#!/bin/sh # # Lets make the user gives us a target build system if [ $# -ne 1 ]; then echo "Usage: $0 target_architecture" echo "Example: $0 i386" echo "other valid options are x86_64 or ppc" echo echo "If you don't know or care about architectures please consider using make-macosx-ub.sh instead of this script." exit 1 fi if [ "$1" == "i386" ]; then BUILDARCH=i386 elif [ "$1" == "x86_64" ]; then BUILDARCH=x86_64 elif [ "$1" == "ppc" ]; then BUILDARCH=ppc else echo "Invalid architecture: $1" echo "Valid architectures are i386, x86_64 or ppc" exit 1 fi CC=gcc-4.0 APPBUNDLE=ioquake3.app BINARY=ioquake3.${BUILDARCH} DEDBIN=ioq3ded.${BUILDARCH} PKGINFO=APPLIOQ3 ICNS=misc/quake3.icns DESTDIR=build/release-darwin-${BUILDARCH} BASEDIR=baseq3 MPACKDIR=missionpack BIN_OBJ=" build/release-darwin-${BUILDARCH}/ioquake3.${BUILDARCH} " BIN_DEDOBJ=" build/release-darwin-${BUILDARCH}/ioq3ded.${BUILDARCH} " BASE_OBJ=" build/release-darwin-${BUILDARCH}/$BASEDIR/cgame${BUILDARCH}.dylib build/release-darwin-${BUILDARCH}/$BASEDIR/ui${BUILDARCH}.dylib build/release-darwin-${BUILDARCH}/$BASEDIR/qagame${BUILDARCH}.dylib " MPACK_OBJ=" build/release-darwin-${BUILDARCH}/$MPACKDIR/cgame${BUILDARCH}.dylib build/release-darwin-${BUILDARCH}/$MPACKDIR/ui${BUILDARCH}.dylib build/release-darwin-${BUILDARCH}/$MPACKDIR/qagame${BUILDARCH}.dylib " RENDER_OBJ=" build/release-darwin-${BUILDARCH}/renderer_opengl1_smp_${BUILDARCH}.dylib build/release-darwin-${BUILDARCH}/renderer_opengl1_${BUILDARCH}.dylib build/release-darwin-${BUILDARCH}/renderer_rend2_smp_${BUILDARCH}.dylib build/release-darwin-${BUILDARCH}/renderer_rend2_${BUILDARCH}.dylib " cd `dirname $0` if [ ! -f Makefile ]; then echo "This script must be run from the ioquake3 build directory" exit 1 fi Q3_VERSION=`grep '^VERSION=' Makefile | sed -e 's/.*=\(.*\)/\1/'` # We only care if we're >= 10.4, not if we're specifically Tiger. # "8" is the Darwin major kernel version. TIGERHOST=`uname -r |perl -w -p -e 's/\A(\d+)\..*\Z/$1/; $_ = (($_ >= 8) ? "1" : "0");'` # we want to use the oldest available SDK for max compatiblity. However 10.4 and older # can not build 64bit binaries, making 10.5 the minimum version. This has been tested # with xcode 3.1 (xcode31_2199_developerdvd.dmg). It contains the 10.5 SDK and a decent # enough gcc to actually compile ioquake3 # For PPC macs, G4's or better are required to run ioquake3. unset ARCH_SDK unset ARCH_CFLAGS unset ARCH_LDFLAGS if [ -d /Developer/SDKs/MacOSX10.5.sdk ]; then ARCH_SDK=/Developer/SDKs/MacOSX10.5.sdk ARCH_CFLAGS="-arch ${BUILDARCH} -isysroot /Developer/SDKs/MacOSX10.5.sdk \ -DMAC_OS_X_VERSION_MIN_REQUIRED=1050" ARCH_LDFLAGS=" -mmacosx-version-min=10.5" fi echo "Building ${BUILDARCH} Client/Dedicated Server against \"$ARCH_SDK\"" sleep 3 if [ ! -d $DESTDIR ]; then mkdir -p $DESTDIR fi # For parallel make on multicore boxes... NCPU=`sysctl -n hw.ncpu` # intel client and server if [ -d build/release-darwin-${BUILDARCH} ]; then rm -r build/release-darwin-${BUILDARCH} fi (ARCH=${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 " CFBundleDevelopmentRegion English CFBundleExecutable $BINARY CFBundleGetInfoString ioquake3 $Q3_VERSION CFBundleIconFile ioquake3.icns CFBundleIdentifier org.ioquake.ioquake3 CFBundleInfoDictionaryVersion 6.0 CFBundleName ioquake3 CFBundlePackageType APPL CFBundleShortVersionString $Q3_VERSION CFBundleSignature $PKGINFO CFBundleVersion $Q3_VERSION NSExtensions NSPrincipalClass NSApplication " > $DESTDIR/$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