mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-10 06:41:58 +00:00
More fixes to the macosx buildsystem. This removes the SDL Framework and makes use of a SDL library that is position independant. This also brings back PPC builds into the UB and also as a standa alone build choice.
This commit is contained in:
parent
45bb0f7b53
commit
6a7a67a497
6 changed files with 69 additions and 50 deletions
6
Makefile
6
Makefile
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@ -405,7 +405,7 @@ else # ifeq Linux
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ifeq ($(PLATFORM),darwin)
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HAVE_VM_COMPILED=true
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LIBS = -framework Cocoa -framework SDL
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LIBS = -framework Cocoa
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CLIENT_LIBS=
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RENDERER_LIBS=
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OPTIMIZEVM=
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@ -462,8 +462,8 @@ ifeq ($(PLATFORM),darwin)
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LIBSDLMAIN=$(B)/libSDLmain.a
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LIBSDLMAINSRC=$(LIBSDIR)/macosx/libSDLmain.a
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CLIENT_LIBS += -framework IOKit \
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-framework SDL
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RENDERER_LIBS += -framework OpenGL -framework SDL
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$(LIBSDIR)/macosx/libSDL-1.2.0.dylib
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RENDERER_LIBS += -framework OpenGL $(LIBSDIR)/macosx/libSDL-1.2.0.dylib
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OPTIMIZEVM += -falign-loops=16
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OPTIMIZE = $(OPTIMIZEVM) -ffast-math
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Binary file not shown.
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@ -12,36 +12,48 @@ MPACKDIR=missionpack
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BIN_OBJ="
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build/release-darwin-x86_64/ioquake3.x86_64
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build/release-darwin-i386/ioquake3.i386
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build/release-darwin-ppc/ioquake3.ppc
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"
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BIN_DEDOBJ="
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build/release-darwin-x86_64/ioq3ded.x86_64
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build/release-darwin-i386/ioq3ded.i386
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build/release-darwin-ppc/ioq3ded.ppc
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"
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BASE_OBJ="
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build/release-darwin-x86_64/$BASEDIR/cgamex86_64.dylib
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build/release-darwin-i386/$BASEDIR/cgamei386.dylib
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build/release-darwin-ppc/$BASEDIR/cgameppc.dylib
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build/release-darwin-x86_64/$BASEDIR/uix86_64.dylib
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build/release-darwin-i386/$BASEDIR/uii386.dylib
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build/release-darwin-ppc/$BASEDIR/uippc.dylib
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build/release-darwin-x86_64/$BASEDIR/qagamex86_64.dylib
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build/release-darwin-i386/$BASEDIR/qagamei386.dylib
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build/release-darwin-ppc/$BASEDIR/qagameppc.dylib
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"
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MPACK_OBJ="
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build/release-darwin-x86_64/$MPACKDIR/cgamex86_64.dylib
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build/release-darwin-i386/$MPACKDIR/cgamei386.dylib
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build/release-darwin-ppc/$MPACKDIR/cgameppc.dylib
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build/release-darwin-x86_64/$MPACKDIR/uix86_64.dylib
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build/release-darwin-i386/$MPACKDIR/uii386.dylib
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build/release-darwin-ppc/$MPACKDIR/uippc.dylib
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build/release-darwin-x86_64/$MPACKDIR/qagamex86_64.dylib
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build/release-darwin-i386/$MPACKDIR/qagamei386.dylib
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build/release-darwin-ppc/$MPACKDIR/qagameppc.dylib
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"
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RENDER_OBJ="
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build/release-darwin-x86_64/renderer_opengl1_smp_x86_64.dylib
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build/release-darwin-i386/renderer_opengl1_smp_i386.dylib
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build/release-darwin-ppc/renderer_opengl1_smp_ppc.dylib
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build/release-darwin-x86_64/renderer_opengl1_x86_64.dylib
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build/release-darwin-i386/renderer_opengl1_i386.dylib
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build/release-darwin-ppc/renderer_opengl1_ppc.dylib
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build/release-darwin-x86_64/renderer_rend2_smp_x86_64.dylib
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build/release-darwin-i386/renderer_rend2_smp_i386.dylib
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build/release-darwin-ppc/renderer_rend2_smp_ppc.dylib
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build/release-darwin-x86_64/renderer_rend2_x86_64.dylib
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build/release-darwin-i386/renderer_rend2_i386.dylib
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build/release-darwin-ppc/renderer_rend2_ppc.dylib
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"
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cd `dirname $0`
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@ -60,6 +72,7 @@ TIGERHOST=`uname -r |perl -w -p -e 's/\A(\d+)\..*\Z/$1/; $_ = (($_ >= 8) ? "1" :
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# can not build 64bit binaries, making 10.5 the minimum version. This has been tested
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# with xcode 3.1 (xcode31_2199_developerdvd.dmg). It contains the 10.5 SDK and a decent
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# enough gcc to actually compile ioquake3
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# For PPC macs, G4's or better are required to run ioquake3.
