mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2025-01-23 09:51:15 +00:00
22a0949a26
Upgrade to build and run from VS2019 Upgrades to Xcode project and Apple Silicon support Update SDL2 to 2.0.14 Updated SDL2 include files to fix Mac build in GitHub Actions Added another mention of arm64 to command line help Restored original opus sse files, excluded from Xcode Added arm64 to the post-build symlinking step Merge branch 'main' into xcode Merge branch 'main' into vs2019 Added shell script to compile Universal 2 binary (x86_64+arm64) Reverting alert style to deprecated methods Upgrades to Xcode project and Apple Silicon support Update SDL2 to 2.0.14 Added another mention of arm64 to command line help Restored original opus sse files, excluded from Xcode Added arm64 to the post-build symlinking step Added shell script to compile Universal 2 binary (x86_64+arm64) Reverting alert style to deprecated methods Merge branch 'xcode' of https://github.com/tomkidd/ioq3 into xcode Removed signature from SDL dylib, enabled dark mode on macOS. spaces > tabs Ad-hoc signed libSDL2-2.0.0.dylib Fix compiling against SDL 2.0.17 UB2 now signs and notarizes, upgraded to SDL 2.0.16 Architectures in libSDL2 restored for ppc and i386 Merge remote-tracking branch 'upstream/main' into vs2019 Update SDL2 to 2.0.16 Added rudimentary support for automatically finding Microsoft Store version of Quake 3 GHA deprecated Ubuntu 16.04 - update to 18.04 qsort cannot be called with NULL Merge remote-tracking branch 'upstream/main' into vs2019 Addressed string concatenation issue and added dummy method for Mac/Linux Added missing variable. Merge remote-tracking branch 'upstream/main' into xcode Updated SDL 2.0.16 headers and Mac version of libraries to fix GitHub actions Addressed PR suggestions Modified MS Store path handling to better follow the pattern of Steam/GOG Merge pull request #481 from tomkidd/xcode Merge pull request #482 from tomkidd/vs2019 OpenGL2: Fix r_grayscale 1 making everything solid black Print full GL_EXTENSIONS list for OpenGL contexts before 3.0 Fix being unable to enter Team Arena CD key OpenGL2: GL_DEPTH_TEXTURE_MODE was removed from OpenGL 3.0/Core Improve setting Microsoft Store path Update building for macOS in README Make macOS arm64 default to target macOS 11 in Makefile Fix error when cross-compiling for macOS arm64 using Makefile Fix passing arguments to VM dylib on Apple M1 Fix compiling on older macOS Fix memory corruption in S_TransferPaintBuffer Fix memset Fix hex digit Fix uninitialized variable some old URL and doc updates Update README.md Update FUNDING.yml code/curl: update ifdef condition for MCST-LCC compiler in mcst-lcc compiler => 1.25 added a new macro definition to determine compiler Revert "code/curl: update ifdef condition for MCST-LCC compiler" Revert "E2K: fixed build by MCST lcc compiler when using USE_CURL=1 option" More predictable mesh normals generation vm_x86.c: Add `defined(_M_IX86) || defined(_M_X64)` (fix for VS2019) Add keys for SDL 2.0.14's new gamepad buttons Fix in_availableJoysticks cvar not updating Fix (disabled) Wavelet sound decompression Update to SDL 2.24.0 and add separate macOS UB2 dylib Update macOS UB1 to SDL 2.0.22 Fix running make-macosx{,-ub2}.sh on Linux Update MSVC .lib files to SDL 2.24.0
424 lines
12 KiB
Bash
Executable file
424 lines
12 KiB
Bash
Executable file
#!/bin/bash
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# Let's make the user give us a target to work with.
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# architecture is assumed universal if not specified, and is optional.
