mirror of
https://github.com/UberGames/ioef.git
synced 2024-11-27 22:42:09 +00:00
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:
parent
ea49d5d2da
commit
b7f5971ab8
3 changed files with 107 additions and 211 deletions
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@ -1,8 +1,8 @@
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#!/bin/bash
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# Let's make the user give us a target to work with
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# architecture is optional
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# if used, it we will store the .app bundle in the target arch build directory
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# Let's make the user give us a target to work with.
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# architecture is assumed universal if not specified, and is optional.
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# if arch is defined, it we will store the .app bundle in the target arch build directory
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if [ $# == 0 ] || [ $# -gt 2 ]; then
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echo "Usage: $0 target <arch>"
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echo "Example: $0 release x86"
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@ -18,6 +18,7 @@ if [ $# == 0 ] || [ $# -gt 2 ]; then
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exit 1
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fi
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# validate target name
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if [ "$1" == "release" ]; then
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TARGET_NAME="release"
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elif [ "$1" == "debug" ]; then
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@ -32,6 +33,7 @@ fi
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CURRENT_ARCH=""
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# validate the architecture if it was specified
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if [ "$2" != "" ]; then
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if [ "$2" == "x86" ]; then
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CURRENT_ARCH="x86"
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@ -50,6 +52,9 @@ if [ "$2" != "" ]; then
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fi
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fi
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# symlinkArch() creates a symlink with the architecture suffix.
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# meant for universal binaries, but also handles the way this script generates
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# application bundles for a single architecture as well.
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function symlinkArch()
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{
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EXT="dylib"
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@ -107,13 +112,24 @@ SEARCH_ARCHS=" \
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ppc \
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"
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# if the optional arch parameter is used, we'll set CURRENT_ARCH
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HAS_LIPO=`command -v lipo`
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HAS_CP=`command -v cp`
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# if lipo is not available, we cannot make a universal binary, print a warning
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if [ ! -x "${HAS_LIPO}" ]; then
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CURRENT_ARCH=`uname -m`
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if [ "${CURRENT_ARCH}" == "i386" ]; then CURRENT_ARCH="x86"; fi
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echo "$0 cannot make a universal binary, falling back to architecture ${CURRENT_ARCH}"
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fi
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# if the optional arch parameter is used, replace SEARCH_ARCHS to only work with one
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if [ "${CURRENT_ARCH}" != "" ]; then
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SEARCH_ARCHS="${CURRENT_ARCH}"
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fi
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AVAILABLE_ARCHS=""
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IOQ3_VERSION=`grep '^VERSION=' Makefile | sed -e 's/.*=\(.*\)/\1/'`
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IOQ3_CLIENT_ARCHS=""
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IOQ3_SERVER_ARCHS=""
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IOQ3_RENDERER_GL1_ARCHS=""
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@ -157,6 +173,7 @@ UNLOCALIZED_RESOURCES_FOLDER_PATH="${CONTENTS_FOLDER_PATH}/Resources"
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EXECUTABLE_FOLDER_PATH="${CONTENTS_FOLDER_PATH}/MacOS"
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EXECUTABLE_NAME="${PRODUCT_NAME}"
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# loop through the architectures to build string lists for each universal binary
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for ARCH in $SEARCH_ARCHS; do
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CURRENT_ARCH=${ARCH}
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BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
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@ -213,14 +230,11 @@ for ARCH in $SEARCH_ARCHS; do
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if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_MP_UI} ]; then
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IOQ3_MP_UI_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_UI} ${IOQ3_MP_UI_ARCHS}"
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fi
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#echo "valid arch: ${ARCH}"
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done
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if [ "${2}" == "" ]; then
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BUILT_PRODUCTS_DIR="${OBJROOT}"
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else
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BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
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fi
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# final preparations and checks before attempting to make the application bundle
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cd `dirname $0`
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if [ ! -f Makefile ]; then
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@ -228,21 +242,33 @@ if [ ! -f Makefile ]; then
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exit 1
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fi
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Q3_VERSION=`grep '^VERSION=' Makefile | sed -e 's/.*=\(.*\)/\1/'`
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if [ "${IOQ3_CLIENT_ARCHS}" == "" ]; then
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echo "$0: no ioquake3 binary architectures were found for target '${TARGET_NAME}'"
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exit 1
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fi
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# set the final application bundle output directory
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if [ "${2}" == "" ]; then
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BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-universal"