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unset X86_64_SDK
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unset X86_64_CFLAGS
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@ -67,6 +80,9 @@ unset X86_64_LDFLAGS
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unset X86_SDK
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unset X86_CFLAGS
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unset X86_LDFLAGS
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unset PPC_64_SDK
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unset PPC_CFLAGS
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unset PPC_LDFLAGS
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if [ -d /Developer/SDKs/MacOSX10.5.sdk ]; then
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X86_64_SDK=/Developer/SDKs/MacOSX10.5.sdk
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@ -78,9 +94,14 @@ if [ -d /Developer/SDKs/MacOSX10.5.sdk ]; then
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X86_CFLAGS="-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk \
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-DMAC_OS_X_VERSION_MIN_REQUIRED=1050"
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X86_LDFLAGS=" -mmacosx-version-min=10.5"
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PPC_SDK=/Developer/SDKs/MacOSX10.5.sdk
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PPC_CFLAGS="-arch ppc -isysroot /Developer/SDKs/MacOSX10.5.sdk \
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-DMAC_OS_X_VERSION_MIN_REQUIRED=1050"
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PPC_LDFLAGS=" -mmacosx-version-min=10.5"
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fi
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if [ -z $X86_64_SDK ] || [ -z $X86_SDK ]; then
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if [ -z $X86_64_SDK ] || [ -z $X86_SDK ] || [ -z $PPC_SDK ]; then
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echo "\
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ERROR: This script is for building a Universal Binary. You cannot build
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for a different architecture unless you have the proper Mac OS X SDKs
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@ -91,6 +112,7 @@ fi
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echo "Building X86_64 Client/Dedicated Server against \"$X86_64_SDK\""
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echo "Building X86 Client/Dedicated Server against \"$X86_SDK\""
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echo "Building PPC Client/Dedicated Server against \"$PPC_SDK\""
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echo
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if [ "$X86_64_SDK" != "/Developer/SDKs/MacOSX10.5.sdk" ] || \
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@ -123,6 +145,16 @@ if [ -d build/release-darwin-i386 ]; then
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fi
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(ARCH=i386 CC=gcc-4.0 CFLAGS=$X86_CFLAGS LDFLAGS=$X86_LDFLAGS make -j$NCPU) || exit 1;
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echo;echo
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# PPC client and server
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if [ -d build/release-darwin-ppc ]; then
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rm -r build/release-darwin-ppc
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fi
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(ARCH=ppc CC=gcc-4.0 CFLAGS=$PPC_CFLAGS LDFLAGS=$PPC_LDFLAGS make -j$NCPU) || exit 1;
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echo;echo
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echo "Creating .app bundle $DESTDIR/$APPBUNDLE"
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if [ ! -d $DESTDIR/$APPBUNDLE/Contents/MacOS/$BASEDIR ]; then
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mkdir -p $DESTDIR/$APPBUNDLE/Contents/MacOS/$BASEDIR || exit 1;
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@ -172,25 +204,10 @@ echo "
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</plist>
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" > $DESTDIR/$APPBUNDLE/Contents/Info.plist
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# Change the path of the SDL Framework in both arches for the executables and renderer dylib's
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# This removes the need for players to have the SDL.Framework installed on their machines.
