doodle/Makefile

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SHELL := /bin/bash
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VERSION=$(shell grep -e 'Version =' pkg/branding/branding.go | head -n 1 | cut -d '"' -f 2)
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BUILD=$(shell git describe --always)
BUILD_DATE=$(shell date -Iseconds)
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CURDIR=$(shell curdir)
# Inject the build version (commit hash) into the executable.
LDFLAGS := -ldflags "-X main.Build=$(BUILD) -X main.BuildDate=$(BUILD_DATE)"
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# `make setup` to set up a new environment, pull dependencies, etc.
.PHONY: setup
setup: clean
go get -u github.com/go-bindata/go-bindata/...
go get ./...
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# `make build` to build the binary.
.PHONY: build
build:
gofmt -w .
go build $(LDFLAGS) -i -o bin/doodle cmd/doodle/main.go
go build $(LDFLAGS) -i -o bin/doodad cmd/doodad/main.go
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# `make buildall` to run all build steps including doodads and bindata.
.PHONY: buildall
buildall: doodads bindata build
# `make build-free` to build the binary in free mode.
.PHONY: build-free
build-free:
gofmt -w .
go build $(LDFLAGS) -tags="shareware" -i -o bin/doodle cmd/doodle/main.go
go build $(LDFLAGS) -tags="shareware" -i -o bin/doodad cmd/doodad/main.go
# `make build-debug` to build the binary in developer mode.
.PHONY: build-debug
build-debug:
gofmt -w .
go build $(LDFLAGS) -tags="developer" -i -o bin/doodle cmd/doodle/main.go
go build $(LDFLAGS) -tags="developer" -i -o bin/doodad cmd/doodad/main.go
Bindata: Embedding Doodads and Levels (for WASM) * Use `go-bindata` to embed built-in doodads and levels directly into the Doodle binary. `make bindata` produces the bindata source file. * Add `FromJSON()` method to Levels and Doodads to load objects from JSON strings in memory (for bindata built-ins or WASM ajax requests) * Update file loading functions to check the embedded bindata files. * pkg/config.go#EditFile: * Supports editing a level from bindata (TODO: remove this support) * If the "assets/levels/%(simple-name.level)" exists in bindata, edits that drawing. * No such support for editing built-in doodads. * WASM has no filesystem access to edit files except built-in levels (yet) * pkg/doodads#ListDoodads: * Prepends built-in doodads from bindata to the returned list. * WASM: no filesystem access so gets only the built-ins. * pkg/doodads#LoadFile: * Checks built-in bindata store first for doodad files. * WASM: tries an HTTP request if not found in bindata but can go no further if not found (no filesystem access) * pkg/filesystem#FindFile: * This function finds a level/doodad by checking all the places. * If the level or doodad exists in bindata built-in, always returns its system path like "assets/doodads/test.doodad" * WASM: always returns the built-in candidate path even if not found in bindata so that ajax GET can be attempted. * pkg/level#ListSystemLevels: * New function that lists the system level files, similar to the equivalent doodads function. * Prepends the bindata built-in level files. * WASM: only returns the built-ins (no filesystem support) * Desktop: also lists and returns the assets/levels/ directory. * pkg/level#LoadFile: * Like the doodads.LoadFile, tries from built-in bindata first, then ajax request (WASM) before accessing the filesystem (desktop) * Menu Scene: TODO, list the built-in levels in the Load Level menu. This feature will soon go away when WASM gets its own storage for user levels (localStorage instead of filesystem)
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# `make bindata` generates the embedded binary assets package.
.PHONY: bindata
bindata:
go-bindata -pkg bindata -o pkg/bindata/bindata.go assets/...
Bindata: Embedding Doodads and Levels (for WASM) * Use `go-bindata` to embed built-in doodads and levels directly into the Doodle binary. `make bindata` produces the bindata source file. * Add `FromJSON()` method to Levels and Doodads to load objects from JSON strings in memory (for bindata built-ins or WASM ajax requests) * Update file loading functions to check the embedded bindata files. * pkg/config.go#EditFile: * Supports editing a level from bindata (TODO: remove this support) * If the "assets/levels/%(simple-name.level)" exists in bindata, edits that drawing. * No such support for editing built-in doodads. * WASM has no filesystem access to edit files except built-in levels (yet) * pkg/doodads#ListDoodads: * Prepends built-in doodads from bindata to the returned list. * WASM: no filesystem access so gets only the built-ins. * pkg/doodads#LoadFile: * Checks built-in bindata store first for doodad files. * WASM: tries an HTTP request if not found in bindata but can go no further if not found (no filesystem access) * pkg/filesystem#FindFile: * This function finds a level/doodad by checking all the places. * If the level or doodad exists in bindata built-in, always returns its system path like "assets/doodads/test.doodad" * WASM: always returns the built-in candidate path even if not found in bindata so that ajax GET can be attempted. * pkg/level#ListSystemLevels: * New function that lists the system level files, similar to the equivalent doodads function. * Prepends the bindata built-in level files. * WASM: only returns the built-ins (no filesystem support) * Desktop: also lists and returns the assets/levels/ directory. * pkg/level#LoadFile: * Like the doodads.LoadFile, tries from built-in bindata first, then ajax request (WASM) before accessing the filesystem (desktop) * Menu Scene: TODO, list the built-in levels in the Load Level menu. This feature will soon go away when WASM gets its own storage for user levels (localStorage instead of filesystem)
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# `make bindata-dev` generates the debug version of bindata package.
