mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-26 22:11:18 +00:00
375 lines
12 KiB
Bash
Executable file
375 lines
12 KiB
Bash
Executable file
#!/bin/bash
|
|
|
|
# Let's make the user give us a target to work with.
|
|
# architecture is assumed universal if not specified, and is optional.
|
|
# if arch is defined, it we will store the .app bundle in the target arch build directory
|
|
if [ $# == 0 ] || [ $# -gt 2 ]; then
|
|
echo "Usage: $0 target <arch>"
|
|
echo "Example: $0 release x86"
|
|
echo "Valid targets are:"
|
|
echo " release"
|
|
echo " debug"
|
|
echo
|
|
echo "Optional architectures are:"
|
|
echo " x86"
|
|
echo " x86_64"
|
|
echo " ppc"
|
|
echo
|
|
exit 1
|
|
fi
|
|
|
|
# validate target name
|
|
if [ "$1" == "release" ]; then
|
|
TARGET_NAME="release"
|
|
elif [ "$1" == "debug" ]; then
|
|
TARGET_NAME="debug"
|
|
else
|
|
echo "Invalid target: $1"
|
|
echo "Valid targets are:"
|
|
echo " release"
|
|
echo " debug"
|
|
exit 1
|
|
fi
|
|
|
|
CURRENT_ARCH=""
|
|
|
|
# validate the architecture if it was specified
|
|
if [ "$2" != "" ]; then
|
|
if [ "$2" == "x86" ]; then
|
|
CURRENT_ARCH="x86"
|
|
elif [ "$2" == "x86_64" ]; then
|
|
CURRENT_ARCH="x86_64"
|
|
elif [ "$2" == "ppc" ]; then
|
|
CURRENT_ARCH="ppc"
|
|
else
|
|
echo "Invalid architecture: $1"
|
|
echo "Valid architectures are:"
|
|
echo " x86"
|
|
echo " x86_64"
|
|
echo " ppc"
|
|
echo
|
|
exit 1
|
|
fi
|
|
fi
|
|
|
|
# symlinkArch() creates a symlink with the architecture suffix.
|
|
# meant for universal binaries, but also handles the way this script generates
|
|
# application bundles for a single architecture as well.
|
|
function symlinkArch()
|
|
{
|
|
EXT="dylib"
|
|
SEP="${3}"
|
|
SRCFILE="${1}"
|
|
DSTFILE="${2}${SEP}"
|
|
DSTPATH="${4}"
|
|
|
|
if [ ! -e "${DSTPATH}/${SRCFILE}.${EXT}" ]; then
|
|
echo "**** ERROR: missing ${SRCFILE}.${EXT} from ${MACOS}"
|
|
exit 1
|
|
fi
|
|
|
|
if [ ! -d "${DSTPATH}" ]; then
|
|
echo "**** ERROR: path not found ${DSTPATH}"
|
|
exit 1
|
|
fi
|
|
|
|
pushd "${DSTPATH}" > /dev/null
|
|
|
|
IS32=`file "${SRCFILE}.${EXT}" | grep "i386"`
|
|
IS64=`file "${SRCFILE}.${EXT}" | grep "x86_64"`
|
|
ISPPC=`file "${SRCFILE}.${EXT}" | grep "ppc"`
|
|
|
|
if [ "${IS32}" != "" ]; then
|
|
if [ ! -L "${DSTFILE}x86.${EXT}" ]; then
|
|
ln -s "${SRCFILE}.${EXT}" "${DSTFILE}x86.${EXT}"
|
|
fi
|
|
elif [ -L "${DSTFILE}x86.${EXT}" ]; then
|
|
rm "${DSTFILE}x86.${EXT}"
|
|
fi
|
|
|
|
if [ "${IS64}" != "" ]; then
|
|
if [ ! -L "${DSTFILE}x86_64.${EXT}" ]; then
|
|
ln -s "${SRCFILE}.${EXT}" "${DSTFILE}x86_64.${EXT}"
|
|
fi
|
|
elif [ -L "${DSTFILE}x86_64.${EXT}" ]; then
|
|
rm "${DSTFILE}x86_64.${EXT}"
|
|
fi
|
|
|
|
if [ "${ISPPC}" != "" ]; then
|
|
if [ ! -L "${DSTFILE}ppc.${EXT}" ]; then
|
|
ln -s "${SRCFILE}.${EXT}" "${DSTFILE}ppc.${EXT}"
|
|
fi
|
|
elif [ -L "${DSTFILE}ppc.${EXT}" ]; then
|
|
rm "${DSTFILE}ppc.${EXT}"
|
|
fi
|
|
|
|
popd > /dev/null
|
|
}
|
|
|
|
SEARCH_ARCHS=" \
|
|
x86 \
|
|
x86_64 \
|
|
ppc \
|
|
"
|
|
|
|
HAS_LIPO=`command -v lipo`
|
|
HAS_CP=`command -v cp`
|
|
|
|
# if lipo is not available, we cannot make a universal binary, print a warning
|
|
if [ ! -x "${HAS_LIPO}" ] && [ "${CURRENT_ARCH}" == "" ]; then
|
|
CURRENT_ARCH=`uname -m`
|
|
if [ "${CURRENT_ARCH}" == "i386" ]; then CURRENT_ARCH="x86"; fi
