ioq3quest/make-macosx-ub.sh

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#!/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 "
<?xml version=\"1.0\" encoding=\"UTF-8\"?>
<!DOCTYPE plist
PUBLIC \"-//Apple Computer//DTD PLIST 1.0//EN\"
\"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">
<plist version=\"1.0\">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>$BINARY</string>
<key>CFBundleGetInfoString</key>
<string>ioquake3 $Q3_VERSION</string>
<key>CFBundleIconFile</key>
<string>ioquake3.icns</string>
<key>CFBundleIdentifier</key>
<string>org.ioquake.ioquake3</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>ioquake3</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>$Q3_VERSION</string>
<key>CFBundleSignature</key>
<string>$PKGINFO</string>
<key>CFBundleVersion</key>
<string>$Q3_VERSION</string>
<key>NSExtensions</key>
<dict/>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
</dict>
</plist>
" > $DESTDIR/$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/