#!/bin/sh CC=gcc-4.0 APPBUNDLE=ioquake3.app BINARY=ioquake3.ub DEDBIN=ioq3ded.ub PKGINFO=APPLIOQ3 ICNS=misc/quake3.icns DESTDIR=build/release-darwin-ub BASEDIR=baseq3 MPACKDIR=missionpack BIN_OBJ=" build/release-darwin-x86_64/ioquake3.x86_64 build/release-darwin-i386/ioquake3.i386 " BIN_DEDOBJ=" build/release-darwin-x86_64/ioq3ded.x86_64 build/release-darwin-i386/ioq3ded.i386 " BASE_OBJ=" build/release-darwin-x86_64/$BASEDIR/cgamex86_64.dylib build/release-darwin-i386/$BASEDIR/cgamei386.dylib build/release-darwin-x86_64/$BASEDIR/uix86_64.dylib build/release-darwin-i386/$BASEDIR/uii386.dylib build/release-darwin-x86_64/$BASEDIR/qagamex86_64.dylib build/release-darwin-i386/$BASEDIR/qagamei386.dylib " MPACK_OBJ=" build/release-darwin-x86_64/$MPACKDIR/cgamex86_64.dylib build/release-darwin-i386/$MPACKDIR/cgamei386.dylib build/release-darwin-x86_64/$MPACKDIR/uix86_64.dylib build/release-darwin-i386/$MPACKDIR/uii386.dylib build/release-darwin-x86_64/$MPACKDIR/qagamex86_64.dylib build/release-darwin-i386/$MPACKDIR/qagamei386.dylib " RENDER_OBJ=" build/release-darwin-x86_64/renderer_opengl1_smp_x86_64.dylib build/release-darwin-i386/renderer_opengl1_smp_i386.dylib build/release-darwin-x86_64/renderer_opengl1_x86_64.dylib build/release-darwin-i386/renderer_opengl1_i386.dylib build/release-darwin-x86_64/renderer_rend2_smp_x86_64.dylib build/release-darwin-i386/renderer_rend2_smp_i386.dylib build/release-darwin-x86_64/renderer_rend2_x86_64.dylib build/release-darwin-i386/renderer_rend2_i386.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 unset X86_64_SDK unset X86_64_CFLAGS unset X86_64_LDFLAGS unset X86_SDK unset X86_CFLAGS unset X86_LDFLAGS if [ -d /Developer/SDKs/MacOSX10.5.sdk ]; then X86_64_SDK=/Developer/SDKs/MacOSX10.5.sdk X86_64_CFLAGS="-arch x86_64 -isysroot /Developer/SDKs/MacOSX10.5.sdk \ -DMAC_OS_X_VERSION_MIN_REQUIRED=1050" X86_64_LDFLAGS=" -mmacosx-version-min=10.5" X86_SDK=/Developer/SDKs/MacOSX10.5.sdk X86_CFLAGS="-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk \ -DMAC_OS_X_VERSION_MIN_REQUIRED=1050" X86_LDFLAGS=" -mmacosx-version-min=10.5" fi if [ -z $X86_64_SDK ] || [ -z $X86_SDK ]; then echo "\ ERROR: This script is for building a Universal Binary. You cannot build for a different architecture unless you have the proper Mac OS X SDKs installed. If you just want to to compile for your own system run 'make' instead of this script." exit 1 fi echo "Building X86_64 Client/Dedicated Server against \"$X86_64_SDK\"" echo "Building X86 Client/Dedicated Server against \"$X86_SDK\"" echo if [ "$X86_64_SDK" != "/Developer/SDKs/MacOSX10.5.sdk" ] || \ [ "$X86_SDK" != "/Developer/SDKs/MacOSX10.5.sdk" ]; then echo "\ WARNING: in order to build a binary with maximum compatibility you must build on Mac OS X 10.5 using Xcode 3.1 and have the MacOSX10.5 SDKs installed from the Xcode install disk Packages folder." sleep 3 fi if [ ! -d $DESTDIR ]; then mkdir -p $DESTDIR fi # For parallel make on multicore boxes... NCPU=`sysctl -n hw.ncpu` # x86_64 client and server if [ -d build/release-release-x86_64 ]; then rm -r build/release-darwin-x86_64 fi (ARCH=x86_64 CC=gcc-4.0 CFLAGS=$X86_64_CFLAGS LDFLAGS=$X86_64_LDFLAGS make -j$NCPU) || exit 1; echo;echo # i386 client and server if [ -d build/release-darwin-i386 ]; then rm -r build/release-darwin-i386 fi (ARCH=i386 CC=gcc-4.0 CFLAGS=$X86_CFLAGS LDFLAGS=$X86_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 # Change the path of the SDL Framework in both arches for the executables and renderer dylib's # This removes the need for players to have the SDL.Framework installed on their machines. for i in $BIN_OBJ $BIN_DEDOBJ $RENDER_OBJ do install_name_tool -change "@rpath/SDL.framework/Versions/A/SDL" "@executable_path/../Frameworks/SDL.framework/Versions/A/SDL" $i done # Make UB's from previous builds of 1386 and x86_64 binaries lipo -create -o $DESTDIR/$APPBUNDLE/Contents/MacOS/$BINARY $BIN_OBJ lipo -create -o $DESTDIR/$APPBUNDLE/Contents/MacOS/$DEDBIN $BIN_DEDOBJ # Embed the SDL framework into the .app so players done need to install it on their systems. mkdir $DESTDIR/$APPBUNDLE/Contents/Frameworks unzip -d $DESTDIR/$APPBUNDLE/Contents/Frameworks code/libs/macosx/SDL-1.2.15.framework.zip # Change the path in the UB, just in case install_name_tool -change "@rpath/SDL.framework/Versions/A/SDL" "@executable_path/../Frameworks/SDL.framework/Versions/A/SDL" $DESTDIR/$APPBUNDLE/Contents/MacOS/$BINARY install_name_tool -change "@rpath/SDL.framework/Versions/A/SDL" "@executable_path/../Frameworks/SDL.framework/Versions/A/SDL" $DESTDIR/$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/