Add desktop binary export support to the examples
win-x86, win-x64, linux-x64 and mac-universal targets, validated on the pong pipeline: Makefile binaries/ci-binaries targets, desktop export presets, ci-binaries step in the Woodpecker example. Mac is a single universal (intel + arm) build with built-in ad-hoc codesign and needs ETC2 ASTC texture import enabled in project.godot. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -5,17 +5,20 @@ projects, in the same spirit as [ebitengine-tools](../ebitengine-tools)
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and [tic80-tools](../tic80-tools).
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- `example-makefile.make` — project Makefile: local dev targets
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(`build`, `run`, `web`, `export`, `watch`, `clean`) plus the
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Woodpecker pipeline targets (`ci-version`, `ci-export`, `ci-upload`,
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`ci-update`).
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(`build`, `run`, `web`, `export`, `watch`, `clean`), the desktop
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binary targets (`binaries`, `binary-win-x86`, `binary-win-x64`,
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`binary-linux-x64`, `binary-mac-universal`) plus the Woodpecker
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pipeline targets (`ci-version`, `ci-export`, `ci-binaries`,
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`ci-upload`, `ci-update`).
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- `example-woodpecker.yaml` — Woodpecker pipeline: version → build
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(headless web export in the `barichello/godot-ci` image) → upload
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(scp to the droparea) → update (calls the teletypegames `/update`
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endpoint with `platform=godot`).
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- `example-export_presets.cfg` — minimal `export_presets.cfg` with the
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**Web** preset the Makefile exports. Threads are disabled
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(`variant/thread_support=false`, Godot 4.3+) so the build runs
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without COOP/COEP (cross-origin isolation) headers.
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(headless web export + desktop binaries in the `barichello/godot-ci`
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image) → upload (scp to the droparea) → update (calls the
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teletypegames `/update` endpoint with `platform=godot`).
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- `example-export_presets.cfg` — `export_presets.cfg` with the **Web**
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preset the Makefile exports plus the desktop presets (**Windows
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x86**, **Windows x64**, **Linux x64**, **Mac universal**). Web
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threads are disabled (`variant/thread_support=false`, Godot 4.3+) so
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the build runs without COOP/COEP (cross-origin isolation) headers.
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- `example-tasks.json` — VS Code `.vscode/tasks.json` with the common
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dev tasks: **Run** (`godot --path .`, default build task,
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`Cmd+Shift+B`), **Edit**, **Export Web** and **Make build**.
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@@ -25,8 +28,18 @@ and [tic80-tools](../tic80-tools).
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1. Copy `example-makefile.make` to `Makefile` and set `PROJECT`
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(the web build is packaged as `$(PROJECT)-$(VERSION).html.zip`).
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2. Copy `example-export_presets.cfg` to `export_presets.cfg` (or merge
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the `Web` preset into your existing presets). Keep the preset name
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in sync with `EXPORT_PRESET` in the Makefile.
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the presets into your existing file). Keep the preset names in sync
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with the Makefile (`EXPORT_PRESET` for web, the `B_PRESET` values of
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the `binary-*` targets for desktop), and set
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`application/bundle_identifier` in the Mac preset to your project.
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For the universal mac export enable ETC2 ASTC texture import in
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`project.godot`:
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```ini
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[rendering]
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textures/vram_compression/import_etc2_astc=true
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```
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3. Copy `example-woodpecker.yaml` to `.woodpecker.yaml` and add the
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`droparea_ssh_password` / `update_secret_key` secrets in Woodpecker.
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Match the `godot-builder` image tag to the Godot version the
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@@ -34,9 +47,15 @@ and [tic80-tools](../tic80-tools).
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`barichello/godot-ci` image ships the matching export templates.
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4. Copy `example-tasks.json` to `.vscode/tasks.json`.
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The pipeline uploads `$(PROJECT)-$(VERSION).html.zip` to the droparea,
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then triggers
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`/update?platform=godot&name=$(PROJECT)&version=$(VERSION)`.
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The pipeline uploads `$(PROJECT)-$(VERSION).html.zip` and the desktop
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binary zips (`$(PROJECT)-$(VERSION)-<target>.zip`, targets: `win-x86`,
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`win-x64`, `linux-x64`, `mac-universal`) to the droparea, then triggers
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`/update?platform=godot&name=$(PROJECT)&version=$(VERSION)`, which
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attaches them to the release as ReleaseAssets. Godot cross-exports all
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desktop platforms from the linux CI image with the official export
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templates; mac is a single universal (intel + arm) build with Godot's
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built-in ad-hoc codesign — per-arch mac export would need custom-built
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templates.