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for i in $BIN_OBJ $BIN_DEDOBJ $RENDER_OBJ
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do
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install_name_tool -change "@rpath/SDL.framework/Versions/A/SDL" "@executable_path/../Frameworks/SDL.framework/Versions/A/SDL" $i
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done
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# Make UB's from previous builds of 1386 and x86_64 binaries
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# Make UB's from previous builds of i386, x86_64 and ppc binaries
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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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# Embed the SDL framework into the .app so players done need to install it on their systems.
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mkdir $DESTDIR/$APPBUNDLE/Contents/Frameworks
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unzip -d $DESTDIR/$APPBUNDLE/Contents/Frameworks code/libs/macosx/SDL-1.2.15.framework.zip
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# Change the path in the UB, just in case
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install_name_tool -change "@rpath/SDL.framework/Versions/A/SDL" "@executable_path/../Frameworks/SDL.framework/Versions/A/SDL" $DESTDIR/$APPBUNDLE/Contents/MacOS/$BINARY
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install_name_tool -change "@rpath/SDL.framework/Versions/A/SDL" "@executable_path/../Frameworks/SDL.framework/Versions/A/SDL" $DESTDIR/$APPBUNDLE/Contents/MacOS/$DEDBIN
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cp $RENDER_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/
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cp $BASE_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$BASEDIR/
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cp $MPACK_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$MPACKDIR/
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@ -1,35 +1,39 @@
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#!/bin/sh
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#
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# BUILDARCH can be set to either i386, x86_64 or ppc
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BUILDARCH=x86_64
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CC=gcc-4.0
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APPBUNDLE=ioquake3.app
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BINARY=ioquake3.x86_64
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DEDBIN=ioq3ded.x86_64
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BINARY=ioquake3.${BUILDARCH}
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DEDBIN=ioq3ded.${BUILDARCH}
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PKGINFO=APPLIOQ3
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ICNS=misc/quake3.icns
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DESTDIR=build/release-darwin-x86_64
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DESTDIR=build/release-darwin-${BUILDARCH}
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BASEDIR=baseq3
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MPACKDIR=missionpack
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BIN_OBJ="
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build/release-darwin-x86_64/ioquake3.x86_64
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build/release-darwin-${BUILDARCH}/ioquake3.${BUILDARCH}
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"
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BIN_DEDOBJ="
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build/release-darwin-x86_64/ioq3ded.x86_64
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build/release-darwin-${BUILDARCH}/ioq3ded.${BUILDARCH}
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"
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BASE_OBJ="
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build/release-darwin-x86_64/$BASEDIR/cgamex86_64.dylib
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build/release-darwin-x86_64/$BASEDIR/uix86_64.dylib
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build/release-darwin-x86_64/$BASEDIR/qagamex86_64.dylib
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build/release-darwin-${BUILDARCH}/$BASEDIR/cgame${BUILDARCH}.dylib
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build/release-darwin-${BUILDARCH}/$BASEDIR/ui${BUILDARCH}.dylib
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build/release-darwin-${BUILDARCH}/$BASEDIR/qagame${BUILDARCH}.dylib
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"
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MPACK_OBJ="
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build/release-darwin-x86_64/$MPACKDIR/cgamex86_64.dylib
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build/release-darwin-x86_64/$MPACKDIR/uix86_64.dylib
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build/release-darwin-x86_64/$MPACKDIR/qagamex86_64.dylib
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build/release-darwin-${BUILDARCH}/$MPACKDIR/cgame${BUILDARCH}.dylib
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build/release-darwin-${BUILDARCH}/$MPACKDIR/ui${BUILDARCH}.dylib
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build/release-darwin-${BUILDARCH}/$MPACKDIR/qagame${BUILDARCH}.dylib
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"