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if [ ! -d ${BUILT_PRODUCTS_DIR} ]; then
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mkdir -p ${BUILT_PRODUCTS_DIR} || exit 1;
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fi
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else
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BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
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fi
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BUNDLEBINDIR="${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}"
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# here we go
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echo "Creating bundle '${BUILT_PRODUCTS_DIR}/${WRAPPER_NAME}'"
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echo "with architectures:"
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for ARCH in ${VALID_ARCHS}; do
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echo " ${ARCH}"
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done
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echo ""
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fi
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# make the application bundle directories
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if [ ! -d ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR ]; then
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mkdir -p ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR || exit 1;
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fi
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@ -253,10 +279,10 @@ if [ ! -d ${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH} ]; then
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mkdir -p ${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH} || exit 1;
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fi
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# copy and generate some application bundle resources
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cp code/libs/macosx/*.dylib ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}
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cp ${ICNSDIR}/${ICNS} ${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}/$ICNS || exit 1;
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echo -n ${PKGINFO} > ${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/PkgInfo || exit 1;
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echo "<?xml version=\"1.0\" encoding=\"UTF-8\"?>
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<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">
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<plist version=\"1.0\">
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<key>CFBundlePackageType</key>
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<string>APPL</string>
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<key>CFBundleShortVersionString</key>
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<string>${Q3_VERSION}</string>
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<string>${IOQ3_VERSION}</string>
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<key>CFBundleSignature</key>
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<string>????</string>
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<key>CFBundleVersion</key>
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<string>${Q3_VERSION}</string>
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<string>${IOQ3_VERSION}</string>
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<key>CGDisableCoalescedUpdates</key>
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<true/>
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<key>LSMinimumSystemVersion</key>
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</plist>
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" > ${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/Info.plist
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cp code/libs/macosx/*.dylib ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}
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#
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# use lipo to create a universal binary in to the appropriate bundle location
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# then symlink appropriate architecture names for universal (fat) binary support
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#
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BUNDLEDIR="${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}"
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# TODO: figure out if we can make universal binaries when cross-compiling.
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# lipo on non-mac os x platforms? libtool?
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# simply copying here might stomp on other architectures....
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# action takes care of generating universal binaries if lipo is available
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# otherwise, it falls back to using a simple copy, expecting the first item in
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# the second parameter list to be the desired architecture
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function action()
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{
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#echo "action ${1} ${2}"
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COMMAND=""
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if [ -x "/usr/bin/lipo" ]; then
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lipo -create -o "${1}" "${2}"
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#elif [ "/usr/bin/libtool" ]; then
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#libtool -dynamic -o ${1} ${2}
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if [ -x "${HAS_LIPO}" ]; then
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COMMAND="${HAS_LIPO} -create -o"
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$HAS_LIPO -create -o "${1}" ${2} # make sure $2 is treated as a list of files
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elif [ -x ${HAS_CP} ]; then
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COMMAND="${HAS_CP}"
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SRC="${2// */}" # in case there is a list here, use only the first item
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$HAS_CP "${SRC}" "${1}"
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else
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cp "${2}" "${1}"
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"$0 cannot create an application bundle."
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exit 1
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fi
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#echo "${COMMAND}" "${1}" "${2}"
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}
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#
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# the meat of universal binary creation
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# destination file names do not have architecture suffix.
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# action will handle merging universal binaries if supported.
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# symlink appropriate architecture names for universal (fat) binary support.
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#
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# executables
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action ${BUNDLEDIR}/${EXECUTABLE_NAME} ${IOQ3_CLIENT_ARCHS}
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action ${BUNDLEDIR}/${DEDICATED_NAME} ${IOQ3_SERVER_ARCHS}
