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https://github.com/ioquake/ioq3.git
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Fix building on MacOSX.
This commit is contained in:
parent
662b67c733
commit
3648af78dc
3 changed files with 47 additions and 37 deletions
50
Makefile
50
Makefile
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@ -283,45 +283,46 @@ ifeq ($(PLATFORM),darwin)
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CLIENT_LDFLAGS=
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LDFLAGS=
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OPTIMIZE=
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ifndef MACOSX_SDK_DIR
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MACOSX_SDK_DIR="/Developer/SDKs/MacOSX10.5.sdk"
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endif
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# building the QVMs on MacOSX is broken, atm.
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BUILD_GAME_QVM=0
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ifeq ($(BUILD_MACOSX_UB),ppc)
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CC=gcc-3.3
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CC=gcc-4.0
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BASE_CFLAGS += -arch ppc -DSMP \
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-DMAC_OS_X_VERSION_MIN_REQUIRED=1020 -nostdinc \
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-F/Developer/SDKs/MacOSX10.2.8.sdk/System/Library/Frameworks \
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-I/Developer/SDKs/MacOSX10.2.8.sdk/usr/include/gcc/darwin/3.3 \
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-isystem /Developer/SDKs/MacOSX10.2.8.sdk/usr/include
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# when using the 10.2 SDK we are not allowed the two-level namespace so
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# in order to get the OpenAL dlopen() stuff to work without major
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# modifications, the controversial -m linker flag must be used. this
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# throws a ton of multiply defined errors which cannot be suppressed.
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-F"$(MACOSX_SDK_DIR)"/System/Library/Frameworks \
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-I"$(MACOSX_SDK_DIR)"/usr/lib/gcc/i686-apple-darwin9/4.0.1/include \
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-isystem "$(MACOSX_SDK_DIR)"/usr/include
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LDFLAGS += -arch ppc \
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-L/Developer/SDKs/MacOSX10.2.8.sdk/usr/lib/gcc/darwin/3.3 \
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-F/Developer/SDKs/MacOSX10.2.8.sdk/System/Library/Frameworks \
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-Wl,-syslibroot,/Developer/SDKs/MacOSX10.2.8.sdk,-m
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-L"$(MACOSX_SDK_DIR)"/usr/lib/gcc/darwin/4.0 \
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-F"$(MACOSX_SDK_DIR)"/System/Library/Frameworks \
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-Wl,-syslibroot,"$(MACOSX_SDK_DIR)"
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ARCH=ppc
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# OS X 10.2 sdk lacks dlopen() so ded would need libSDL anyway
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BUILD_SERVER=0
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# BUILD_SERVER=0
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# because of a problem with linking on 10.2 this will generate multiply
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# defined symbol errors. The errors can be turned into warnings with
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# the -m linker flag, but you can't shut up the warnings
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USE_OPENAL_DLOPEN=1
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else
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ifeq ($(BUILD_MACOSX_UB),i386)
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CC=gcc-4.0
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BASE_CFLAGS += -arch i386 -DSMP \
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-mmacosx-version-min=10.4 \
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-DMAC_OS_X_VERSION_MIN_REQUIRED=1040 -nostdinc \
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-F/Developer/SDKs/MacOSX10.4u.sdk/System/Library/Frameworks \
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-I/Developer/SDKs/MacOSX10.4u.sdk/usr/lib/gcc/i686-apple-darwin8/4.0.1/include \
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-isystem /Developer/SDKs/MacOSX10.4u.sdk/usr/include
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-F"$(MACOSX_SDK_DIR)"/System/Library/Frameworks \
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-I"$(MACOSX_SDK_DIR)"/usr/lib/gcc/i686-apple-darwin9/4.0.1/include \
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-isystem "$(MACOSX_SDK_DIR)"/usr/include
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LDFLAGS = -arch i386 -mmacosx-version-min=10.4 \
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-L/Developer/SDKs/MacOSX10.4u.sdk/usr/lib/gcc/i686-apple-darwin8/4.0.1 \
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-F/Developer/SDKs/MacOSX10.4u.sdk/System/Library/Frameworks \
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-Wl,-syslibroot,/Developer/SDKs/MacOSX10.4u.sdk
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-L"$(MACOSX_SDK_DIR)"/usr/lib/gcc/i686-apple-darwin9/4.0.1 \
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-F"$(MACOSX_SDK_DIR)"/System/Library/Frameworks \
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-Wl,-syslibroot,"$(MACOSX_SDK_DIR)"
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ARCH=i386
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BUILD_SERVER=0
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# BUILD_SERVER=0
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else
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# for whatever reason using the headers in the MacOSX SDKs tend to throw
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# errors even though they are identical to the system ones which don't
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@ -343,9 +344,6 @@ ifeq ($(PLATFORM),darwin)
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BASE_CFLAGS += -fno-strict-aliasing -DMACOS_X -fno-common -pipe
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# Always include debug symbols...you can strip the binary later...
