Files
pollo/Makefile
2025-11-23 11:44:31 +01:00

416 lines
19 KiB
Makefile

# ==============================================================================
# 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
# ==============================================================================
# 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 '' '/<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"
# 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)"
# ==============================================================================
# REGLAS ESPECIALES
# ==============================================================================
# Regla para mostrar la versión actual
show_version:
@echo "Version actual: $(VERSION)"
# Regla de ayuda
help:
@echo "Makefile para $(LONG_NAME)"
@echo "Comandos disponibles:"
@echo " windows - Compilar para Windows"
@echo " windows_debug - Compilar debug para Windows"
@echo " windows_release - Crear release completo para Windows"
@echo " linux - Compilar para Linux"
@echo " linux_debug - Compilar debug para Linux"
@echo " linux_release - Crear release completo para Linux"
@echo " macos - Compilar para macOS"
@echo " macos_debug - Compilar debug para macOS"
@echo " macos_release - Crear release completo para macOS"
@echo " pack_tool - Compilar herramienta de empaquetado"
@echo " resources.pack - Generar pack de recursos desde data/"
@echo " show_version - Mostrar version actual ($(VERSION))"
@echo " help - Mostrar esta ayuda"
FORCE:
.PHONY: windows windows_debug windows_release macos macos_debug macos_release linux linux_debug linux_release pack_tool resources.pack show_version help