Another pass at the Mac OS X make scripts.

Ironed out issues with generating an application bundle with universal
binaries on supported systems. Fall back to bundling a single
architecture when support for universal binary generation is not
available. Tested on Mac OS X 10.5.8 (and 10.5 SDK).
This commit is contained in:
jeremiah sypult 2013-07-18 10:39:08 -05:00
parent ea49d5d2da
commit b7f5971ab8
3 changed files with 107 additions and 211 deletions

View file

@ -1,8 +1,8 @@
#!/bin/bash #!/bin/bash
# Let's make the user give us a target to work with # Let's make the user give us a target to work with.
# architecture is optional # architecture is assumed universal if not specified, and is optional.
# if used, it we will store the .app bundle in the target arch build directory # if arch is defined, it we will store the .app bundle in the target arch build directory
if [ $# == 0 ] || [ $# -gt 2 ]; then if [ $# == 0 ] || [ $# -gt 2 ]; then
echo "Usage: $0 target <arch>" echo "Usage: $0 target <arch>"
echo "Example: $0 release x86" echo "Example: $0 release x86"
@ -18,6 +18,7 @@ if [ $# == 0 ] || [ $# -gt 2 ]; then
exit 1 exit 1
fi fi
# validate target name
if [ "$1" == "release" ]; then if [ "$1" == "release" ]; then
TARGET_NAME="release" TARGET_NAME="release"
elif [ "$1" == "debug" ]; then elif [ "$1" == "debug" ]; then
@ -32,6 +33,7 @@ fi
CURRENT_ARCH="" CURRENT_ARCH=""
# validate the architecture if it was specified
if [ "$2" != "" ]; then if [ "$2" != "" ]; then
if [ "$2" == "x86" ]; then if [ "$2" == "x86" ]; then
CURRENT_ARCH="x86" CURRENT_ARCH="x86"
@ -50,6 +52,9 @@ if [ "$2" != "" ]; then
fi fi
fi fi
# symlinkArch() creates a symlink with the architecture suffix.
# meant for universal binaries, but also handles the way this script generates
# application bundles for a single architecture as well.
function symlinkArch() function symlinkArch()
{ {
EXT="dylib" EXT="dylib"
@ -107,13 +112,24 @@ SEARCH_ARCHS=" \
ppc \ ppc \
" "
# if the optional arch parameter is used, we'll set CURRENT_ARCH HAS_LIPO=`command -v lipo`
HAS_CP=`command -v cp`
# if lipo is not available, we cannot make a universal binary, print a warning
if [ ! -x "${HAS_LIPO}" ]; 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 if [ "${CURRENT_ARCH}" != "" ]; then
SEARCH_ARCHS="${CURRENT_ARCH}" SEARCH_ARCHS="${CURRENT_ARCH}"
fi fi
AVAILABLE_ARCHS="" AVAILABLE_ARCHS=""
IOQ3_VERSION=`grep '^VERSION=' Makefile | sed -e 's/.*=\(.*\)/\1/'`
IOQ3_CLIENT_ARCHS="" IOQ3_CLIENT_ARCHS=""
IOQ3_SERVER_ARCHS="" IOQ3_SERVER_ARCHS=""
IOQ3_RENDERER_GL1_ARCHS="" IOQ3_RENDERER_GL1_ARCHS=""
@ -157,6 +173,7 @@ UNLOCALIZED_RESOURCES_FOLDER_PATH="${CONTENTS_FOLDER_PATH}/Resources"
EXECUTABLE_FOLDER_PATH="${CONTENTS_FOLDER_PATH}/MacOS" EXECUTABLE_FOLDER_PATH="${CONTENTS_FOLDER_PATH}/MacOS"
EXECUTABLE_NAME="${PRODUCT_NAME}" EXECUTABLE_NAME="${PRODUCT_NAME}"
# loop through the architectures to build string lists for each universal binary
for ARCH in $SEARCH_ARCHS; do for ARCH in $SEARCH_ARCHS; do
CURRENT_ARCH=${ARCH} CURRENT_ARCH=${ARCH}
BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}" BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
@ -213,14 +230,11 @@ for ARCH in $SEARCH_ARCHS; do
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_MP_UI} ]; then if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_MP_UI} ]; then
IOQ3_MP_UI_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_UI} ${IOQ3_MP_UI_ARCHS}" IOQ3_MP_UI_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_UI} ${IOQ3_MP_UI_ARCHS}"
fi fi
#echo "valid arch: ${ARCH}"
done done
if [ "${2}" == "" ]; then # final preparations and checks before attempting to make the application bundle
BUILT_PRODUCTS_DIR="${OBJROOT}"
else
BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
fi
cd `dirname $0` cd `dirname $0`