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RENDER_OBJ="
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build/release-darwin-x86_64/renderer_opengl1_smp_x86_64.dylib
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build/release-darwin-x86_64/renderer_opengl1_x86_64.dylib
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build/release-darwin-x86_64/renderer_rend2_smp_x86_64.dylib
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build/release-darwin-x86_64/renderer_rend2_x86_64.dylib
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build/release-darwin-${BUILDARCH}/renderer_opengl1_smp_${BUILDARCH}.dylib
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build/release-darwin-${BUILDARCH}/renderer_opengl1_${BUILDARCH}.dylib
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build/release-darwin-${BUILDARCH}/renderer_rend2_smp_${BUILDARCH}.dylib
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build/release-darwin-${BUILDARCH}/renderer_rend2_${BUILDARCH}.dylib
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"
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cd `dirname $0`
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@ -48,19 +52,21 @@ TIGERHOST=`uname -r |perl -w -p -e 's/\A(\d+)\..*\Z/$1/; $_ = (($_ >= 8) ? "1" :
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# can not build 64bit binaries, making 10.5 the minimum version. This has been tested
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# with xcode 3.1 (xcode31_2199_developerdvd.dmg). It contains the 10.5 SDK and a decent
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# enough gcc to actually compile ioquake3
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# For PPC macs, G4's or better are required to run ioquake3.
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unset ARCH_SDK
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unset ARCH_CFLAGS
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unset ARCH_LDFLAGS
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unset X86_SDK
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unset X86_CFLAGS
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unset X86_LDFLAGS
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if [ -d /Developer/SDKs/MacOSX10.5.sdk ]; then
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X86_SDK=/Developer/SDKs/MacOSX10.5.sdk
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X86_CFLAGS="-arch x86_64 -isysroot /Developer/SDKs/MacOSX10.5.sdk \
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ARCH_SDK=/Developer/SDKs/MacOSX10.5.sdk
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ARCH_CFLAGS="-arch ${BUILDARCH} -isysroot /Developer/SDKs/MacOSX10.5.sdk \
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-DMAC_OS_X_VERSION_MIN_REQUIRED=1050"
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X86_LDFLAGS=" -mmacosx-version-min=10.5"
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ARCH_LDFLAGS=" -mmacosx-version-min=10.5"
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fi
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echo "Building X86 Client/Dedicated Server against \"$X86_SDK\""
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echo "Building ${BUILDARCH} Client/Dedicated Server against \"$ARCH_SDK\""
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sleep 3
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if [ ! -d $DESTDIR ]; then
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# intel client and server
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if [ -d build/release-darwin-x86_64 ]; then
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rm -r build/release-darwin-x86_64
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if [ -d build/release-darwin-${BUILDARCH} ]; then
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rm -r build/release-darwin-${BUILDARCH}
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fi
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(ARCH=x86_64 CFLAGS=$X86_CFLAGS LDFLAGS=$X86_LDFLAGS make -j$NCPU) || exit 1;
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(ARCH=${BUILDARCH} CFLAGS=$ARCH_CFLAGS LDFLAGS=$ARCH_LDFLAGS make -j$NCPU) || exit 1;
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echo "Creating .app bundle $DESTDIR/$APPBUNDLE"
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if [ ! -d $DESTDIR/$APPBUNDLE/Contents/MacOS/$BASEDIR ]; then
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@ -126,11 +132,6 @@ echo "
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</plist>
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" > $DESTDIR/$APPBUNDLE/Contents/Info.plist
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for i in $BIN_OBJ $BIN_DEDOBJ $RENDER_OBJ
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do
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install_name_tool -change "@rpath/SDL.framework/Versions/A/SDL" "@executable_path/../Frameworks/SDL.framework/Versions/A/SDL" $i
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done
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cp $BIN_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$BINARY
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cp $BIN_DEDOBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$DEDBIN
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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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cp code/libs/macosx/*.dylib $DESTDIR
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