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BASE_CFLAGS += -gfull
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ifeq ($(USE_OPENAL),1)
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BASE_CFLAGS += -DUSE_OPENAL
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ifneq ($(USE_OPENAL_DLOPEN),1)
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@ -44,7 +44,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#ifdef MACOS_X_ACCELERATION_HACK
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#include <IOKit/hidsystem/IOHIDLib.h>
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#include <IOKit/hidsystem/IOHIDParameter.h>
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#include <drivers/event_status_driver.h>
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#include <IOKit/hidsystem/event_status_driver.h>
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#endif
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//#define KBD_DBG
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@ -1,10 +1,12 @@
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#!/bin/sh
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APPBUNDLE=ioquake3.app
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BINARY=ioquake3.ub
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DEDBIN=ioq3ded.ub
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PKGINFO=APPLIOQ3
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ICNS=misc/quake3.icns
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DESTDIR=build/release-darwin-ub
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BASEDIR=baseq3
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SDKDIR=""
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MPACKDIR=missionpack
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Q3_VERSION=`grep "\#define Q3_VERSION" code/qcommon/q_shared.h | \
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sed -e 's/.*".* \([^ ]*\)"/\1/'`;
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@ -13,6 +15,10 @@ BIN_OBJ="
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build/release-darwin-ppc/ioquake3.ppc
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build/release-darwin-i386/ioquake3.i386
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"
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BIN_DEDOBJ="
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build/release-darwin-ppc/ioq3ded.ppc
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build/release-darwin-i386/ioq3ded.i386
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"
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BASE_OBJ="
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build/release-darwin-ppc/$BASEDIR/cgameppc.dylib
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build/release-darwin-i386/$BASEDIR/cgamei386.dylib
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@ -33,18 +39,23 @@ if [ ! -f Makefile ]; then
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echo "This script must be run from the ioquake3 build directory";
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fi
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if [ ! -d /Developer/SDKs/MacOSX10.2.8.sdk ]; then
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echo "
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/Developer/SDKs/MacOSX10.2.8.sdk/ is missing.
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The installer for this SDK is included with XCode 2.2 or newer"
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exit 1;
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fi
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# 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,
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# thus the last valid one is the one we want.
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if [ ! -d /Developer/SDKs/MacOSX10.4u.sdk ]; then
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echo "
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/Developer/SDKs/MacOSX10.4u.sdk/ is missing.
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The installer for this SDK is included with XCode 2.2 or newer"
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for availsdks in /Developer/SDKs/*
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do
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if [ -d $availsdks ]
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then
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SDKDIR="$availsdks"
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fi
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done
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if [ -z $SDKDIR ]
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then
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echo "MacOSX SDK is missing. Please install a recent version of the MacOSX SDK."
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exit 1;
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else
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echo "Using $SDKDIR for compilation"
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fi
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(BUILD_MACOSX_UB=ppc make && BUILD_MACOSX_UB=i386 make) || exit 1;
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@ -99,6 +110,7 @@ echo "
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" > $DESTDIR/$APPBUNDLE/Contents/Info.plist
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lipo -create -o $DESTDIR/$APPBUNDLE/Contents/MacOS/$BINARY $BIN_OBJ
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lipo -create -o $DESTDIR/$APPBUNDLE/Contents/MacOS/$DEDBIN $BIN_DEDOBJ
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cp $BASE_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$BASEDIR/
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cp $MPACK_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$MPACKDIR/
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cp code/libs/macosx/*.dylib $DESTDIR/$APPBUNDLE/Contents/MacOS/
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