Unfortunately, no. The new options panel has been on its feet for less than three cycles and TGMG hasn't surfaced in that time (or if he has, I wasn't there to greet him and help it through it).
But we're ready to make the three Apple platforms compile as soon as someone with access to them shows up to help.
Hey, and welcome to the ENIGMA board!
IsmAvatar said most of what needs said, but I should add a couple things, and, well, may as well go off on a huge tangent about where ENIGMA stands and how it works. ENIGMA can already compile on most platforms, and some consoles. The issue is getting it to work from one to another without massive modification. The way we have set up ENIGMA thus far, thanks in good part to its Java interface, is such that it can compile itself on any platform actually capable of running Java and a compiler (this is basically Windows, Linux, and MacOSX). On each of those platforms, you can of course compile and run your game. To compile for other platforms, you have to select them.
The issue is that the location of the compiler along with the libraries it uses varies impressively from platform to platform. That being the case, we have been developing a system that allows ENIGMA to keep track of where these compilers are and how it can interface with them on each platform the interface will run on (Windows, Linux, MacOSX). That being the case, you will need to set up compilers for those alternate systems, which we are working on automating.
So, say you set up ENIGMA on Windows. In its Windows compilers folder, it will make an entry, Compilers\Windows\gcc.ey (the default compiler). When you try to use ENIGMA, it will read that file to figure out how to interface with the GCC, which will tell ENIGMA exactly what it can do, and exactly what you can do as the user. If you want to compile for a different platform, you will, ideally, simply download an installer that sets up the compiler for your machine and places the configuration file in Compilers\Windows\ where ENIGMA can find it.
Using the same data files, the interface can determine what platforms are available to you to compile on. What this comes down to is the interface looking at all the files under .\Compilers\Windows\ and offering you choices based on what the files say they can compile for. So when you go to choose your compiler, the IDE roots through them, reading for the destination:
- gcc.ey claims that it can compile for Windows and names itself the default, so LGM places it in the list and selects it.
- devkitppc.ey claims that it can compile for Wii, so LGM lists "Wii" as well.
- devkitarm.ey claims it can do NintendoDS, so LGM adds that.
- xgccmac.ey claims it can compile for OS X, so LGM offers it.
At the moment, approximately half of the ENIGMA project actually acknowledges the existence of those files. So, even though TGMG has gotten ENIGMA to compile on MacOSX, iPhone, iPad, Android, the PSP, and even NintendoDS (I've not seen his NDS code, so don't quote me), he did so by making hard-coded modifications to the way ENIGMA's compiler processes things, because this system was not yet around. The changes he made aren't the kind that the IDE could just slap in, so what we have to do is re-implement them as vaguely as possible to allow the .ey files I mentioned above to be able to dictate them. For instance, to get it to work on iPhone, he had to write resources in a separate wad (NOT as part of the executable), which meant changing some four lines of code and recompiling. A simple if() based on what appears in iphone.ey could take its place. So, that's what we're working on next.
Anyway, sorry for the wall of text.
The short answer to your question is that, while ENIGMA is presently capable of compiling for all the platforms you mentioned and more, it will not be as easy as choosing them from a menu for another couple weeks.
As for JAR, like Ism said, ENIGMA compiles as C++. You'll find companies like Yahoo have other ways of embedding games in browsers (Yahoo games are largely C++), and ENIGMA can compile to the three major platforms anyway, so there isn't much advantage to running a fork that compiles to Java.
And as for HTML5... No, we'll let Yoyo fall off that cliff themselves, if they like. There's no advantage to using HTML5 over using Java, that I can see, other than it's "kinda neato," and as you can see, Sandy gets his knickers in a knot every time it's mentioned, probably due to the dilution of the project it would introduce and the impossibility of securing it.