bug 5986 - Configure jenkins to spit out mac .app

https://bugzilla.icculus.org/show_bug.cgi?id=5986
Created make-macosx-app.sh to handle manually creating an app bundle from other scripts.
Updated make-macosx.sh to create bundle with make-macosx-app.sh (TODO: make-macosx-ub.sh support).
Updated Makefile to create bundle with make-macosx-app.sh and zip up the resulting ioquake3.app if ARCHIVE is defined.
This commit is contained in:
jeremiah sypult 2013-07-18 00:11:10 -05:00
parent 3cd8b49713
commit 260233d4ec
5 changed files with 361 additions and 62 deletions

View file

@ -1205,6 +1205,9 @@ endif
NAKED_TARGETS=$(shell echo $(TARGETS) | sed -e "s!$(B)/!!g")
MACOSX_TARGET_STRING=$(shell if [ "$(B)" == "$(BR)" ]; then echo "release"; elif [ "$(B)" == "$(BD)" ]; then echo "debug"; fi)
MACOSX_MAKE_APP=@if [ -x "./make-macosx-app.sh" ]; then "./make-macosx-app.sh" $(MACOSX_TARGET_STRING) $(ARCH); fi
print_list=@for i in $(1); \
do \
echo " $$i"; \
@ -1259,9 +1262,18 @@ ifneq ($(TARGETS),)
endif
$(B).zip: $(TARGETS)
ifdef ARCHIVE
ifeq ($(PLATFORM),darwin)
ifdef ARCHIVE
$(call MACOSX_MAKE_APP)
@rm -f $@
@(if [ -d "$(B)/ioquake3.app" ]; then cd $(B) && zip --symlinks -r9 ../../$@ `find "ioquake3.app" -print | sed -e "s!$(B)/!!g"`; fi)
endif
endif
ifneq ($(PLATFORM),darwin)
ifdef ARCHIVE
@rm -f $@
@(cd $(B) && zip -r9 ../../$@ $(NAKED_TARGETS))
endif
endif
makedirs:

View file

@ -1,6 +1,9 @@
#!/bin/bash
UNAME=`uname`
MASTER_DIR=`dirname $0`
BUILD_DEFAULT="release"
cd ${MASTER_DIR}
if [ "$OPTIONS" = "all_options" ];
@ -9,7 +12,20 @@ then
export USE_FREETYPE=1
fi
CORES=`awk '/^processor/ { N++} END { print N }' /proc/cpuinfo`
if [ "$UNAME" == "Darwin" ]; then
CORES=`sysctl -n hw.ncpu`
elif [ "$UNAME" == "Linux" ]; then
CORES=`awk '/^processor/ { N++} END { print N }' /proc/cpuinfo`
fi
echo "platform : ${UNAME}"
echo "cores : ${CORES}"
if [ "${BUILD_TYPE}" == "" ]; then
BUILD_TYPE="${BUILD_DEFAULT}"
echo "build type : defaulting to ${BUILD_TYPE}"
else
echo "build type : ${BUILD_TYPE}"
fi
make -j${CORES} distclean ${BUILD_TYPE}

