# ----------------------------------------- # Makefile – Ebitengine project builder # ----------------------------------------- PROJECT = rabbitroller BIN_DIR = bin DIST_DIR = dist WASM_NAME = game.wasm OUTPUT_BIN = $(BIN_DIR)/$(PROJECT) OUTPUT_WASM = $(DIST_DIR)/$(WASM_NAME) OUTPUT_JS = $(DIST_DIR)/wasm_exec.js OUTPUT_ZIP = $(PROJECT)-$(VERSION).html.zip INDEX_HTML_URL = https://git.teletypegames.org/tools/ebitengine-tools/raw/branch/master/web/index.html # a mac-release lokális futtatásához (CI-ban a woodpecker env adja ugyanezeket) UPDATE_SERVER ?= https://teletypegames.org all: build build: @mkdir -p $(BIN_DIR) go build -o $(OUTPUT_BIN) . wasm: @mkdir -p $(DIST_DIR) GOOS=js GOARCH=wasm go build -o $(OUTPUT_WASM) . cp "$$(go env GOROOT)/lib/wasm/wasm_exec.js" $(OUTPUT_JS) export: wasm @if [ -z "$(VERSION)" ]; then \ echo "ERROR: VERSION not set!"; exit 1; \ fi @echo "==> Downloading index.html" curl -sSL $(INDEX_HTML_URL) -o $(DIST_DIR)/index.html @echo "==> Packaging HTML/WASM for $(VERSION)" zip -r $(OUTPUT_ZIP) -j $(DIST_DIR)/$(WASM_NAME) $(DIST_DIR)/wasm_exec.js $(DIST_DIR)/index.html @echo "==> Cleaning temporary files" rm -f $(DIST_DIR)/$(WASM_NAME) $(DIST_DIR)/wasm_exec.js $(DIST_DIR)/index.html # --- native binaries (lásd: teletypegames/NOTES_BINARY_PLAN.md) ------------- # win-x86 / win-x64: pure Go cross-compile (Windowson nem kell cgo) # linux-x64: cgo build, linux/amd64 hoston fut (builder image, X11/GL dev libekkel) # a CI (linux builder) ezt a hármat építi: BINARY_TARGETS = win-x86 win-x64 linux-x64 # mac-x64 / mac-arm64: az Ebitengine darwinon cgo-t igényel (GLFW/Metal), # ezért ezek CSAK mac hoston építhetők: `make binaries-mac VERSION=x.y.z`, # feltöltés + release frissítés: `make mac-release VERSION=x.y.z` MAC_TARGETS = mac-x64 mac-arm64 binaries: @if [ -z "$(VERSION)" ]; then \ echo "ERROR: VERSION not set!"; exit 1; \ fi @for target in $(BINARY_TARGETS); do \ $(MAKE) binary-$$target VERSION=$(VERSION) || exit 1; \ done binary-win-x86: @$(MAKE) binary-build VERSION=$(VERSION) B_GOOS=windows B_GOARCH=386 B_CGO=0 B_EXT=.exe B_TARGET=win-x86 binary-win-x64: @$(MAKE) binary-build VERSION=$(VERSION) B_GOOS=windows B_GOARCH=amd64 B_CGO=0 B_EXT=.exe B_TARGET=win-x64 binary-linux-x64: @$(MAKE) binary-build VERSION=$(VERSION) B_GOOS=linux B_GOARCH=amd64 B_CGO=1 B_EXT= B_TARGET=linux-x64 binaries-mac: @if [ -z "$(VERSION)" ]; then \ echo "ERROR: VERSION not set!"; exit 1; \ fi @if [ "$$(uname -s)" != "Darwin" ]; then \ echo "ERROR: a mac targetek csak mac hoston építhetők (cgo + SDK kell)"; exit 1; \ fi @for target in $(MAC_TARGETS); do \ $(MAKE) binary-$$target VERSION=$(VERSION) || exit 1; \ done binary-mac-x64: @$(MAKE) binary-build-mac