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action ${BUNDLEBINDIR}/${EXECUTABLE_NAME} "${IOQ3_CLIENT_ARCHS}"
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action ${BUNDLEBINDIR}/${DEDICATED_NAME} "${IOQ3_SERVER_ARCHS}"
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# renderers
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action ${BUNDLEDIR}/${RENDERER_OPENGL1_NAME} ${IOQ3_RENDERER_GL1_ARCHS}
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action ${BUNDLEDIR}/${RENDERER_OPENGL2_NAME} ${IOQ3_RENDERER_GL2_ARCHS}
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symlinkArch "${RENDERER_OPENGL}1" "${RENDERER_OPENGL}1" "_" "${BUNDLEDIR}"
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symlinkArch "${RENDERER_OPENGL}2" "${RENDERER_OPENGL}2" "_" "${BUNDLEDIR}"
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action ${BUNDLEBINDIR}/${RENDERER_OPENGL1_NAME} "${IOQ3_RENDERER_GL1_ARCHS}"
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action ${BUNDLEBINDIR}/${RENDERER_OPENGL2_NAME} "${IOQ3_RENDERER_GL2_ARCHS}"
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symlinkArch "${RENDERER_OPENGL}1" "${RENDERER_OPENGL}1" "_" "${BUNDLEBINDIR}"
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symlinkArch "${RENDERER_OPENGL}2" "${RENDERER_OPENGL}2" "_" "${BUNDLEBINDIR}"
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# game
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action ${BUNDLEDIR}/${BASEDIR}/${CGAME_NAME} ${IOQ3_CGAME_ARCHS}
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action ${BUNDLEDIR}/${BASEDIR}/${GAME_NAME} ${IOQ3_GAME_ARCHS}
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action ${BUNDLEDIR}/${BASEDIR}/${UI_NAME} ${IOQ3_UI_ARCHS}
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symlinkArch "cgame" "cgame" "" "${BUNDLEDIR}/${BASEDIR}"
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symlinkArch "qagame" "qagame" "" "${BUNDLEDIR}/${BASEDIR}"
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symlinkArch "ui" "ui" "" "${BUNDLEDIR}/${BASEDIR}"
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action ${BUNDLEBINDIR}/${BASEDIR}/${CGAME_NAME} "${IOQ3_CGAME_ARCHS}"
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action ${BUNDLEBINDIR}/${BASEDIR}/${GAME_NAME} "${IOQ3_GAME_ARCHS}"
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action ${BUNDLEBINDIR}/${BASEDIR}/${UI_NAME} "${IOQ3_UI_ARCHS}"
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symlinkArch "${CGAME}" "${CGAME}" "" "${BUNDLEBINDIR}/${BASEDIR}"
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symlinkArch "${GAME}" "${GAME}" "" "${BUNDLEBINDIR}/${BASEDIR}"
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symlinkArch "${UI}" "${UI}" "" "${BUNDLEBINDIR}/${BASEDIR}"
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# missionpack
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action ${BUNDLEDIR}/${MISSIONPACKDIR}/${CGAME_NAME} ${IOQ3_MP_CGAME_ARCHS}
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action ${BUNDLEDIR}/${MISSIONPACKDIR}/${GAME_NAME} ${IOQ3_MP_GAME_ARCHS}
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action ${BUNDLEDIR}/${MISSIONPACKDIR}/${UI_NAME} ${IOQ3_MP_UI_ARCHS}
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symlinkArch "cgame" "cgame" "" "${BUNDLEDIR}/${MISSIONPACKDIR}"
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symlinkArch "qagame" "qagame" "" "${BUNDLEDIR}/${MISSIONPACKDIR}"
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symlinkArch "ui" "ui" "" "${BUNDLEDIR}/${MISSIONPACKDIR}"
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action ${BUNDLEBINDIR}/${MISSIONPACKDIR}/${CGAME_NAME} "${IOQ3_MP_CGAME_ARCHS}"
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action ${BUNDLEBINDIR}/${MISSIONPACKDIR}/${GAME_NAME} "${IOQ3_MP_GAME_ARCHS}"
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action ${BUNDLEBINDIR}/${MISSIONPACKDIR}/${UI_NAME} "${IOQ3_MP_UI_ARCHS}"
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symlinkArch "${CGAME}" "${CGAME}" "" "${BUNDLEBINDIR}/${MISSIONPACKDIR}"
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symlinkArch "${GAME}" "${GAME}" "" "${BUNDLEBINDIR}/${MISSIONPACKDIR}"
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symlinkArch "${UI}" "${UI}" "" "${BUNDLEBINDIR}/${MISSIONPACKDIR}"
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@ -1,54 +1,6 @@
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#!/bin/sh
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#!/bin/bash
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CC=gcc-4.0
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APPBUNDLE=ioquake3.app
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BINARY=ioquake3.ub
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DEDBIN=ioq3ded.ub
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PKGINFO=APPLIOQ3
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ICNS=misc/quake3.icns
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DESTDIR=build/release-darwin-ub
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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-x86/ioquake3.x86
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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-x86/ioq3ded.x86
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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/$BASEDIR/cgamex86_64.dylib
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build/release-darwin-x86/$BASEDIR/cgamex86.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-x86/$BASEDIR/uix86.dylib
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build/release-darwin-ppc/$BASEDIR/uippc.dylib
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build/release-darwin-x86_64/$BASEDIR/qagamex86_64.dylib
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build/release-darwin-x86/$BASEDIR/qagamex86.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-x86/$MPACKDIR/cgamex86.dylib
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build/release-darwin-ppc/$MPACKDIR/cgameppc.dylib
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build/release-darwin-x86_64/$MPACKDIR/uix86_64.dylib
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build/release-darwin-x86/$MPACKDIR/uix86.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-x86/$MPACKDIR/qagamex86.dylib
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build/release-darwin-ppc/$MPACKDIR/qagameppc.dylib
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"
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RENDER_OBJ="
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build/release-darwin-x86_64/renderer_opengl1_x86_64.dylib
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build/release-darwin-x86/renderer_opengl1_x86.dylib
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build/release-darwin-ppc/renderer_opengl1_ppc.dylib
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build/release-darwin-x86_64/renderer_opengl2_x86_64.dylib
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build/release-darwin-x86/renderer_opengl2_x86.dylib
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build/release-darwin-ppc/renderer_opengl2_ppc.dylib
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"
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cd `dirname $0`
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if [ ! -f Makefile ]; then
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@ -100,7 +52,7 @@ if [ -z $X86_64_SDK ] || [ -z $X86_SDK ] || [ -z $PPC_SDK ]; then
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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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installed. If you just want to to compile for your own system run
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'make' instead of this script."