if [ ! -f Makefile ]; then if [ ! -f Makefile ]; then
@ -228,21 +242,33 @@ if [ ! -f Makefile ]; then
exit 1 exit 1
fi fi
Q3_VERSION=`grep '^VERSION=' Makefile | sed -e 's/.*=\(.*\)/\1/'`
if [ "${IOQ3_CLIENT_ARCHS}" == "" ]; then if [ "${IOQ3_CLIENT_ARCHS}" == "" ]; then
echo "$0: no ioquake3 binary architectures were found for target '${TARGET_NAME}'" echo "$0: no ioquake3 binary architectures were found for target '${TARGET_NAME}'"
exit 1 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 ${BUILT_PRODUCTS_DIR} || exit 1;
fi
else else
BUILT_PRODUCTS_DIR="${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 "Creating bundle '${BUILT_PRODUCTS_DIR}/${WRAPPER_NAME}'"
echo "with architectures:" echo "with architectures:"
for ARCH in ${VALID_ARCHS}; do for ARCH in ${VALID_ARCHS}; do
echo " ${ARCH}" echo " ${ARCH}"
done done
echo "" echo ""
fi
# make the application bundle directories
if [ ! -d ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR ]; then if [ ! -d ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR ]; then
mkdir -p ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR || exit 1; mkdir -p ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR || exit 1;
fi fi
@ -253,10 +279,10 @@ if [ ! -d ${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH} ]; then
mkdir -p ${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH} || exit 1; mkdir -p ${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH} || exit 1;
fi 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; 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 -n ${PKGINFO} > ${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/PkgInfo || exit 1;
echo "<?xml version=\"1.0\" encoding=\"UTF-8\"?> 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\"> <!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">
<plist version=\"1.0\"> <plist version=\"1.0\">
@ -276,11 +302,11 @@ echo "<?xml version=\"1.0\" encoding=\"UTF-8\"?>
<key>CFBundlePackageType</key> <key>CFBundlePackageType</key>
<string>APPL</string> <string>APPL</string>
<key>CFBundleShortVersionString</key> <key>CFBundleShortVersionString</key>
<string>${Q3_VERSION}</string> <string>${IOQ3_VERSION}</string>
<key>CFBundleSignature</key> <key>CFBundleSignature</key>
<string>????</string> <string>????</string>
<key>CFBundleVersion</key> <key>CFBundleVersion</key>
<string>${Q3_VERSION}</string> <string>${IOQ3_VERSION}</string>
<key>CGDisableCoalescedUpdates</key> <key>CGDisableCoalescedUpdates</key>
<true/> <true/>
<key>LSMinimumSystemVersion</key> <key>LSMinimumSystemVersion</key>
@ -293,52 +319,57 @@ echo "<?xml version=\"1.0\" encoding=\"UTF-8\"?>
</plist> </plist>
" > ${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/Info.plist " > ${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/Info.plist
cp code/libs/macosx/*.dylib ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH} # 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
# use lipo to create a universal binary in to the appropriate bundle location
# then symlink appropriate architecture names for universal (fat) binary support
#
BUNDLEDIR="${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}"
# TODO: figure out if we can make universal binaries when cross-compiling.
# lipo on non-mac os x platforms? libtool?
# simply copying here might stomp on other architectures....
function action() function action()
{ {
#echo "action ${1} ${2}" COMMAND=""
if [ -x "/usr/bin/lipo" ]; then if [ -x "${HAS_LIPO}" ]; then
lipo -create -o "${1}" "${2}" COMMAND="${HAS_LIPO} -create -o"
#elif [ "/usr/bin/libtool" ]; then $HAS_LIPO -create -o "${1}" ${2} # make sure $2 is treated as a list of files
#libtool -dynamic -o ${1} ${2} 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}" "${1}"
else else
cp "${2}" "${1}" "$0 cannot create an application bundle."