|
|
echo "$0 cannot make a universal binary, falling back to architecture ${CURRENT_ARCH}"
|
|
fi
|
|
|
|
# if the optional arch parameter is used, replace SEARCH_ARCHS to only work with one
|
|
if [ "${CURRENT_ARCH}" != "" ]; then
|
|
SEARCH_ARCHS="${CURRENT_ARCH}"
|
|
fi
|
|
|
|
AVAILABLE_ARCHS=""
|
|
|
|
IOQ3_VERSION=`grep '^VERSION=' Makefile | sed -e 's/.*=\(.*\)/\1/'`
|
|
IOQ3_CLIENT_ARCHS=""
|
|
IOQ3_SERVER_ARCHS=""
|
|
IOQ3_RENDERER_GL1_ARCHS=""
|
|
IOQ3_RENDERER_GL2_ARCHS=""
|
|
IOQ3_CGAME_ARCHS=""
|
|
IOQ3_GAME_ARCHS=""
|
|
IOQ3_UI_ARCHS=""
|
|
IOQ3_MP_CGAME_ARCHS=""
|
|
IOQ3_MP_GAME_ARCHS=""
|
|
IOQ3_MP_UI_ARCHS=""
|
|
|
|
BASEDIR="baseq3"
|
|
MISSIONPACKDIR="missionpack"
|
|
|
|
CGAME="cgame"
|
|
GAME="qagame"
|
|
UI="ui"
|
|
|
|
RENDERER_OPENGL="renderer_opengl"
|
|
|
|
DEDICATED_NAME="ioq3ded"
|
|
|
|
CGAME_NAME="${CGAME}.dylib"
|
|
GAME_NAME="${GAME}.dylib"
|
|
UI_NAME="${UI}.dylib"
|
|
|
|
RENDERER_OPENGL1_NAME="${RENDERER_OPENGL}1.dylib"
|
|
RENDERER_OPENGL2_NAME="${RENDERER_OPENGL}2.dylib"
|
|
|
|
ICNSDIR="misc"
|
|
ICNS="quake3_flat.icns"
|
|
PKGINFO="APPLIOQ3"
|
|
|
|
OBJROOT="build"
|
|
#BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
|
|
PRODUCT_NAME="ioquake3"
|
|
WRAPPER_EXTENSION="app"
|
|
WRAPPER_NAME="${PRODUCT_NAME}.${WRAPPER_EXTENSION}"
|
|
CONTENTS_FOLDER_PATH="${WRAPPER_NAME}/Contents"
|
|
UNLOCALIZED_RESOURCES_FOLDER_PATH="${CONTENTS_FOLDER_PATH}/Resources"
|
|
EXECUTABLE_FOLDER_PATH="${CONTENTS_FOLDER_PATH}/MacOS"
|
|
EXECUTABLE_NAME="${PRODUCT_NAME}"
|
|
|
|
# loop through the architectures to build string lists for each universal binary
|
|
for ARCH in $SEARCH_ARCHS; do
|
|
CURRENT_ARCH=${ARCH}
|
|
BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
|
|
IOQ3_CLIENT="${EXECUTABLE_NAME}.${CURRENT_ARCH}"
|
|
IOQ3_SERVER="${DEDICATED_NAME}.${CURRENT_ARCH}"
|
|
IOQ3_RENDERER_GL1="${RENDERER_OPENGL}1_${CURRENT_ARCH}.dylib"
|
|
IOQ3_RENDERER_GL2="${RENDERER_OPENGL}2_${CURRENT_ARCH}.dylib"
|
|
IOQ3_CGAME="${CGAME}${CURRENT_ARCH}.dylib"
|
|
IOQ3_GAME="${GAME}${CURRENT_ARCH}.dylib"
|
|
IOQ3_UI="${UI}${CURRENT_ARCH}.dylib"
|
|
|
|
if [ ! -d ${BUILT_PRODUCTS_DIR} ]; then
|
|
CURRENT_ARCH=""
|
|
BUILT_PRODUCTS_DIR=""
|
|
continue
|
|
fi
|
|
|
|
# executables
|
|
if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_CLIENT} ]; then
|
|
IOQ3_CLIENT_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_CLIENT} ${IOQ3_CLIENT_ARCHS}"
|
|
VALID_ARCHS="${ARCH} ${VALID_ARCHS}"
|
|
else
|
|
continue
|
|
fi
|
|
if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_SERVER} ]; then
|
|
IOQ3_SERVER_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_SERVER} ${IOQ3_SERVER_ARCHS}"
|
|
fi
|
|
|
|
# renderers
|
|
if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL1} ]; then
|
|
IOQ3_RENDERER_GL1_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL1} ${IOQ3_RENDERER_GL1_ARCHS}"
|
|
fi
|
|
if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL2} ]; then
|
|
IOQ3_RENDERER_GL2_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL2} ${IOQ3_RENDERER_GL2_ARCHS}"
|
|
fi
|
|
|
|
# game
|
|
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_CGAME} ]; then
|
|
IOQ3_CGAME_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_CGAME} ${IOQ3_CGAME_ARCHS}"
|
|
fi
|
|