VERSION=$(VERSION) B_GOARCH=amd64 B_TARGET=mac-x64 binary-mac-arm64: @$(MAKE) binary-build-mac VERSION=$(VERSION) B_GOARCH=arm64 B_TARGET=mac-arm64 # macről futtatandó: felépíti mindkét mac zipet, feltölti a /build/upload-dal, # majd a /build/publish hozzáfűzi az asseteket a meglévő release-hez mac-release: binaries-mac @FILES=""; \ for target in $(MAC_TARGETS); do FILES="$$FILES $(PROJECT)-$(VERSION)-$$target.zip"; done; \ for f in $$FILES; do \ curl -fsS -H "X-Update-Secret: $(UPDATE_SECRET)" \ -F "file=@$$f" \ "$(UPDATE_SERVER)/build/upload?name=$(PROJECT)&version=$(VERSION)" || exit 1; \ done; \ curl -fsS -X POST -H "X-Update-Secret: $(UPDATE_SECRET)" "$(UPDATE_SERVER)/build/publish?name=$(PROJECT)&platform=ebitengine&version=$(VERSION)" # belső helper: egy target buildje + zip egyetlen gyökérmappával # (a zipet unixos zip készíti, így a végrehajtási bit megmarad) binary-build: @set -e; \ PKG_DIR="$(PROJECT)-$(VERSION)-$(B_TARGET)"; \ echo "==> Building $$PKG_DIR"; \ rm -rf "$$PKG_DIR" "$$PKG_DIR.zip"; \ mkdir -p "$$PKG_DIR"; \ CGO_ENABLED=$(B_CGO) GOOS=$(B_GOOS) GOARCH=$(B_GOARCH) go build -o "$$PKG_DIR/$(PROJECT)$(B_EXT)" .; \ if [ -f LICENSE ]; then cp LICENSE "$$PKG_DIR/"; fi; \ if [ -f README.md ]; then cp README.md "$$PKG_DIR/"; fi; \ zip -r "$$PKG_DIR.zip" "$$PKG_DIR" >/dev/null; \ rm -rf "$$PKG_DIR"; \ echo "==> $$PKG_DIR.zip kesz" # mac helper: .app bundle Info.plist-tel, egy gyökérmappában zipelve binary-build-mac: @set -e; \ PKG_DIR="$(PROJECT)-$(VERSION)-$(B_TARGET)"; \ APP_DIR="$$PKG_DIR/$(PROJECT).app"; \ echo "==> Building $$PKG_DIR"; \ rm -rf "$$PKG_DIR" "$$PKG_DIR.zip"; \ mkdir -p "$$APP_DIR/Contents/MacOS"; \ CGO_ENABLED=1 GOOS=darwin GOARCH=$(B_GOARCH) go build -o "$$APP_DIR/Contents/MacOS/$(PROJECT)" .; \ { \ echo ''; \ echo ''; \ echo ''; \ echo ''; \ echo ' CFBundleExecutable$(PROJECT)'; \ echo ' CFBundleIdentifierorg.teletypegames.$(PROJECT)'; \ echo ' CFBundleName$(PROJECT)'; \ echo ' CFBundlePackageTypeAPPL'; \ echo ' CFBundleShortVersionString$(VERSION)'; \ echo ' CFBundleVersion$(VERSION)'; \ echo ' LSMinimumSystemVersion11.0'; \ echo ' NSHighResolutionCapable'; \ echo ''; \ echo ''; \ } > "$$APP_DIR/Contents/Info.plist"; \ codesign --force --deep -s - "$$APP_DIR"; \ if [ -f LICENSE ]; then cp LICENSE "$$PKG_DIR/"; fi; \ if [ -f README.md ]; then cp README.md "$$PKG_DIR/"; fi; \ zip -r "$$PKG_DIR.zip" "$$PKG_DIR" >/dev/null; \ rm -rf "$$PKG_DIR"; \ echo "==> $$PKG_DIR.zip kesz" watch: fswatch -o . | while read; do make build; done clean: rm -rf $(BIN_DIR) $(DIST_DIR) .PHONY: all build wasm export watch clean binaries binaries-mac mac-release binary-win-x86 binary-win-x64 binary-linux-x64 binary-mac-x64 binary-mac-arm64 binary-build binary-build-mac