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## Builder image
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@@ -41,3 +41,127 @@ html/canvas_resize_policy=2
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html/focus_canvas_on_start=true
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html/experimental_virtual_keyboard=false
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progressive_web_app/enabled=false
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; Desktop presets: the preset names match the Makefile's binary-* targets
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; and the resulting zips follow the ReleaseAsset naming
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; (<project>-<version>-<target>.zip). Windows/Linux embed the .pck into
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; the executable (single-file builds); `modify_resources=false` because
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; the CI image has no rcedit.
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[preset.1]
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name="Windows x64"
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platform="Windows Desktop"
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runnable=true
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advanced_options=false
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dedicated_server=false
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custom_features=""
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export_filter="all_resources"
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include_filter=""
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exclude_filter=""
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export_path=""
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patches=PackedStringArray()
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encryption_include_filters=""
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encryption_exclude_filters=""
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seed=0
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encrypt_pck=false
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encrypt_directory=false
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script_export_mode=2
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[preset.1.options]
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binary_format/architecture="x86_64"
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binary_format/embed_pck=true
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application/modify_resources=false
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codesign/enable=false
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[preset.2]
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name="Windows x86"
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platform="Windows Desktop"
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runnable=true
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advanced_options=false
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dedicated_server=false
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custom_features=""
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export_filter="all_resources"
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include_filter=""
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exclude_filter=""
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export_path=""
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patches=PackedStringArray()
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encryption_include_filters=""
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encryption_exclude_filters=""
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seed=0
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encrypt_pck=false
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encrypt_directory=false
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script_export_mode=2
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[preset.2.options]
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binary_format/architecture="x86_32"
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binary_format/embed_pck=true
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application/modify_resources=false
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codesign/enable=false
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[preset.3]
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name="Linux x64"
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platform="Linux"
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runnable=true
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advanced_options=false
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dedicated_server=false
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custom_features=""
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export_filter="all_resources"
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include_filter=""
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exclude_filter=""
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export_path=""
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patches=PackedStringArray()
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encryption_include_filters=""
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encryption_exclude_filters=""
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seed=0
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encrypt_pck=false
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encrypt_directory=false
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script_export_mode=2
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[preset.3.options]
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binary_format/architecture="x86_64"
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binary_format/embed_pck=true
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; macOS: a single universal (x86_64 + arm64) build — the official export
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; templates only ship a universal binary, per-arch export would need
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; custom-built templates. Exported as .zip (the only option when
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; exporting from Linux), signed with Godot's built-in ad-hoc codesign
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; (codesign/codesign=1), which works on any host platform. arm64 macOS
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; refuses to run completely unsigned binaries, so signing is required.
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; The universal export also requires ETC2 ASTC texture import in
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; project.godot ([rendering] textures/vram_compression/import_etc2_astc=true),
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; the arm64 slice refuses to export without it.
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[preset.4]
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name="Mac universal"
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platform="macOS"
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runnable=true
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advanced_options=false
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dedicated_server=false
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custom_features=""
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export_filter="all_resources"
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include_filter=""
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exclude_filter=""
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export_path=""
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patches=PackedStringArray()
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encryption_include_filters=""
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encryption_exclude_filters=""
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seed=0
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encrypt_pck=false
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encrypt_directory=false
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script_export_mode=2
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[preset.4.options]
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export/distribution_type=1
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binary_format/architecture="universal"
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application/bundle_identifier="org.teletypegames.godotdemo"
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codesign/codesign=1
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notarization/notarization=0
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+68
-2
@@ -35,6 +35,67 @@ export: web
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@echo "==> Cleaning temporary files"
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rm -rf $(WEB_DIR)
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# --- native binaries ---------------------------------------------------------
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# Godot cross-exports every desktop platform from linux with the official
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# export templates, so unlike ebitengine ALL targets build in CI. Mac is a
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# single universal (intel + arm) build: the official templates only ship a
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# universal binary, per-arch export would need custom-built templates.
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# Zip layout follows the ReleaseAsset convention: a single root folder,
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# <project>-<version>-<target>/, zipped as <project>-<version>-<target>.zip.