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# if arch is defined, it we will store the .app bundle in the target arch build directory
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if [ $# == 0 ] || [ $# -gt 2 ]; then
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echo "Usage: $0 target <arch>"
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echo "Example: $0 release x86"
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echo "Valid targets are:"
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echo " release"
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echo " debug"
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echo
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echo "Optional architectures are:"
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echo " x86"
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echo " x86_64"
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echo " ppc"
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echo " arm64"
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echo
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exit 1
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fi
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# validate target name
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if [ "$1" == "release" ]; then
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TARGET_NAME="release"
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elif [ "$1" == "debug" ]; then
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TARGET_NAME="debug"
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else
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echo "Invalid target: $1"
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echo "Valid targets are:"
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echo " release"
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echo " debug"
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exit 1
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fi
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CURRENT_ARCH=""
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# validate the architecture if it was specified
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if [ "$2" != "" ]; then
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if [ "$2" == "x86" ]; then
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CURRENT_ARCH="x86"
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elif [ "$2" == "x86_64" ]; then
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CURRENT_ARCH="x86_64"
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elif [ "$2" == "ppc" ]; then
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CURRENT_ARCH="ppc"
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elif [ "$2" == "arm64" ]; then
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CURRENT_ARCH="arm64"
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else
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echo "Invalid architecture: $2"
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echo "Valid architectures are:"
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echo " x86"
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echo " x86_64"
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echo " ppc"
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echo " arm64"
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echo
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exit 1
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fi
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fi
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# symlinkArch() creates a symlink with the architecture suffix.
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# meant for universal binaries, but also handles the way this script generates
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# application bundles for a single architecture as well.
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function symlinkArch()
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{
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EXT="dylib"
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SEP="${3}"
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SRCFILE="${1}"
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DSTFILE="${2}${SEP}"
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DSTPATH="${4}"
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if [ ! -e "${DSTPATH}/${SRCFILE}.${EXT}" ]; then
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echo "**** ERROR: missing ${SRCFILE}.${EXT} from ${MACOS}"
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exit 1
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fi
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if [ ! -d "${DSTPATH}" ]; then
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echo "**** ERROR: path not found ${DSTPATH}"
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exit 1
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fi
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pushd "${DSTPATH}" > /dev/null
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IS32=`file "${SRCFILE}.${EXT}" | grep "i386"`
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IS64=`file "${SRCFILE}.${EXT}" | grep "x86_64"`
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ISPPC=`file "${SRCFILE}.${EXT}" | grep "ppc"`
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ISARM=`file "${SRCFILE}.${EXT}" | grep "arm64"`
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if [ "${IS32}" != "" ]; then
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if [ ! -L "${DSTFILE}x86.${EXT}" ]; then
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ln -s "${SRCFILE}.${EXT}" "${DSTFILE}x86.${EXT}"
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fi
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elif [ -L "${DSTFILE}x86.${EXT}" ]; then
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rm "${DSTFILE}x86.${EXT}"
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fi
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if [ "${IS64}" != "" ]; then
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if [ ! -L "${DSTFILE}x86_64.${EXT}" ]; then
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ln -s "${SRCFILE}.${EXT}" "${DSTFILE}x86_64.${EXT}"
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fi
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elif [ -L "${DSTFILE}x86_64.${EXT}" ]; then
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rm "${DSTFILE}x86_64.${EXT}"
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fi
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if [ "${ISPPC}" != "" ]; then
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if [ ! -L "${DSTFILE}ppc.${EXT}" ]; then
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ln -s "${SRCFILE}.${EXT}" "${DSTFILE}ppc.${EXT}"
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fi
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elif [ -L "${DSTFILE}ppc.${EXT}" ]; then
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rm "${DSTFILE}ppc.${EXT}"
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fi
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if [ "${ISARM}" != "" ]; then
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if [ ! -L "${DSTFILE}arm64.${EXT}" ]; then
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ln -s "${SRCFILE}.${EXT}" "${DSTFILE}arm64.${EXT}"
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fi
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elif [ -L "${DSTFILE}arm64.${EXT}" ]; then
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rm "${DSTFILE}arm64.${EXT}"
