Fix building on MacOSX.

This commit is contained in:
Thilo Schulz 2007-12-14 16:54:13 +00:00
parent 662b67c733
commit 3648af78dc
3 changed files with 47 additions and 37 deletions

View file

@ -283,45 +283,46 @@ ifeq ($(PLATFORM),darwin)
CLIENT_LDFLAGS=
LDFLAGS=
OPTIMIZE=
ifndef MACOSX_SDK_DIR
MACOSX_SDK_DIR="/Developer/SDKs/MacOSX10.5.sdk"
endif
# building the QVMs on MacOSX is broken, atm.
BUILD_GAME_QVM=0
ifeq ($(BUILD_MACOSX_UB),ppc)
CC=gcc-3.3
CC=gcc-4.0
BASE_CFLAGS += -arch ppc -DSMP \
-DMAC_OS_X_VERSION_MIN_REQUIRED=1020 -nostdinc \
-F/Developer/SDKs/MacOSX10.2.8.sdk/System/Library/Frameworks \
-I/Developer/SDKs/MacOSX10.2.8.sdk/usr/include/gcc/darwin/3.3 \
-isystem /Developer/SDKs/MacOSX10.2.8.sdk/usr/include
# when using the 10.2 SDK we are not allowed the two-level namespace so
# in order to get the OpenAL dlopen() stuff to work without major
# modifications, the controversial -m linker flag must be used. this
# throws a ton of multiply defined errors which cannot be suppressed.
-F"$(MACOSX_SDK_DIR)"/System/Library/Frameworks \
-I"$(MACOSX_SDK_DIR)"/usr/lib/gcc/i686-apple-darwin9/4.0.1/include \
-isystem "$(MACOSX_SDK_DIR)"/usr/include
LDFLAGS += -arch ppc \
-L/Developer/SDKs/MacOSX10.2.8.sdk/usr/lib/gcc/darwin/3.3 \
-F/Developer/SDKs/MacOSX10.2.8.sdk/System/Library/Frameworks \
-Wl,-syslibroot,/Developer/SDKs/MacOSX10.2.8.sdk,-m
-L"$(MACOSX_SDK_DIR)"/usr/lib/gcc/darwin/4.0 \
-F"$(MACOSX_SDK_DIR)"/System/Library/Frameworks \
-Wl,-syslibroot,"$(MACOSX_SDK_DIR)"
ARCH=ppc
# OS X 10.2 sdk lacks dlopen() so ded would need libSDL anyway
BUILD_SERVER=0
# BUILD_SERVER=0
# because of a problem with linking on 10.2 this will generate multiply
# defined symbol errors. The errors can be turned into warnings with
# the -m linker flag, but you can't shut up the warnings
USE_OPENAL_DLOPEN=1
else
ifeq ($(BUILD_MACOSX_UB),i386)
CC=gcc-4.0
BASE_CFLAGS += -arch i386 -DSMP \
-mmacosx-version-min=10.4 \
-DMAC_OS_X_VERSION_MIN_REQUIRED=1040 -nostdinc \
-F/Developer/SDKs/MacOSX10.4u.sdk/System/Library/Frameworks \
-I/Developer/SDKs/MacOSX10.4u.sdk/usr/lib/gcc/i686-apple-darwin8/4.0.1/include \
-isystem /Developer/SDKs/MacOSX10.4u.sdk/usr/include
-F"$(MACOSX_SDK_DIR)"/System/Library/Frameworks \
-I"$(MACOSX_SDK_DIR)"/usr/lib/gcc/i686-apple-darwin9/4.0.1/include \
-isystem "$(MACOSX_SDK_DIR)"/usr/include
LDFLAGS = -arch i386 -mmacosx-version-min=10.4 \
-L/Developer/SDKs/MacOSX10.4u.sdk/usr/lib/gcc/i686-apple-darwin8/4.0.1 \
-F/Developer/SDKs/MacOSX10.4u.sdk/System/Library/Frameworks \
-Wl,-syslibroot,/Developer/SDKs/MacOSX10.4u.sdk
-L"$(MACOSX_SDK_DIR)"/usr/lib/gcc/i686-apple-darwin9/4.0.1 \
-F"$(MACOSX_SDK_DIR)"/System/Library/Frameworks \
-Wl,-syslibroot,"$(MACOSX_SDK_DIR)"
ARCH=i386
BUILD_SERVER=0
# BUILD_SERVER=0
else
# for whatever reason using the headers in the MacOSX SDKs tend to throw
# errors even though they are identical to the system ones which don't
@ -343,9 +344,6 @@ ifeq ($(PLATFORM),darwin)
BASE_CFLAGS += -fno-strict-aliasing -DMACOS_X -fno-common -pipe
# Always include debug symbols...you can strip the binary later...
BASE_CFLAGS += -gfull
ifeq ($(USE_OPENAL),1)
BASE_CFLAGS += -DUSE_OPENAL
ifneq ($(USE_OPENAL_DLOPEN),1)