exit 1
fi fi
#echo "${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 # executables
action ${BUNDLEDIR}/${EXECUTABLE_NAME} ${IOQ3_CLIENT_ARCHS} action ${BUNDLEBINDIR}/${EXECUTABLE_NAME} "${IOQ3_CLIENT_ARCHS}"
action ${BUNDLEDIR}/${DEDICATED_NAME} ${IOQ3_SERVER_ARCHS} action ${BUNDLEBINDIR}/${DEDICATED_NAME} "${IOQ3_SERVER_ARCHS}"
# renderers # renderers
action ${BUNDLEDIR}/${RENDERER_OPENGL1_NAME} ${IOQ3_RENDERER_GL1_ARCHS} action ${BUNDLEBINDIR}/${RENDERER_OPENGL1_NAME} "${IOQ3_RENDERER_GL1_ARCHS}"
action ${BUNDLEDIR}/${RENDERER_OPENGL2_NAME} ${IOQ3_RENDERER_GL2_ARCHS} action ${BUNDLEBINDIR}/${RENDERER_OPENGL2_NAME} "${IOQ3_RENDERER_GL2_ARCHS}"
symlinkArch "${RENDERER_OPENGL}1" "${RENDERER_OPENGL}1" "_" "${BUNDLEDIR}" symlinkArch "${RENDERER_OPENGL}1" "${RENDERER_OPENGL}1" "_" "${BUNDLEBINDIR}"
symlinkArch "${RENDERER_OPENGL}2" "${RENDERER_OPENGL}2" "_" "${BUNDLEDIR}" symlinkArch "${RENDERER_OPENGL}2" "${RENDERER_OPENGL}2" "_" "${BUNDLEBINDIR}"
# game # game
action ${BUNDLEDIR}/${BASEDIR}/${CGAME_NAME} ${IOQ3_CGAME_ARCHS} action ${BUNDLEBINDIR}/${BASEDIR}/${CGAME_NAME} "${IOQ3_CGAME_ARCHS}"
action ${BUNDLEDIR}/${BASEDIR}/${GAME_NAME} ${IOQ3_GAME_ARCHS} action ${BUNDLEBINDIR}/${BASEDIR}/${GAME_NAME} "${IOQ3_GAME_ARCHS}"
action ${BUNDLEDIR}/${BASEDIR}/${UI_NAME} ${IOQ3_UI_ARCHS} action ${BUNDLEBINDIR}/${BASEDIR}/${UI_NAME} "${IOQ3_UI_ARCHS}"
symlinkArch "cgame" "cgame" "" "${BUNDLEDIR}/${BASEDIR}" symlinkArch "${CGAME}" "${CGAME}" "" "${BUNDLEBINDIR}/${BASEDIR}"
symlinkArch "qagame" "qagame" "" "${BUNDLEDIR}/${BASEDIR}" symlinkArch "${GAME}" "${GAME}" "" "${BUNDLEBINDIR}/${BASEDIR}"
symlinkArch "ui" "ui" "" "${BUNDLEDIR}/${BASEDIR}" symlinkArch "${UI}" "${UI}" "" "${BUNDLEBINDIR}/${BASEDIR}"
# missionpack # missionpack
action ${BUNDLEDIR}/${MISSIONPACKDIR}/${CGAME_NAME} ${IOQ3_MP_CGAME_ARCHS} action ${BUNDLEBINDIR}/${MISSIONPACKDIR}/${CGAME_NAME} "${IOQ3_MP_CGAME_ARCHS}"
action ${BUNDLEDIR}/${MISSIONPACKDIR}/${GAME_NAME} ${IOQ3_MP_GAME_ARCHS} action ${BUNDLEBINDIR}/${MISSIONPACKDIR}/${GAME_NAME} "${IOQ3_MP_GAME_ARCHS}"
action ${BUNDLEDIR}/${MISSIONPACKDIR}/${UI_NAME} ${IOQ3_MP_UI_ARCHS} action ${BUNDLEBINDIR}/${MISSIONPACKDIR}/${UI_NAME} "${IOQ3_MP_UI_ARCHS}"
symlinkArch "cgame" "cgame" "" "${BUNDLEDIR}/${MISSIONPACKDIR}" symlinkArch "${CGAME}" "${CGAME}" "" "${BUNDLEBINDIR}/${MISSIONPACKDIR}"
symlinkArch "qagame" "qagame" "" "${BUNDLEDIR}/${MISSIONPACKDIR}" symlinkArch "${GAME}" "${GAME}" "" "${BUNDLEBINDIR}/${MISSIONPACKDIR}"