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'make-macosx.sh' instead of this script."
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exit 1
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fi
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@ -118,92 +70,32 @@ WARNING: in order to build a binary with maximum compatibility you must
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sleep 3
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fi
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if [ ! -d $DESTDIR ]; then
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mkdir -p $DESTDIR
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fi
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# For parallel make on multicore boxes...
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NCPU=`sysctl -n hw.ncpu`
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# x86_64 client and server
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if [ -d build/release-release-x86_64 ]; then
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rm -r build/release-darwin-x86_64
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fi
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#if [ -d build/release-release-x86_64 ]; then
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# rm -r build/release-darwin-x86_64
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#fi
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(ARCH=x86_64 CC=gcc-4.0 CFLAGS=$X86_64_CFLAGS LDFLAGS=$X86_64_LDFLAGS make -j$NCPU) || exit 1;
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echo;echo
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# x86 client and server
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if [ -d build/release-darwin-x86 ]; then
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rm -r build/release-darwin-x86
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fi
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#if [ -d build/release-darwin-x86 ]; then
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# rm -r build/release-darwin-x86
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#fi
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(ARCH=x86 CC=gcc-4.0 CFLAGS=$X86_CFLAGS LDFLAGS=$X86_LDFLAGS make -j$NCPU) || exit 1;
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echo;echo
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# PPC client and server
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if [ -d build/release-darwin-ppc ]; then
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rm -r build/release-darwin-ppc
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fi
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#if [ -d build/release-darwin-ppc ]; then
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# rm -r build/release-darwin-ppc
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#fi
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(ARCH=ppc CC=gcc-4.0 CFLAGS=$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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fi
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if [ ! -d $DESTDIR/$APPBUNDLE/Contents/MacOS/$MPACKDIR ]; then
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mkdir -p $DESTDIR/$APPBUNDLE/Contents/MacOS/$MPACKDIR || exit 1;
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fi
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if [ ! -d $DESTDIR/$APPBUNDLE/Contents/Resources ]; then
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mkdir -p $DESTDIR/$APPBUNDLE/Contents/Resources
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fi
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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/
|
||||
echo
|
||||
|
||||
# use the following shell script to build a universal application bundle
|
||||
"./make-macosx-app.sh" release
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#!/bin/sh
|
||||
#!/bin/bash
|
||||
#
|
||||
|
||||
# Let's make the user give us a target build system
|
||||
|
@ -30,34 +30,7 @@ if [ -z "$DARWIN_GCC_ARCH" ]; then
|
|||
fi
|
||||
|
||||
CC=gcc-4.0
|
||||
APPBUNDLE=ioquake3.app
|
||||
BINARY=ioquake3.${BUILDARCH}
|
||||
DEDBIN=ioq3ded.${BUILDARCH}
|
||||
PKGINFO=APPLIOQ3
|
||||
DESTDIR=build/release-darwin-${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 $0`
|
||||
if [ ! -f Makefile ]; then
|
||||
|
@ -101,9 +74,9 @@ NCPU=`sysctl -n hw.ncpu`
|
|||
|
||||
|
||||
# intel client and server
|
||||
if [ -d build/release-darwin-${BUILDARCH} ]; then
|
||||
rm -r build/release-darwin-${BUILDARCH}
|
||||
fi
|
||||
#if [ -d build/release-darwin-${BUILDARCH} ]; then
|
||||
# rm -r build/release-darwin-${BUILDARCH}
|
||||
#fi
|
||||
(ARCH=${BUILDARCH} CFLAGS=$ARCH_CFLAGS LDFLAGS=$ARCH_LDFLAGS make -j$NCPU) || exit 1;
|
||||
|
||||
# use the following shell script to build an application bundle
|
||||
|
|
Loading…
Reference in a new issue