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_GAME} ]; then
|
|
IOQ3_GAME_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_GAME} ${IOQ3_GAME_ARCHS}"
|
|
fi
|
|
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_UI} ]; then
|
|
IOQ3_UI_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_UI} ${IOQ3_UI_ARCHS}"
|
|
fi
|
|
# missionpack
|
|
if [ -e ${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_CGAME} ]; then
|
|
IOQ3_MP_CGAME_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_CGAME} ${IOQ3_MP_CGAME_ARCHS}"
|
|
fi
|
|
if [ -e ${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_GAME} ]; then
|
|
IOQ3_MP_GAME_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_GAME} ${IOQ3_MP_GAME_ARCHS}"
|
|
fi
|
|
if [ -e ${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_UI} ]; then
|
|
IOQ3_MP_UI_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_UI} ${IOQ3_MP_UI_ARCHS}"
|
|
fi
|
|
|
|
#echo "valid arch: ${ARCH}"
|
|
done
|
|
|
|
# final preparations and checks before attempting to make the application bundle
|
|
cd `dirname $0`
|
|
|
|
if [ ! -f Makefile ]; then
|
|
echo "$0 must be run from the ioquake3 build directory"
|
|
exit 1
|
|
fi
|
|
|
|
if [ "${IOQ3_CLIENT_ARCHS}" == "" ]; then
|
|
echo "$0: no ioquake3 binary architectures were found for target '${TARGET_NAME}'"
|
|
exit 1
|
|
fi
|
|
|
|
# set the final application bundle output directory
|
|
if [ "${2}" == "" ]; then
|
|
BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-universal"
|
|
if [ ! -d ${BUILT_PRODUCTS_DIR} ]; then
|
|
mkdir -p ${BUILT_PRODUCTS_DIR} || exit 1;
|
|
fi
|
|
else
|
|
BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
|
|
fi
|
|
|
|
BUNDLEBINDIR="${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}"
|
|
|
|
|
|
# here we go
|
|
echo "Creating bundle '${BUILT_PRODUCTS_DIR}/${WRAPPER_NAME}'"
|
|
echo "with architectures:"
|
|
for ARCH in ${VALID_ARCHS}; do
|
|
echo " ${ARCH}"
|
|
done
|
|
echo ""
|
|
|
|
# make the application bundle directories
|
|
if [ ! -d ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR ]; then
|
|
mkdir -p ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR || exit 1;
|
|
fi
|
|
if [ ! -d ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$MISSIONPACKDIR ]; then
|
|
mkdir -p ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$MISSIONPACKDIR || exit 1;
|
|
fi
|
|
if [ ! -d ${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH} ]; then
|
|
mkdir -p ${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH} || exit 1;
|
|
fi
|
|
|
|
# copy and generate some application bundle resources
|
|
cp code/libs/macosx/*.dylib ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}
|
|
cp ${ICNSDIR}/${ICNS} ${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}/$ICNS || exit 1;
|
|
echo -n ${PKGINFO} > ${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/PkgInfo || exit 1;
|
|
echo "<?xml version=\"1.0\" encoding=\"UTF-8\"?>
|
|
<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">
|
|
<plist version=\"1.0\">
|
|
<dict>
|
|
<key>CFBundleDevelopmentRegion</key>
|
|
<string>en</string>
|
|
<key>CFBundleExecutable</key>
|
|
<string>${EXECUTABLE_NAME}</string>
|
|
<key>CFBundleIconFile</key>
|
|
<string>quake3_flat</string>
|
|
<key>CFBundleIdentifier</key>
|
|