symlinkArch "ui" "ui" "" "${BUNDLEDIR}/${MISSIONPACKDIR}" symlinkArch "${UI}" "${UI}" "" "${BUNDLEBINDIR}/${MISSIONPACKDIR}"

View file

@ -1,54 +1,6 @@
#!/bin/sh #!/bin/bash
CC=gcc-4.0 CC=gcc-4.0
APPBUNDLE=ioquake3.app
BINARY=ioquake3.ub 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-x86/ioquake3.x86
build/release-darwin-ppc/ioquake3.ppc
"
BIN_DEDOBJ="
build/release-darwin-x86_64/ioq3ded.x86_64
build/release-darwin-x86/ioq3ded.x86
build/release-darwin-ppc/ioq3ded.ppc
"
BASE_OBJ="
build/release-darwin-x86_64/$BASEDIR/cgamex86_64.dylib
build/release-darwin-x86/$BASEDIR/cgamex86.dylib
build/release-darwin-ppc/$BASEDIR/cgameppc.dylib
build/release-darwin-x86_64/$BASEDIR/uix86_64.dylib
build/release-darwin-x86/$BASEDIR/uix86.dylib
build/release-darwin-ppc/$BASEDIR/uippc.dylib
build/release-darwin-x86_64/$BASEDIR/qagamex86_64.dylib
build/release-darwin-x86/$BASEDIR/qagamex86.dylib
build/release-darwin-ppc/$BASEDIR/qagameppc.dylib
"
MPACK_OBJ="
build/release-darwin-x86_64/$MPACKDIR/cgamex86_64.dylib
build/release-darwin-x86/$MPACKDIR/cgamex86.dylib
build/release-darwin-ppc/$MPACKDIR/cgameppc.dylib
build/release-darwin-x86_64/$MPACKDIR/uix86_64.dylib
build/release-darwin-x86/$MPACKDIR/uix86.dylib
build/release-darwin-ppc/$MPACKDIR/uippc.dylib
build/release-darwin-x86_64/$MPACKDIR/qagamex86_64.dylib
build/release-darwin-x86/$MPACKDIR/qagamex86.dylib
build/release-darwin-ppc/$MPACKDIR/qagameppc.dylib
"
RENDER_OBJ="
build/release-darwin-x86_64/renderer_opengl1_x86_64.dylib
build/release-darwin-x86/renderer_opengl1_x86.dylib
build/release-darwin-ppc/renderer_opengl1_ppc.dylib
build/release-darwin-x86_64/renderer_opengl2_x86_64.dylib
build/release-darwin-x86/renderer_opengl2_x86.dylib
build/release-darwin-ppc/renderer_opengl2_ppc.dylib
"
cd `dirname $0` cd `dirname $0`
if [ ! -f Makefile ]; then if [ ! -f Makefile ]; then
@ -100,7 +52,7 @@ if [ -z $X86_64_SDK ] || [ -z $X86_SDK ] || [ -z $PPC_SDK ]; then
ERROR: This script is for building a Universal Binary. You cannot build 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 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 installed. If you just want to to compile for your own system run
'make' instead of this script." 'make-macosx.sh' instead of this script."
exit 1 exit 1
fi fi
@ -118,92 +70,32 @@ WARNING: in order to build a binary with maximum compatibility you must