328
make-macosx-app.sh Executable file
View file

@ -0,0 +1,328 @@
#!/bin/sh
# Let's make the user give us a target to work with
# architecture is optional
# if used, it we will store the .app bundle in the target arch build directory
if [ $# == 0 ] || [ $# -gt 2 ]; then
echo "Usage: $0 target <arch>"
echo "Example: $0 release x86"
echo "Valid targets are:"
echo " release"
echo " debug"
echo
echo "Optional architectures are:"
echo " x86"
echo " x86_64"
echo " ppc"
echo
exit 1
fi
if [ "$1" == "release" ]; then
TARGET_NAME="release"
elif [ "$1" == "debug" ]; then
TARGET_NAME="debug"
else
echo "Invalid target: $1"
echo "Valid targets are:"
echo " release"
echo " debug"
exit 1
fi
CURRENT_ARCH=""
if [ "$2" != "" ]; then
if [ "$2" == "x86" ]; then
CURRENT_ARCH="x86"
elif [ "$2" == "x86_64" ]; then
CURRENT_ARCH="x86_64"
elif [ "$2" == "ppc" ]; then
CURRENT_ARCH="ppc"
else
echo "Invalid architecture: $1"
echo "Valid architectures are:"
echo " x86"
echo " x86_64"
echo " ppc"
echo
exit 1
fi
fi
function symlinkArch()
{
EXT="dylib"
SEP="${3}"
SRCFILE="${1}"
DSTFILE="${2}${SEP}"
DSTPATH="${4}"
if [ ! -e "${DSTPATH}/${SRCFILE}.${EXT}" ]; then
echo "**** ERROR: missing ${SRCFILE}.${EXT} from ${MACOS}"
exit 1
fi
if [ ! -d "${DSTPATH}" ]; then
echo "**** ERROR: path not found ${DSTPATH}"
exit 1
fi
pushd "${DSTPATH}" > /dev/null
IS32=`file "${SRCFILE}.${EXT}" | grep "i386" | awk '{print $NF}'`
IS64=`file "${SRCFILE}.${EXT}" | grep "x86_64" | awk '{print $NF}'`
ISPPC=`file "${SRCFILE}.${EXT}" | grep "ppc" | awk '{print $NF}'`
if [ "${IS32}" == "i386" ]; then
if [ ! -L "${DSTFILE}x86.${EXT}" ]; then
ln -s "${SRCFILE}.${EXT}" "${DSTFILE}x86.${EXT}"
fi
elif [ -L "${DSTFILE}x86.${EXT}" ]; then
rm "${DSTFILE}x86.${EXT}"
fi
if [ "${IS64}" == "x86_64" ]; then
if [ ! -L "${DSTFILE}x86_64.${EXT}" ]; then
ln -s "${SRCFILE}.${EXT}" "${DSTFILE}x86_64.${EXT}"
fi
elif [ -L "${DSTFILE}x86_64.${EXT}" ]; then
rm "${DSTFILE}x86_64.${EXT}"
fi
if [ "${ISPPC}" == "ppc" ]; then
if [ ! -L "${DSTFILE}ppc.${EXT}" ]; then
ln -s "${SRCFILE}.${EXT}" "${DSTFILE}ppc.${EXT}"
fi
elif [ -L "${DSTFILE}ppc.${EXT}" ]; then
rm "${DSTFILE}ppc.${EXT}"
fi
popd > /dev/null
}
SEARCH_ARCHS=" \
x86 \
x86_64 \
ppc \
"
# if the optional arch parameter is used, we'll set CURRENT_ARCH
if [ "${CURRENT_ARCH}" != "" ]; then
SEARCH_ARCHS="${CURRENT_ARCH}"
fi
AVAILABLE_ARCHS=""
IOQ3_CLIENT_ARCHS=""
IOQ3_SERVER_ARCHS=""
IOQ3_RENDERER_GL1_ARCHS=""
IOQ3_RENDERER_GL2_ARCHS=""
IOQ3_CGAME_ARCHS=""
IOQ3_GAME_ARCHS=""
IOQ3_UI_ARCHS=""
IOQ3_MP_CGAME_ARCHS=""
IOQ3_MP_GAME_ARCHS=""
IOQ3_MP_UI_ARCHS=""
BASEDIR="baseq3"
MISSIONPACKDIR="missionpack"
CGAME="cgame"
GAME="qagame"
UI="ui"
RENDERER_OPENGL="renderer_opengl"
DEDICATED_NAME="ioq3ded"
CGAME_NAME="${CGAME}.dylib"
GAME_NAME="${GAME}.dylib"
UI_NAME="${UI}.dylib"
RENDERER_OPENGL1_NAME="${RENDERER_OPENGL}1.dylib"
RENDERER_OPENGL2_NAME="${RENDERER_OPENGL}2.dylib"
ICNSDIR="misc"
ICNS="quake3_flat.icns"
PKGINFO="APPLIOQ3"
OBJROOT="build"
#BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
PRODUCT_NAME="ioquake3"
WRAPPER_EXTENSION="app"
WRAPPER_NAME="${PRODUCT_NAME}.${WRAPPER_EXTENSION}"
CONTENTS_FOLDER_PATH="${WRAPPER_NAME}/Contents"
UNLOCALIZED_RESOURCES_FOLDER_PATH="${CONTENTS_FOLDER_PATH}/Resources"
EXECUTABLE_FOLDER_PATH="${CONTENTS_FOLDER_PATH}/MacOS"
EXECUTABLE_NAME="${PRODUCT_NAME}"
for ARCH in $SEARCH_ARCHS; do
CURRENT_ARCH=${ARCH}
BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
IOQ3_CLIENT="${EXECUTABLE_NAME}.${CURRENT_ARCH}"
IOQ3_SERVER="${DEDICATED_NAME}.${CURRENT_ARCH}"
IOQ3_RENDERER_GL1="${RENDERER_OPENGL}1_${CURRENT_ARCH}.dylib"
IOQ3_RENDERER_GL2="${RENDERER_OPENGL}2_${CURRENT_ARCH}.dylib"
IOQ3_CGAME="${CGAME}${CURRENT_ARCH}.dylib"
IOQ3_GAME="${GAME}${CURRENT_ARCH}.dylib"
IOQ3_UI="${UI}${CURRENT_ARCH}.dylib"
if [ ! -d ${BUILT_PRODUCTS_DIR} ]; then
CURRENT_ARCH=""
BUILT_PRODUCTS_DIR=""
continue
fi
# executables
if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_CLIENT} ]; then
IOQ3_CLIENT_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_CLIENT} ${IOQ3_CLIENT_ARCHS}"
VALID_ARCHS="${ARCH} ${VALID_ARCHS}"
else
continue
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_SERVER} ]; then
IOQ3_SERVER_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_SERVER} ${IOQ3_SERVER_ARCHS}"
fi
# renderers
if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL1} ]; then
IOQ3_RENDERER_GL1_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL1} ${IOQ3_RENDERER_GL1_ARCHS}"
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL2} ]; then
IOQ3_RENDERER_GL2_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL2} ${IOQ3_RENDERER_GL2_ARCHS}"
fi
# game
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_CGAME} ]; then