<string>org.ioquake.${PRODUCT_NAME}</string>
|
|
<key>CFBundleInfoDictionaryVersion</key>
|
|
<string>6.0</string>
|
|
<key>CFBundleName</key>
|
|
<string>${PRODUCT_NAME}</string>
|
|
<key>CFBundlePackageType</key>
|
|
<string>APPL</string>
|
|
<key>CFBundleShortVersionString</key>
|
|
<string>${IOQ3_VERSION}</string>
|
|
<key>CFBundleSignature</key>
|
|
<string>????</string>
|
|
<key>CFBundleVersion</key>
|
|
<string>${IOQ3_VERSION}</string>
|
|
<key>CGDisableCoalescedUpdates</key>
|
|
<true/>
|
|
<key>LSMinimumSystemVersion</key>
|
|
<string>${MACOSX_DEPLOYMENT_TARGET}</string>
|
|
<key>NSHumanReadableCopyright</key>
|
|
<string>QUAKE III ARENA Copyright © 1999-2000 id Software, Inc. All rights reserved.</string>
|
|
<key>NSPrincipalClass</key>
|
|
<string>NSApplication</string>
|
|
</dict>
|
|
</plist>
|
|
" > ${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/Info.plist
|
|
|
|
# action takes care of generating universal binaries if lipo is available
|
|
# otherwise, it falls back to using a simple copy, expecting the first item in
|
|
# the second parameter list to be the desired architecture
|
|
function action()
|
|
{
|
|
COMMAND=""
|
|
|
|
if [ -x "${HAS_LIPO}" ]; then
|
|
COMMAND="${HAS_LIPO} -create -o"
|
|
$HAS_LIPO -create -o "${1}" ${2} # make sure $2 is treated as a list of files
|
|
elif [ -x ${HAS_CP} ]; then
|
|
COMMAND="${HAS_CP}"
|
|
SRC="${2// */}" # in case there is a list here, use only the first item
|
|
$HAS_CP "${SRC}" "${1}"
|
|
else
|
|
"$0 cannot create an application bundle."
|
|
exit 1
|
|
fi
|
|
|
|
#echo "${COMMAND}" "${1}" "${2}"
|
|
}
|
|
|
|
#
|
|
# the meat of universal binary creation
|
|
# destination file names do not have architecture suffix.
|
|
# action will handle merging universal binaries if supported.
|
|
# symlink appropriate architecture names for universal (fat) binary support.
|
|
#
|
|
|
|
# executables
|
|
action ${BUNDLEBINDIR}/${EXECUTABLE_NAME} "${IOQ3_CLIENT_ARCHS}"
|
|
action ${BUNDLEBINDIR}/${DEDICATED_NAME} "${IOQ3_SERVER_ARCHS}"
|
|
|
|
# renderers
|
|
action ${BUNDLEBINDIR}/${RENDERER_OPENGL1_NAME} "${IOQ3_RENDERER_GL1_ARCHS}"
|
|
action ${BUNDLEBINDIR}/${RENDERER_OPENGL2_NAME} "${IOQ3_RENDERER_GL2_ARCHS}"
|
|
symlinkArch "${RENDERER_OPENGL}1" "${RENDERER_OPENGL}1" "_" "${BUNDLEBINDIR}"
|
|
symlinkArch "${RENDERER_OPENGL}2" "${RENDERER_OPENGL}2" "_" "${BUNDLEBINDIR}"
|
|
|
|
# game
|
|
action ${BUNDLEBINDIR}/${BASEDIR}/${CGAME_NAME} "${IOQ3_CGAME_ARCHS}"
|
|
action ${BUNDLEBINDIR}/${BASEDIR}/${GAME_NAME} "${IOQ3_GAME_ARCHS}"
|
|
action ${BUNDLEBINDIR}/${BASEDIR}/${UI_NAME} "${IOQ3_UI_ARCHS}"
|
|
symlinkArch "${CGAME}" "${CGAME}" "" "${BUNDLEBINDIR}/${BASEDIR}"
|
|
symlinkArch "${GAME}" "${GAME}" "" "${BUNDLEBINDIR}/${BASEDIR}"
|
|
symlinkArch "${UI}" "${UI}" "" "${BUNDLEBINDIR}/${BASEDIR}"
|
|
|
|
# missionpack
|
|
action ${BUNDLEBINDIR}/${MISSIONPACKDIR}/${CGAME_NAME} "${IOQ3_MP_CGAME_ARCHS}"
|
|
action ${BUNDLEBINDIR}/${MISSIONPACKDIR}/${GAME_NAME} "${IOQ3_MP_GAME_ARCHS}"
|
|
action ${BUNDLEBINDIR}/${MISSIONPACKDIR}/${UI_NAME} "${IOQ3_MP_UI_ARCHS}"
|
|
symlinkArch "${CGAME}" "${CGAME}" "" "${BUNDLEBINDIR}/${MISSIONPACKDIR}"
|
|
symlinkArch "${GAME}" "${GAME}" "" "${BUNDLEBINDIR}/${MISSIONPACKDIR}"
|
|
symlinkArch "${UI}" "${UI}" "" "${BUNDLEBINDIR}/${MISSIONPACKDIR}"
|