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fi
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popd > /dev/null
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}
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SEARCH_ARCHS=" \
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x86 \
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x86_64 \
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ppc \
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arm64 \
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"
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HAS_LIPO=`command -v lipo`
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HAS_CP=`command -v cp`
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# if lipo is not available, we cannot make a universal binary, print a warning
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if [ ! -x "${HAS_LIPO}" ] && [ "${CURRENT_ARCH}" == "" ]; then
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CURRENT_ARCH=`uname -m`
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if [ "${CURRENT_ARCH}" == "i386" ]; then CURRENT_ARCH="x86"; fi
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echo "$0 cannot make a universal binary, falling back to architecture ${CURRENT_ARCH}"
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fi
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# if the optional arch parameter is used, replace SEARCH_ARCHS to only work with one
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if [ "${CURRENT_ARCH}" != "" ]; then
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SEARCH_ARCHS="${CURRENT_ARCH}"
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fi
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# select SDL run-time dylib
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if [ "${MACOSX_DEPLOYMENT_TARGET}" = "10.5" ] \
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|| [ "${MACOSX_DEPLOYMENT_TARGET}" = "10.6" ] \
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|| [ "${MACOSX_DEPLOYMENT_TARGET}" = "10.7" ] \
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|| [ "${MACOSX_DEPLOYMENT_TARGET}" = "10.8" ]; then
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UNIVERSAL_BINARY=1
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else
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UNIVERSAL_BINARY=2
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fi
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AVAILABLE_ARCHS=""
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IOQ3_VERSION=`grep '^VERSION=' Makefile | sed -e 's/.*=\(.*\)/\1/'`
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IOQ3_CLIENT_ARCHS=""
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IOQ3_SERVER_ARCHS=""
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IOQ3_RENDERER_GL1_ARCHS=""
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IOQ3_RENDERER_GL2_ARCHS=""
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IOQ3_CGAME_ARCHS=""
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IOQ3_GAME_ARCHS=""
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IOQ3_UI_ARCHS=""
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BASEDIR="baseq3r"
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CGAME="cgame"
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GAME="qagame"
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UI="ui"
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RENDERER_OPENGL="renderer_opengl"
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EXECUTABLE_NAME="q3rally"
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DEDICATED_NAME="q3rally-server"
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CGAME_NAME="${CGAME}.dylib"
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GAME_NAME="${GAME}.dylib"
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UI_NAME="${UI}.dylib"
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RENDERER_OPENGL1_NAME="${RENDERER_OPENGL}1.dylib"
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RENDERER_OPENGL2_NAME="${RENDERER_OPENGL}2.dylib"
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ICNSDIR="misc"
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ICNS="quake3.icns"
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PKGINFO="APPL????"
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OBJROOT="build"
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#BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
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PRODUCT_NAME="Q3Rally"
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WRAPPER_EXTENSION="app"
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WRAPPER_NAME="${PRODUCT_NAME}.${WRAPPER_EXTENSION}"
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CONTENTS_FOLDER_PATH="${WRAPPER_NAME}/Contents"
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UNLOCALIZED_RESOURCES_FOLDER_PATH="${CONTENTS_FOLDER_PATH}/Resources"
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EXECUTABLE_FOLDER_PATH="${CONTENTS_FOLDER_PATH}/MacOS"
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# loop through the architectures to build string lists for each universal binary
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for ARCH in $SEARCH_ARCHS; do
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CURRENT_ARCH=${ARCH}
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BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
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IOQ3_CLIENT="${EXECUTABLE_NAME}.${CURRENT_ARCH}"
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IOQ3_SERVER="${DEDICATED_NAME}.${CURRENT_ARCH}"
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IOQ3_RENDERER_GL1="${RENDERER_OPENGL}1_${CURRENT_ARCH}.dylib"
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IOQ3_RENDERER_GL2="${RENDERER_OPENGL}2_${CURRENT_ARCH}.dylib"
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IOQ3_CGAME="${CGAME}${CURRENT_ARCH}.dylib"
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IOQ3_GAME="${GAME}${CURRENT_ARCH}.dylib"
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IOQ3_UI="${UI}${CURRENT_ARCH}.dylib"
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if [ ! -d ${BUILT_PRODUCTS_DIR} ]; then
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CURRENT_ARCH=""
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BUILT_PRODUCTS_DIR=""
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continue
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fi
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# executables
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if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_CLIENT} ]; then
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IOQ3_CLIENT_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_CLIENT} ${IOQ3_CLIENT_ARCHS}"
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VALID_ARCHS="${ARCH} ${VALID_ARCHS}"
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else
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continue
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fi
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if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_SERVER} ]; then
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IOQ3_SERVER_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_SERVER} ${IOQ3_SERVER_ARCHS}"
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fi
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# renderers
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if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL1} ]; then