View file

@ -44,7 +44,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#ifdef MACOS_X_ACCELERATION_HACK
#include <IOKit/hidsystem/IOHIDLib.h>
#include <IOKit/hidsystem/IOHIDParameter.h>
#include <drivers/event_status_driver.h>
#include <IOKit/hidsystem/event_status_driver.h>
#endif
//#define KBD_DBG

View file

@ -1,10 +1,12 @@
#!/bin/sh
APPBUNDLE=ioquake3.app
BINARY=ioquake3.ub
DEDBIN=ioq3ded.ub
PKGINFO=APPLIOQ3
ICNS=misc/quake3.icns
DESTDIR=build/release-darwin-ub
BASEDIR=baseq3
SDKDIR=""
MPACKDIR=missionpack
Q3_VERSION=`grep "\#define Q3_VERSION" code/qcommon/q_shared.h | \
sed -e 's/.*".* \([^ ]*\)"/\1/'`;
@ -13,6 +15,10 @@ BIN_OBJ="
build/release-darwin-ppc/ioquake3.ppc
build/release-darwin-i386/ioquake3.i386
"
BIN_DEDOBJ="
build/release-darwin-ppc/ioq3ded.ppc
build/release-darwin-i386/ioq3ded.i386
"
BASE_OBJ="
build/release-darwin-ppc/$BASEDIR/cgameppc.dylib
build/release-darwin-i386/$BASEDIR/cgamei386.dylib
@ -33,18 +39,23 @@ if [ ! -f Makefile ]; then
echo "This script must be run from the ioquake3 build directory";
fi
if [ ! -d /Developer/SDKs/MacOSX10.2.8.sdk ]; then
echo "
/Developer/SDKs/MacOSX10.2.8.sdk/ is missing.
The installer for this SDK is included with XCode 2.2 or newer"
exit 1;
fi
# this is kind of a hack to find out the latest SDK to use. I assume that newer SDKs appear later in this for loop,
# thus the last valid one is the one we want.
if [ ! -d /Developer/SDKs/MacOSX10.4u.sdk ]; then
echo "
/Developer/SDKs/MacOSX10.4u.sdk/ is missing.
The installer for this SDK is included with XCode 2.2 or newer"
for availsdks in /Developer/SDKs/*
do
if [ -d $availsdks ]
then
SDKDIR="$availsdks"
fi
done
if [ -z $SDKDIR ]
then
echo "MacOSX SDK is missing. Please install a recent version of the MacOSX SDK."
exit 1;
else
echo "Using $SDKDIR for compilation"
fi
(BUILD_MACOSX_UB=ppc make && BUILD_MACOSX_UB=i386 make) || exit 1;
@ -99,6 +110,7 @@ echo "
" > $DESTDIR/$APPBUNDLE/Contents/Info.plist
lipo -create -o $DESTDIR/$APPBUNDLE/Contents/MacOS/$BINARY $BIN_OBJ
lipo -create -o $DESTDIR/$APPBUNDLE/Contents/MacOS/$DEDBIN $BIN_DEDOBJ
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/