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BINARY_TARGETS = win-x86 win-x64 linux-x64 mac-universal
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binaries: build
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@if [ -z "$(VERSION)" ]; then \
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echo "ERROR: VERSION not set!"; exit 1; \
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fi
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@for target in $(BINARY_TARGETS); do \
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$(MAKE) binary-$$target VERSION=$(VERSION) || exit 1; \
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done
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binary-win-x86:
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@$(MAKE) binary-build VERSION=$(VERSION) B_PRESET="Windows x86" B_EXT=.exe B_TARGET=win-x86
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binary-win-x64:
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@$(MAKE) binary-build VERSION=$(VERSION) B_PRESET="Windows x64" B_EXT=.exe B_TARGET=win-x64
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binary-linux-x64:
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@$(MAKE) binary-build VERSION=$(VERSION) B_PRESET="Linux x64" B_EXT= B_TARGET=linux-x64
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binary-mac-universal:
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@$(MAKE) binary-build-mac VERSION=$(VERSION) B_PRESET="Mac universal" B_TARGET=mac-universal
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# belső helper: egy win/linux target exportja + zip egyetlen gyökérmappával
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# (embed_pck miatt az export egyetlen futtatható fájl)
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binary-build:
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@set -e; \
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PKG_DIR="$(PROJECT)-$(VERSION)-$(B_TARGET)"; \
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echo "==> Building $$PKG_DIR"; \
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rm -rf "$$PKG_DIR" "$$PKG_DIR.zip"; \
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mkdir -p "$$PKG_DIR"; \
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$(GODOT) --headless --export-release "$(B_PRESET)" "$$(pwd)/$$PKG_DIR/$(PROJECT)$(B_EXT)"; \
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if [ -f LICENSE ]; then cp LICENSE "$$PKG_DIR/"; fi; \
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if [ -f README.md ]; then cp README.md "$$PKG_DIR/"; fi; \
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zip -r "$$PKG_DIR.zip" "$$PKG_DIR" >/dev/null; \
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rm -rf "$$PKG_DIR"; \
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echo "==> $$PKG_DIR.zip kesz"
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# mac helper: a Godot linuxról csak .zip-be tud macOS-t exportálni (benne a
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# .app), ezt csomagoljuk át a gyökérmappás konvencióra (zip -ry: exec bitek
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# és symlinkek megmaradnak)
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binary-build-mac:
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@set -e; \
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PKG_DIR="$(PROJECT)-$(VERSION)-$(B_TARGET)"; \
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echo "==> Building $$PKG_DIR"; \
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rm -rf "$$PKG_DIR" "$$PKG_DIR.zip"; \
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mkdir -p "$$PKG_DIR"; \
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$(GODOT) --headless --export-release "$(B_PRESET)" "$$(pwd)/$$PKG_DIR/$(PROJECT)-mac-tmp.zip"; \
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cd "$$PKG_DIR" && unzip -q "$(PROJECT)-mac-tmp.zip" && rm "$(PROJECT)-mac-tmp.zip"; cd ..; \
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if [ -f LICENSE ]; then cp LICENSE "$$PKG_DIR/"; fi; \
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if [ -f README.md ]; then cp README.md "$$PKG_DIR/"; fi; \
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zip -ry "$$PKG_DIR.zip" "$$PKG_DIR" >/dev/null; \
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rm -rf "$$PKG_DIR"; \
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echo "==> $$PKG_DIR.zip kesz"
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watch:
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fswatch -o . --include="\.gd$$" --include="\.tscn$$" | while read; do make build; done
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@@ -57,18 +118,23 @@ ci-export:
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@VERSION=$$(cat $(VERSION_FILE)); \
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$(MAKE) export VERSION=$$VERSION
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ci-binaries:
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@VERSION=$$(cat $(VERSION_FILE)); \
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$(MAKE) binaries VERSION=$$VERSION
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ci-upload:
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@VERSION=$$(cat $(VERSION_FILE)); \
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FILE="$(PROJECT)-$$VERSION.html.zip"; \
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META_SRC="metadata.json"; \
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META_DST="$(PROJECT)-$$VERSION.metadata.json"; \
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BINS=$$(ls $(PROJECT)-$$VERSION-*.zip 2>/dev/null || true); \
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cp $$META_SRC $$META_DST; \
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sshpass -p "$(DROPAREA_SSH_PASSWORD)" scp -o StrictHostKeyChecking=no -P $(DROPAREA_PORT) \
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$$FILE $$META_DST \
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$$FILE $$META_DST $$BINS \
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$(DROPAREA_USER)@$(DROPAREA_HOST):$(DROPAREA_TARGET_PATH)/
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ci-update:
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@VERSION=$$(cat $(VERSION_FILE)); \
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curl "$(UPDATE_SERVER)/update?secret=$(UPDATE_SECRET)&name=$(PROJECT)&platform=godot&version=$$VERSION"
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.PHONY: all build run web export watch clean ci-version ci-export ci-upload ci-update
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.PHONY: all build run web export watch clean binaries binary-win-x86 binary-win-x64 binary-linux-x64 binary-mac-universal binary-build binary-build-mac ci-version ci-export ci-binaries ci-upload ci-update
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@@ -9,6 +9,7 @@ steps:
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image: git.teletypegames.org/internal/godot-builder:4.6
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commands:
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- make ci-export
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- make ci-binaries
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- name: artifact
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image: alpine
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