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IOQ3_RENDERER_GL1_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL1} ${IOQ3_RENDERER_GL1_ARCHS}"
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fi
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if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL2} ]; then
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IOQ3_RENDERER_GL2_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL2} ${IOQ3_RENDERER_GL2_ARCHS}"
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fi
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# game
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if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_CGAME} ]; then
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IOQ3_CGAME_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_CGAME} ${IOQ3_CGAME_ARCHS}"
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fi
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if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_GAME} ]; then
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IOQ3_GAME_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_GAME} ${IOQ3_GAME_ARCHS}"
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fi
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if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_UI} ]; then
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IOQ3_UI_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_UI} ${IOQ3_UI_ARCHS}"
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fi
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#echo "valid arch: ${ARCH}"
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done
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# final preparations and checks before attempting to make the application bundle
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cd `dirname $0`
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if [ ! -f Makefile ]; then
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echo "$0 must be run from the q3rally build directory"
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exit 1
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fi
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if [ "${IOQ3_CLIENT_ARCHS}" == "" ]; then
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echo "$0: no q3rally binary architectures were found for target '${TARGET_NAME}'"
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exit 1
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fi
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# set the final application bundle output directory
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if [ "${2}" == "" ]; then
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if [ -n "${MACOSX_DEPLOYMENT_TARGET_ARM64}" ]; then
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BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-universal2"
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else
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BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-universal"
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fi
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if [ ! -d ${BUILT_PRODUCTS_DIR} ]; then
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mkdir -p ${BUILT_PRODUCTS_DIR} || exit 1;
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fi
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else
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BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
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fi
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BUNDLEBINDIR="${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}"
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# here we go
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echo "Creating bundle '${BUILT_PRODUCTS_DIR}/${WRAPPER_NAME}'"
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echo "with architectures:"
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for ARCH in ${VALID_ARCHS}; do
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echo " ${ARCH}"
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done
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echo ""
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# make the application bundle directories
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if [ ! -d "${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR" ]; then
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mkdir -p "${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR" || exit 1;
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fi
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if [ ! -d "${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}" ]; then
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mkdir -p "${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}" || exit 1;
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fi
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# copy and generate some application bundle resources
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if [ $UNIVERSAL_BINARY -eq 2 ]; then
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cp code/libs/macosx-ub2/*.dylib "${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}"
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else
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cp code/libs/macosx-ub/*.dylib "${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}"
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fi
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cp ${ICNSDIR}/${ICNS} "${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}/$ICNS" || exit 1;
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echo -n ${PKGINFO} > "${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/PkgInfo" || exit 1;
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# create Info.Plist
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PLIST="<?xml version=\"1.0\" encoding=\"UTF-8\"?>
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<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">
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<plist version=\"1.0\">
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<dict>
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<key>CFBundleDevelopmentRegion</key>
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<string>en</string>
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<key>CFBundleExecutable</key>
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<string>${EXECUTABLE_NAME}</string>
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<key>CFBundleIconFile</key>
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<string>quake3</string>
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<key>CFBundleIdentifier</key>
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<string>com.q3rally.${PRODUCT_NAME}</string>
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<key>CFBundleInfoDictionaryVersion</key>
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<string>6.0</string>
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<key>CFBundleName</key>
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<string>${PRODUCT_NAME}</string>
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<key>CFBundlePackageType</key>
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<string>APPL</string>
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<key>CFBundleShortVersionString</key>
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<string>${IOQ3_VERSION}</string>
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<key>CFBundleSignature</key>
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<string>????</string>