IOQ3_CGAME_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_CGAME} ${IOQ3_CGAME_ARCHS}"
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_GAME} ]; then
IOQ3_GAME_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_GAME} ${IOQ3_GAME_ARCHS}"
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_UI} ]; then
IOQ3_UI_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_UI} ${IOQ3_UI_ARCHS}"
fi
# missionpack
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_MP_CGAME} ]; then
IOQ3_MP_CGAME_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_CGAME} ${IOQ3_MP_CGAME_ARCHS}"
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_MP_GAME} ]; then
IOQ3_MP_GAME_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_GAME} ${IOQ3_MP_GAME_ARCHS}"
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_MP_UI} ]; then
IOQ3_MP_UI_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_UI} ${IOQ3_MP_UI_ARCHS}"
fi
done
if [ "${2}" == "" ]; then
BUILT_PRODUCTS_DIR="${OBJROOT}"
else
BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
fi
cd `dirname $0`
if [ ! -f Makefile ]; then
echo "$0 must be run from the ioquake3 build directory"
exit 1
fi
Q3_VERSION=`grep '^VERSION=' Makefile | sed -e 's/.*=\(.*\)/\1/'`
if [ "${IOQ3_CLIENT_ARCHS}" == "" ]; then
echo "$0: no ioquake3 binary architectures were found for target '${TARGET_NAME}'"
exit 1
else
echo "Creating bundle '${BUILT_PRODUCTS_DIR}/${WRAPPER_NAME}'\c"
echo " with architectures: \c"
for ARCH in ${VALID_ARCHS}; do
echo "${ARCH} \c"
done
echo ""
fi
if [ ! -d ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR ]; then
mkdir -p ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR || exit 1;
fi
if [ ! -d ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$MISSIONPACKDIR ]; then
mkdir -p ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$MISSIONPACKDIR || exit 1;
fi
if [ ! -d ${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH} ]; then
mkdir -p ${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH} || exit 1;
fi
cp ${ICNSDIR}/${ICNS} ${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}/$ICNS || exit 1;
echo -n ${PKGINFO} > ${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/PkgInfo || exit 1;
echo "<?xml version=\"1.0\" encoding=\"UTF-8\"?>
<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">
<plist version=\"1.0\">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIconFile</key>
<string>quake3_flat</string>
<key>CFBundleIdentifier</key>
<string>org.ioquake.${PRODUCT_NAME}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>${Q3_VERSION}</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>${Q3_VERSION}</string>
<key>CGDisableCoalescedUpdates</key>
<true/>
<key>LSMinimumSystemVersion</key>
<string>${MACOSX_DEPLOYMENT_TARGET}</string>
<key>NSHumanReadableCopyright</key>
<string>QUAKE III ARENA Copyright © 1999-2000 id Software, Inc. All rights reserved.</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
</dict>
</plist>
" > ${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/Info.plist
cp code/libs/macosx/*.dylib ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}
#
# use lipo to create a universal binary in to the appropriate bundle location
# then symlink appropriate architecture names for universal (fat) binary support
#
BUNDLEDIR="${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}"
# executables
lipo -create -o ${BUNDLEDIR}/${EXECUTABLE_NAME} ${IOQ3_CLIENT_ARCHS}
lipo -create -o ${BUNDLEDIR}/${DEDICATED_NAME} ${IOQ3_SERVER_ARCHS}
# renderers
lipo -create -o ${BUNDLEDIR}/${RENDERER_OPENGL1_NAME} ${IOQ3_RENDERER_GL1_ARCHS}
lipo -create -o ${BUNDLEDIR}/${RENDERER_OPENGL2_NAME} ${IOQ3_RENDERER_GL2_ARCHS}
symlinkArch "${RENDERER_OPENGL}1" "${RENDERER_OPENGL}1" "_" "${BUNDLEDIR}"
symlinkArch "${RENDERER_OPENGL}2" "${RENDERER_OPENGL}2" "_" "${BUNDLEDIR}"
# game
lipo -create -o ${BUNDLEDIR}/${BASEDIR}/${CGAME_NAME} ${IOQ3_CGAME_ARCHS}
lipo -create -o ${BUNDLEDIR}/${BASEDIR}/${GAME_NAME} ${IOQ3_GAME_ARCHS}
lipo -create -o ${BUNDLEDIR}/${BASEDIR}/${UI_NAME} ${IOQ3_UI_ARCHS}
symlinkArch "cgame" "cgame" "" "${BUNDLEDIR}/${BASEDIR}"
symlinkArch "qagame" "qagame" "" "${BUNDLEDIR}/${BASEDIR}"
symlinkArch "ui" "ui" "" "${BUNDLEDIR}/${BASEDIR}"
# missionpack
lipo -create -o ${BUNDLEDIR}/${MISSIONPACKDIR}/${CGAME_NAME} ${IOQ3_MP_CGAME_ARCHS}
lipo -create -o ${BUNDLEDIR}/${MISSIONPACKDIR}/${GAME_NAME} ${IOQ3_MP_GAME_ARCHS}
lipo -create -o ${BUNDLEDIR}/${MISSIONPACKDIR}/${UI_NAME} ${IOQ3_MP_UI_ARCHS}
symlinkArch "cgame" "cgame" "" "${BUNDLEDIR}/${MISSIONPACKDIR}"
symlinkArch "qagame" "qagame" "" "${BUNDLEDIR}/${MISSIONPACKDIR}"
symlinkArch "ui" "ui" "" "${BUNDLEDIR}/${MISSIONPACKDIR}"

