75 lines
3.3 KiB
Markdown
75 lines
3.3 KiB
Markdown
# ebitengine-tools
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CI/CD templates for [Ebitengine](https://ebitengine.org) (Go) game
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projects, in the same spirit as [tic80-tools](../tic80-tools).
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- `example-makefile.make` — project Makefile: local dev targets
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(`build`, `wasm`, `export`, `watch`, `clean`), native binary targets
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(`binaries`, `binary-win-x86`, `binary-win-x64`, `binary-linux-x64`)
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plus the Woodpecker pipeline targets (`ci-version`, `ci-export`,
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`ci-binaries`, `ci-upload`, `ci-update`).
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- `example-woodpecker.yaml` — Woodpecker pipeline: version → export
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(Go, `GOOS=js GOARCH=wasm`) → binaries (native desktop zips) →
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upload (HTTP POST to `/build/upload`) → update (calls the teletypegames
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`/build/publish` endpoint with `platform=ebitengine`).
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- `example-tasks.json` — VS Code `.vscode/tasks.json` with the common
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dev tasks: **Run** (`go run .`, default build task, `Cmd+Shift+B`),
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**Build & Run**, **Build WASM** and **Make build**.
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- `web/index.html` — the HTML shell downloaded by `make export` and
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packaged next to the `.wasm` build.
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## Usage in a game repo
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1. Copy `example-makefile.make` to `Makefile` and set `PROJECT`
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(the native binary is built to `bin/$(PROJECT)`).
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2. Copy `example-woodpecker.yaml` to `.woodpecker.yaml` and add the
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`update_secret_key` secret in Woodpecker.
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3. Copy `example-tasks.json` to `.vscode/tasks.json` and replace the
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binary name (`ebitenginedemo`) with `$(PROJECT)`.
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The pipeline uploads `$(PROJECT)-$(VERSION).html.zip` plus the native
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binary zips (`$(PROJECT)-$(VERSION)-<target>.zip`, currently `win-x86`,
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`win-x64`, `linux-x64`) via `/build/upload`, then triggers
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`/build/publish?platform=ebitengine&name=$(PROJECT)&version=$(VERSION)`.
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The updater picks up the binary zips by naming convention and attaches
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them to the release as assets (see `teletypegames/NOTES_BINARY_PLAN.md`).
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Binary zip layout: a single root folder
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(`$(PROJECT)-$(VERSION)-<target>/`) containing the executable (plus
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LICENSE/README.md when present). The zips are created with unix `zip`,
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so the executable bit survives on the linux binary.
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## mac targets (mac-x64, mac-arm64)
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Ebitengine requires cgo on darwin (GLFW/Metal — purego does not cover
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it), so the mac targets cannot be cross-compiled from the linux builder.
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They are built **on a mac host** instead, packaged as a minimal
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`.app` bundle (generated Info.plist, ad-hoc `codesign`):
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```sh
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make mac-release VERSION=x.y.z UPDATE_SECRET=...
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```
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This builds both mac zips, uploads them via `/build/upload` and re-triggers
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`/build/publish` — the updater attaches the new assets to the already existing
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release, so run it after the CI pipeline has created the release.
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Ad-hoc signature means Gatekeeper shows the "unidentified developer"
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warning (right-click → Open); proper signing/notarization needs an
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Apple Developer account.
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## Builder image
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`builder.Dockerfile` bakes the pipeline's build-step dependencies
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(Go + git/make/zip/curl/jq and the X11/GL/ALSA dev libraries needed by
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the cgo `linux-x64` build) into
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`git.teletypegames.org/internal/ebitengine-builder`. Debian-based so
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the linux binary links against glibc:
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```sh
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docker build --platform linux/amd64 -f builder.Dockerfile \
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-t git.teletypegames.org/internal/ebitengine-builder:latest .
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docker push git.teletypegames.org/internal/ebitengine-builder:latest
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```
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Detailed documentation lives on the wiki: `/development/ebitengine`.
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