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<key>CFBundleVersion</key>
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<string>${IOQ3_VERSION}</string>
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<key>CGDisableCoalescedUpdates</key>
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<true/>
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<key>LSMinimumSystemVersion</key>
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<string>${MACOSX_DEPLOYMENT_TARGET}</string>"
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if [ -n "${MACOSX_DEPLOYMENT_TARGET_PPC}" ] || [ -n "${MACOSX_DEPLOYMENT_TARGET_X86}" ] || [ -n "${MACOSX_DEPLOYMENT_TARGET_X86_64}" ] || [ -n "${MACOSX_DEPLOYMENT_TARGET_ARM64}" ]; then
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PLIST="${PLIST}
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<key>LSMinimumSystemVersionByArchitecture</key>
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<dict>"
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if [ -n "${MACOSX_DEPLOYMENT_TARGET_PPC}" ]; then
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PLIST="${PLIST}
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<key>ppc</key>
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<string>${MACOSX_DEPLOYMENT_TARGET_PPC}</string>"
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fi
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if [ -n "${MACOSX_DEPLOYMENT_TARGET_X86}" ]; then
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PLIST="${PLIST}
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<key>i386</key>
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<string>${MACOSX_DEPLOYMENT_TARGET_X86}</string>"
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fi
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if [ -n "${MACOSX_DEPLOYMENT_TARGET_X86_64}" ]; then
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PLIST="${PLIST}
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<key>x86_64</key>
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<string>${MACOSX_DEPLOYMENT_TARGET_X86_64}</string>"
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fi
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if [ -n "${MACOSX_DEPLOYMENT_TARGET_ARM64}" ]; then
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PLIST="${PLIST}
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<key>arm64</key>
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<string>${MACOSX_DEPLOYMENT_TARGET_ARM64}</string>"
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fi
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PLIST="${PLIST}
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</dict>"
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fi
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PLIST="${PLIST}
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<key>NSHumanReadableCopyright</key>
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<string>QUAKE III ARENA Copyright © 1999-2000 id Software, Inc. All rights reserved.</string>
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<key>NSPrincipalClass</key>
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<string>NSApplication</string>
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<key>NSHighResolutionCapable</key>
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<false/>
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<key>NSRequiresAquaSystemAppearance</key>
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<false/>
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</dict>
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</plist>
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"
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echo -e "${PLIST}" > "${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/Info.plist"
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# action takes care of generating universal binaries if lipo is available
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# otherwise, it falls back to using a simple copy, expecting the first item in
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# the second parameter list to be the desired architecture
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function action()
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{
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COMMAND=""
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if [ -x "${HAS_LIPO}" ]; then
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COMMAND="${HAS_LIPO} -create -o"
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$HAS_LIPO -create -o "${1}" ${2} # make sure $2 is treated as a list of files
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elif [ -x ${HAS_CP} ]; then
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COMMAND="${HAS_CP}"
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SRC="${2// */}" # in case there is a list here, use only the first item
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$HAS_CP "${SRC}" "${1}"
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else
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"$0 cannot create an application bundle."
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exit 1
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fi
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#echo "${COMMAND}" "${1}" "${2}"
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}
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#
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# the meat of universal binary creation
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# destination file names do not have architecture suffix.
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# action will handle merging universal binaries if supported.
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# symlink appropriate architecture names for universal (fat) binary support.
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#
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# executables
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action "${BUNDLEBINDIR}/${EXECUTABLE_NAME}" "${IOQ3_CLIENT_ARCHS}"
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action "${BUNDLEBINDIR}/${DEDICATED_NAME}" "${IOQ3_SERVER_ARCHS}"
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# renderers
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action "${BUNDLEBINDIR}/${RENDERER_OPENGL1_NAME}" "${IOQ3_RENDERER_GL1_ARCHS}"
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action "${BUNDLEBINDIR}/${RENDERER_OPENGL2_NAME}" "${IOQ3_RENDERER_GL2_ARCHS}"
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symlinkArch "${RENDERER_OPENGL}1" "${RENDERER_OPENGL}1" "_" "${BUNDLEBINDIR}"
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symlinkArch "${RENDERER_OPENGL}2" "${RENDERER_OPENGL}2" "_" "${BUNDLEBINDIR}"
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# game
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action "${BUNDLEBINDIR}/${BASEDIR}/${CGAME_NAME}" "${IOQ3_CGAME_ARCHS}"
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action "${BUNDLEBINDIR}/${BASEDIR}/${GAME_NAME}" "${IOQ3_GAME_ARCHS}"
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action "${BUNDLEBINDIR}/${BASEDIR}/${UI_NAME}" "${IOQ3_UI_ARCHS}"
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symlinkArch "${CGAME}" "${CGAME}" "" "${BUNDLEBINDIR}/${BASEDIR}"
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symlinkArch "${GAME}" "${GAME}" "" "${BUNDLEBINDIR}/${BASEDIR}"
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symlinkArch "${UI}" "${UI}" "" "${BUNDLEBINDIR}/${BASEDIR}"
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