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:
2026-08-03 21:22:31 +02:00
co-authored by Claude Fable 5
parent 3d22e273ea
commit 5c4b61dc16
4 changed files with 227 additions and 17 deletions
+68 -2
View File
@@ -35,6 +35,67 @@ export: web
@echo "==> Cleaning temporary files"
rm -rf $(WEB_DIR)
# --- native binaries ---------------------------------------------------------
# Godot cross-exports every desktop platform from linux with the official
# export templates, so unlike ebitengine ALL targets build in CI. Mac is a
# single universal (intel + arm) build: the official templates only ship a
# universal binary, per-arch export would need custom-built templates.
# Zip layout follows the ReleaseAsset convention: a single root folder,
# <project>-<version>-<target>/, zipped as <project>-<version>-<target>.zip.
BINARY_TARGETS = win-x86 win-x64 linux-x64 mac-universal
binaries: build
@if [ -z "$(VERSION)" ]; then \
echo "ERROR: VERSION not set!"; exit 1; \
fi
@for target in $(BINARY_TARGETS); do \
$(MAKE) binary-$$target VERSION=$(VERSION) || exit 1; \
done
binary-win-x86:
@$(MAKE) binary-build VERSION=$(VERSION) B_PRESET="Windows x86" B_EXT=.exe B_TARGET=win-x86
binary-win-x64:
@$(MAKE) binary-build VERSION=$(VERSION) B_PRESET="Windows x64" B_EXT=.exe B_TARGET=win-x64
binary-linux-x64:
@$(MAKE) binary-build VERSION=$(VERSION) B_PRESET="Linux x64" B_EXT= B_TARGET=linux-x64
binary-mac-universal:
@$(MAKE) binary-build-mac VERSION=$(VERSION) B_PRESET="Mac universal" B_TARGET=mac-universal
# belső helper: egy win/linux target exportja + zip egyetlen gyökérmappával
# (embed_pck miatt az export egyetlen futtatható fájl)
binary-build:
@set -e; \
PKG_DIR="$(PROJECT)-$(VERSION)-$(B_TARGET)"; \
echo "==> Building $$PKG_DIR"; \
rm -rf "$$PKG_DIR" "$$PKG_DIR.zip"; \
mkdir -p "$$PKG_DIR"; \
$(GODOT) --headless --export-release "$(B_PRESET)" "$$(pwd)/$$PKG_DIR/$(PROJECT)$(B_EXT)"; \
if [ -f LICENSE ]; then cp LICENSE "$$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 "==> $$PKG_DIR.zip kesz"
# mac helper: a Godot linuxról csak .zip-be tud macOS-t exportálni (benne a
# .app), ezt csomagoljuk át a gyökérmappás konvencióra (zip -ry: exec bitek
# és symlinkek megmaradnak)
binary-build-mac:
@set -e; \
PKG_DIR="$(PROJECT)-$(VERSION)-$(B_TARGET)"; \
echo "==> Building $$PKG_DIR"; \
rm -rf "$$PKG_DIR" "$$PKG_DIR.zip"; \
mkdir -p "$$PKG_DIR"; \
$(GODOT) --headless --export-release "$(B_PRESET)" "$$(pwd)/$$PKG_DIR/$(PROJECT)-mac-tmp.zip"; \
cd "$$PKG_DIR" && unzip -q "$(PROJECT)-mac-tmp.zip" && rm "$(PROJECT)-mac-tmp.zip"; cd ..; \
if [ -f LICENSE ]; then cp LICENSE "$$PKG_DIR/"; fi; \
if [ -f README.md ]; then cp README.md "$$PKG_DIR/"; fi; \
zip -ry "$$PKG_DIR.zip" "$$PKG_DIR" >/dev/null; \
rm -rf "$$PKG_DIR"; \
echo "==> $$PKG_DIR.zip kesz"
watch:
fswatch -o . --include="\.gd$$" --include="\.tscn$$" | while read; do make build; done
@@ -57,18 +118,23 @@ ci-export:
@VERSION=$$(cat $(VERSION_FILE)); \
$(MAKE) export VERSION=$$VERSION
ci-binaries:
@VERSION=$$(cat $(VERSION_FILE)); \
$(MAKE) binaries VERSION=$$VERSION
ci-upload:
@VERSION=$$(cat $(VERSION_FILE)); \
FILE="$(PROJECT)-$$VERSION.html.zip"; \
META_SRC="metadata.json"; \
META_DST="$(PROJECT)-$$VERSION.metadata.json"; \
BINS=$$(ls $(PROJECT)-$$VERSION-*.zip 2>/dev/null || true); \
cp $$META_SRC $$META_DST; \
sshpass -p "$(DROPAREA_SSH_PASSWORD)" scp -o StrictHostKeyChecking=no -P $(DROPAREA_PORT) \
$$FILE $$META_DST \
$$FILE $$META_DST $$BINS \
$(DROPAREA_USER)@$(DROPAREA_HOST):$(DROPAREA_TARGET_PATH)/
ci-update:
@VERSION=$$(cat $(VERSION_FILE)); \
curl "$(UPDATE_SERVER)/update?secret=$(UPDATE_SECRET)&name=$(PROJECT)&platform=godot&version=$$VERSION"
.PHONY: all build run web export watch clean ci-version ci-export ci-upload ci-update
.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