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