sleep 3 sleep 3
fi fi
if [ ! -d $DESTDIR ]; then
mkdir -p $DESTDIR
fi
# For parallel make on multicore boxes... # For parallel make on multicore boxes...
NCPU=`sysctl -n hw.ncpu` NCPU=`sysctl -n hw.ncpu`
# x86_64 client and server # x86_64 client and server
if [ -d build/release-release-x86_64 ]; then #if [ -d build/release-release-x86_64 ]; then
rm -r build/release-darwin-x86_64 # rm -r build/release-darwin-x86_64
fi #fi
(ARCH=x86_64 CC=gcc-4.0 CFLAGS=$X86_64_CFLAGS LDFLAGS=$X86_64_LDFLAGS make -j$NCPU) || exit 1; (ARCH=x86_64 CC=gcc-4.0 CFLAGS=$X86_64_CFLAGS LDFLAGS=$X86_64_LDFLAGS make -j$NCPU) || exit 1;
echo;echo echo;echo
# x86 client and server # x86 client and server
if [ -d build/release-darwin-x86 ]; then #if [ -d build/release-darwin-x86 ]; then
rm -r build/release-darwin-x86 # rm -r build/release-darwin-x86
fi #fi
(ARCH=x86 CC=gcc-4.0 CFLAGS=$X86_CFLAGS LDFLAGS=$X86_LDFLAGS make -j$NCPU) || exit 1; (ARCH=x86 CC=gcc-4.0 CFLAGS=$X86_CFLAGS LDFLAGS=$X86_LDFLAGS make -j$NCPU) || exit 1;
echo;echo echo;echo
# PPC client and server # PPC client and server
if [ -d build/release-darwin-ppc ]; then #if [ -d build/release-darwin-ppc ]; then
rm -r build/release-darwin-ppc # rm -r build/release-darwin-ppc
fi #fi
(ARCH=ppc CC=gcc-4.0 CFLAGS=$PPC_CFLAGS LDFLAGS=$PPC_LDFLAGS make -j$NCPU) || exit 1; (ARCH=ppc CC=gcc-4.0 CFLAGS=$PPC_CFLAGS LDFLAGS=$PPC_LDFLAGS make -j$NCPU) || exit 1;
echo;echo echo
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
# Make UB's from previous builds of x86, x86_64 and ppc binaries
lipo -create -o $DESTDIR/$APPBUNDLE/Contents/MacOS/$BINARY $BIN_OBJ
lipo -create -o $DESTDIR/$APPBUNDLE/Contents/MacOS/$DEDBIN $BIN_DEDOBJ
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/
# use the following shell script to build a universal application bundle
"./make-macosx-app.sh" release

View file

@ -1,4 +1,4 @@
#!/bin/sh #!/bin/bash
# #
# Let's make the user give us a target build system # Let's make the user give us a target build system
@ -30,34 +30,7 @@ if [ -z "$DARWIN_GCC_ARCH" ]; then
fi fi
CC=gcc-4.0 CC=gcc-4.0
APPBUNDLE=ioquake3.app
BINARY=ioquake3.${BUILDARCH}
DEDBIN=ioq3ded.${BUILDARCH}
PKGINFO=APPLIOQ3
DESTDIR=build/release-darwin-${BUILDARCH} DESTDIR=build/release-darwin-${BUILDARCH}
BASEDIR=baseq3
MPACKDIR=missionpack
BIN_OBJ="
build/release-darwin-${BUILDARCH}/${BINARY}
"
BIN_DEDOBJ="
build/release-darwin-${BUILDARCH}/${DEDBIN}
"
BASE_OBJ="
build/release-darwin-${BUILDARCH}/$BASEDIR/cgame${BUILDARCH}.dylib
build/release-darwin-${BUILDARCH}/$BASEDIR/ui${BUILDARCH}.dylib
build/release-darwin-${BUILDARCH}/$BASEDIR/qagame${BUILDARCH}.dylib
"
MPACK_OBJ="
build/release-darwin-${BUILDARCH}/$MPACKDIR/cgame${BUILDARCH}.dylib
build/release-darwin-${BUILDARCH}/$MPACKDIR/ui${BUILDARCH}.dylib
build/release-darwin-${BUILDARCH}/$MPACKDIR/qagame${BUILDARCH}.dylib
"
RENDER_OBJ="
build/release-darwin-${BUILDARCH}/renderer_opengl1_${BUILDARCH}.dylib
build/release-darwin-${BUILDARCH}/renderer_opengl2_${BUILDARCH}.dylib
"
cd `dirname $0` cd `dirname $0`
if [ ! -f Makefile ]; then if [ ! -f Makefile ]; then
@ -101,9 +74,9 @@ NCPU=`sysctl -n hw.ncpu`
# intel client and server # intel client and server
if [ -d build/release-darwin-${BUILDARCH} ]; then #if [ -d build/release-darwin-${BUILDARCH} ]; then
rm -r build/release-darwin-${BUILDARCH} # rm -r build/release-darwin-${BUILDARCH}
fi #fi
(ARCH=${BUILDARCH} CFLAGS=$ARCH_CFLAGS LDFLAGS=$ARCH_LDFLAGS make -j$NCPU) || exit 1; (ARCH=${BUILDARCH} CFLAGS=$ARCH_CFLAGS LDFLAGS=$ARCH_LDFLAGS make -j$NCPU) || exit 1;
# use the following shell script to build an application bundle # use the following shell script to build an application bundle