_FOLDER)" # Crea la carpeta temporal para realizar el lanzamiento $(MKDIR) "$(RELEASE_FOLDER)" # Copia ficheros cp resources.pack "$(RELEASE_FOLDER)" cp LICENSE "$(RELEASE_FOLDER)" cp README.md "$(RELEASE_FOLDER)" cp gamecontrollerdb.txt "$(RELEASE_FOLDER)" # Compila g++ $(ALL_SOURCES) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)" strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded # Empaqueta ficheros $(RMFILE) "$(LINUX_RELEASE)" tar -czvf "$(LINUX_RELEASE)" -C "$(RELEASE_FOLDER)" . @echo "Release creado: $(LINUX_RELEASE)" # Elimina la carpeta temporal $(RMDIR) "$(RELEASE_FOLDER)" # ============================================================================== # COMPILACIÓN PARA RASPBERRY PI (ARM64) # ============================================================================== RPI_CXX := aarch64-linux-gnu-g++ RPI_STRIP := aarch64-linux-gnu-strip RPI_CXXFLAGS := -std=$(CPP_STANDARD) -Wall -Os -ffunction-sections -fdata-sections -DLINUX_BUILD -DRPI_BUILD RPI_LDFLAGS := -lSDL3 -lGL rpi_release: @$(MAKE) pack_tool @$(MAKE) resources.pack @echo "Creando release para Raspberry Pi (ARM64) - Version: $(VERSION)" # Generate project.h from project.h.in @echo "Generando project.h..." @GIT_HASH=$$(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 # Elimina carpetas previas $(RMDIR) "$(RELEASE_FOLDER)" # Crea la carpeta temporal para realizar el lanzamiento $(MKDIR) "$(RELEASE_FOLDER)" # Copia ficheros cp resources.pack "$(RELEASE_FOLDER)" cp LICENSE "$(RELEASE_FOLDER)" cp README.md "$(RELEASE_FOLDER)" cp gamecontrollerdb.txt "$(RELEASE_FOLDER)" # Compila con cross-compiler ARM64 $(RPI_CXX) $(ALL_SOURCES) $(INCLUDES) -DRELEASE_BUILD $(RPI_CXXFLAGS) $(RPI_LDFLAGS) -o "$(RELEASE_FILE)" $(RPI_STRIP) -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded # Empaqueta ficheros $(RMFILE) "$(RPI_RELEASE)" tar -czvf "$(RPI_RELEASE)" -C "$(RELEASE_FOLDER)" . @echo "Release creado: $(RPI_RELEASE)" # Elimina la carpeta temporal $(RMDIR) "$(RELEASE_FOLDER)" # ============================================================================== # SETUP # ============================================================================== setup_hooks: @echo "Configurando git hooks..." git config core.hooksPath tools/hooks @echo "✓ Git hooks configurados desde tools/hooks/" # ============================================================================== # REGLAS ESPECIALES # ============================================================================== # Regla para mostrar la versión actual show_version: @echo "Version actual: $(VERSION)" # Regla de ayuda help: @echo "Makefile para $(LONG_NAME)" @echo "Comandos disponibles:" @echo " windows - Compilar para Windows" @echo " windows_debug - Compilar debug para Windows" @echo " windows_release - Crear release completo para Windows" @echo " linux - Compilar para Linux" @echo " linux_debug - Compilar debug para Linux" @echo " linux_release - Crear release completo para Linux" @echo " rpi_release - Crear release para Raspberry Pi (ARM64)" @echo " macos - Compilar para macOS" @echo " macos_debug - Compilar debug para macOS" @echo " macos_release - Crear release completo para macOS" @echo " pack_tool - Compilar herramienta de empaquetado" @echo " resources.pack - Generar pack de recursos desde data/" @echo " setup_hooks - Configurar git hooks (pre-commit)" @echo " show_version - Mostrar version actual ($(VERSION))" @echo " help - Mostrar esta ayuda" FORCE: .PHONY: windows windows_debug windows_release macos macos_debug macos_release linux linux_debug linux_release rpi_release pack_tool resources.pack setup_hooks show_version help