.PHONY: bindata-dev
bindata-dev:
go-bindata -debug -pkg bindata -o pkg/bindata/bindata.go assets/...
Bindata: Embedding Doodads and Levels (for WASM) * Use `go-bindata` to embed built-in doodads and levels directly into the Doodle binary. `make bindata` produces the bindata source file. * Add `FromJSON()` method to Levels and Doodads to load objects from JSON strings in memory (for bindata built-ins or WASM ajax requests) * Update file loading functions to check the embedded bindata files. * pkg/config.go#EditFile: * Supports editing a level from bindata (TODO: remove this support) * If the "assets/levels/%(simple-name.level)" exists in bindata, edits that drawing. * No such support for editing built-in doodads. * WASM has no filesystem access to edit files except built-in levels (yet) * pkg/doodads#ListDoodads: * Prepends built-in doodads from bindata to the returned list. * WASM: no filesystem access so gets only the built-ins. * pkg/doodads#LoadFile: * Checks built-in bindata store first for doodad files. * WASM: tries an HTTP request if not found in bindata but can go no further if not found (no filesystem access) * pkg/filesystem#FindFile: * This function finds a level/doodad by checking all the places. * If the level or doodad exists in bindata built-in, always returns its system path like "assets/doodads/test.doodad" * WASM: always returns the built-in candidate path even if not found in bindata so that ajax GET can be attempted. * pkg/level#ListSystemLevels: * New function that lists the system level files, similar to the equivalent doodads function. * Prepends the bindata built-in level files. * WASM: only returns the built-ins (no filesystem support) * Desktop: also lists and returns the assets/levels/ directory. * pkg/level#LoadFile: * Like the doodads.LoadFile, tries from built-in bindata first, then ajax request (WASM) before accessing the filesystem (desktop) * Menu Scene: TODO, list the built-in levels in the Load Level menu. This feature will soon go away when WASM gets its own storage for user levels (localStorage instead of filesystem)
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# `make wasm` builds the WebAssembly port.
.PHONY: wasm
wasm:
cd wasm && make
# `make wasm-serve` builds and launches the WebAssembly server.
.PHONY: wasm-serve
wasm-serve: wasm
sh -c 'sleep 1; xdg-open http://localhost:8080/' &
cd wasm && go run server.go
# `make install` to install the Go binaries to your GOPATH.
.PHONY: install
install:
go install git.kirsle.net/apps/doodle/cmd/...
# `make doodads` to build the doodads from the dev-assets folder.
.PHONY: doodads
doodads:
cd dev-assets/doodads && ./build.sh
# `make mingw` to cross-compile a Windows binary with mingw.
.PHONY: mingw
mingw: doodads bindata
env CGO_ENABLED="1" CC="/usr/bin/x86_64-w64-mingw32-gcc" \
GOOS="windows" CGO_LDFLAGS="-lmingw32 -lSDL2" CGO_CFLAGS="-D_REENTRANT" \
go build $(LDFLAGS) -i -o bin/doodle.exe cmd/doodle/main.go
env CGO_ENABLED="1" CC="/usr/bin/x86_64-w64-mingw32-gcc" \
GOOS="windows" CGO_LDFLAGS="-lmingw32 -lSDL2" CGO_CFLAGS="-D_REENTRANT" \
go build $(LDFLAGS) -i -o bin/doodad.exe cmd/doodad/main.go
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# `make run` to run it in debug mode.
.PHONY: run
run:
go run cmd/doodle/main.go -debug
# `make guitest` to run it in guitest mode.
.PHONY: guitest
guitest:
go run cmd/doodle/main.go -debug -guitest
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# `make test` to run unit tests.
.PHONY: test
test:
go test ./...
# `make dist` builds and tars up a release.
.PHONY: dist
dist: doodads bindata build
mkdir -p dist/doodle-$(VERSION)
cp bin/* dist/doodle-$(VERSION)/
cp -r README.md dist/doodle-$(VERSION)/
cd dist && tar -czvf doodle-$(VERSION).tar.gz doodle-$(VERSION)
cd dist && zip -r doodle-$(VERSION).zip doodle-$(VERSION)
# `make docker` to run the Docker builds
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.PHONY: docker docker.ubuntu docker.debian docker.fedora __docker.dist
docker.ubuntu:
mkdir -p docker/ubuntu
./docker/dist-ubuntu.sh
docker.debian:
mkdir -p docker/debian
./docker/dist-debian.sh
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docker.fedora:
mkdir -p docker/fedora
./docker/dist-fedora.sh
docker: docker.ubuntu docker.debian docker.fedora
__docker.dist: dist
cp dist/*.tar.gz dist/*.zip /mnt/export/
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# `make clean` cleans everything up.
.PHONY: clean
clean:
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rm -rf bin dist docker/ubuntu docker/debian docker/fedora