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@ -34,7 +34,6 @@ APPBUNDLE=ioquake3.app
BINARY=ioquake3.${BUILDARCH}
DEDBIN=ioq3ded.${BUILDARCH}
PKGINFO=APPLIOQ3
ICNS=misc/quake3.icns
DESTDIR=build/release-darwin-${BUILDARCH}
BASEDIR=baseq3
MPACKDIR=missionpack
@ -107,61 +106,5 @@ if [ -d build/release-darwin-${BUILDARCH} ]; then
fi
(ARCH=${BUILDARCH} CFLAGS=$ARCH_CFLAGS LDFLAGS=$ARCH_LDFLAGS make -j$NCPU) || exit 1;
echo "Creating .app bundle $DESTDIR/$APPBUNDLE"
if [ ! -d $DESTDIR/$APPBUNDLE/Contents/MacOS/$BASEDIR ]; then
mkdir -p $DESTDIR/$APPBUNDLE/Contents/MacOS/$BASEDIR || exit 1;
fi
if [ ! -d $DESTDIR/$APPBUNDLE/Contents/MacOS/$MPACKDIR ]; then
mkdir -p $DESTDIR/$APPBUNDLE/Contents/MacOS/$MPACKDIR || exit 1;
fi
if [ ! -d $DESTDIR/$APPBUNDLE/Contents/Resources ]; then
mkdir -p $DESTDIR/$APPBUNDLE/Contents/Resources
fi
cp $ICNS $DESTDIR/$APPBUNDLE/Contents/Resources/ioquake3.icns || exit 1;
echo $PKGINFO > $DESTDIR/$APPBUNDLE/Contents/PkgInfo
echo "
<?xml version=\"1.0\" encoding=\"UTF-8\"?>
<!DOCTYPE plist
PUBLIC \"-//Apple Computer//DTD PLIST 1.0//EN\"
\"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">
<plist version=\"1.0\">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>$BINARY</string>
<key>CFBundleGetInfoString</key>
<string>ioquake3 $Q3_VERSION</string>
<key>CFBundleIconFile</key>
<string>ioquake3.icns</string>
<key>CFBundleIdentifier</key>
<string>org.ioquake.ioquake3</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>ioquake3</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>$Q3_VERSION</string>
<key>CFBundleSignature</key>
<string>$PKGINFO</string>
<key>CFBundleVersion</key>
<string>$Q3_VERSION</string>
<key>NSExtensions</key>
<dict/>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
</dict>
</plist>
" > $DESTDIR/$APPBUNDLE/Contents/Info.plist
cp $BIN_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$BINARY
cp $BIN_DEDOBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$DEDBIN
cp $RENDER_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/
cp $BASE_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$BASEDIR/
cp $MPACK_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$MPACKDIR/
cp code/libs/macosx/*.dylib $DESTDIR/$APPBUNDLE/Contents/MacOS/
cp code/libs/macosx/*.dylib $DESTDIR
# use the following shell script to build an application bundle
"./make-macosx-app.sh" release ${BUILDARCH}

View file

@ -21,7 +21,7 @@
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>90dcf34-2013-07-17</string>
<string>3cd8b49-2013-07-17</string>
<key>CGDisableCoalescedUpdates</key>
<true/>
<key>LSMinimumSystemVersion</key>