mirror of
https://github.com/UberGames/ioef.git
synced 2024-11-27 22:42:09 +00:00
332 lines
9.9 KiB
Bash
Executable file
332 lines
9.9 KiB
Bash
Executable file
#!/bin/sh
|
|
|
|
# Let's make the user give us a target to work with
|
|
# architecture is optional
|
|
# if used, it we will store the .app bundle in the target arch build directory
|
|
|
|
# TODO: check for 1 or two parameters
|
|
#if [ $# = 0 ] || [ $# -gt 2 ]; then
|
|
|
|
if [ "$1" = "" ]; 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
|
|
|
|
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=""
|
|
|
|
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: $1"
|
|
echo "Valid architectures are:"
|
|
echo " x86"
|
|
echo " x86_64"
|
|
echo " ppc"
|
|
echo
|
|
exit 1
|
|
fi
|
|
fi
|
|
|
|
function symlinkArch()
|
|
{
|
|
EXT="dylib"
|
|
SEP="${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" | awk '{print $NF}'`
|
|
IS64=`file "${SRCFILE}.${EXT}" | grep "x86_64" | awk '{print $NF}'`
|
|
ISPPC=`file "${SRCFILE}.${EXT}" | grep "ppc" | awk '{print $NF}'`
|
|
|
|
if [ "${IS32}" = "i386" ]; 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 [ "${IS64}" = "x86_64" ]; then
|
|
if [ ! -L "${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}" = "ppc" ]; 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 \
|
|
"
|
|
|
|
# if the optional arch parameter is used, we'll set CURRENT_ARCH
|
|
if [ "${CURRENT_ARCH}" != "" ]; then
|
|
SEARCH_ARCHS="${CURRENT_ARCH}"
|
|
fi
|
|
|
|
AVAILABLE_ARCHS=""
|
|
|
|
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}"
|
|
|
|
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 ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_MP_CGAME} ]; then
|
|
IOQ3_MP_CGAME_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_CGAME} ${IOQ3_MP_CGAME_ARCHS}"
|
|
fi
|
|
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_MP_GAME} ]; then
|
|
IOQ3_MP_GAME_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_GAME} ${IOQ3_MP_GAME_ARCHS}"
|
|
fi
|
|
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_MP_UI} ]; then
|
|
IOQ3_MP_UI_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_UI} ${IOQ3_MP_UI_ARCHS}"
|
|
fi
|
|
done
|
|
|
|
if [ "${2}" = "" ]; then
|
|
BUILT_PRODUCTS_DIR="${OBJROOT}"
|
|
else
|
|
BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
|
|
fi
|
|
|
|
cd `dirname $0`
|
|
|
|
if [ ! -f Makefile ]; then
|
|
echo "$0 must be run from the ioquake3 build directory"
|
|
exit 1
|
|
fi
|
|
|
|
Q3_VERSION=`grep '^VERSION=' Makefile | sed -e 's/.*=\(.*\)/\1/'`
|
|
|
|
if [ "${IOQ3_CLIENT_ARCHS}" = "" ]; then
|
|
echo "$0: no ioquake3 binary architectures were found for target '${TARGET_NAME}'"
|
|
exit 1
|
|
else
|
|
echo "Creating bundle '${BUILT_PRODUCTS_DIR}/${WRAPPER_NAME}'\c"
|
|
echo " with architectures: \c"
|
|
for ARCH in ${VALID_ARCHS}; do
|
|
echo "${ARCH} \c"
|
|
done
|
|
echo ""
|
|
fi
|
|
|
|
|
|
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
|
|
|
|
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>${PRODUCT_NAME}</string>
|
|
<key>CFBundlePackageType</key>
|
|
<string>APPL</string>
|
|
<key>CFBundleShortVersionString</key>
|
|
<string>${Q3_VERSION}</string>
|
|
<key>CFBundleSignature</key>
|
|
<string>????</string>
|
|
<key>CFBundleVersion</key>
|
|
<string>${Q3_VERSION}</string>
|
|
<key>CGDisableCoalescedUpdates</key>
|
|
<true/>
|
|
<key>LSMinimumSystemVersion</key>
|
|
<string>${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
|
|
|
|
cp code/libs/macosx/*.dylib ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}
|
|
|
|
#
|
|
# 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}"
|
|
|
|
# executables
|
|
lipo -create -o ${BUNDLEDIR}/${EXECUTABLE_NAME} ${IOQ3_CLIENT_ARCHS}
|
|
lipo -create -o ${BUNDLEDIR}/${DEDICATED_NAME} ${IOQ3_SERVER_ARCHS}
|
|
|
|
# renderers
|
|
lipo -create -o ${BUNDLEDIR}/${RENDERER_OPENGL1_NAME} ${IOQ3_RENDERER_GL1_ARCHS}
|
|
lipo -create -o ${BUNDLEDIR}/${RENDERER_OPENGL2_NAME} ${IOQ3_RENDERER_GL2_ARCHS}
|
|
symlinkArch "${RENDERER_OPENGL}1" "${RENDERER_OPENGL}1" "_" "${BUNDLEDIR}"
|
|
symlinkArch "${RENDERER_OPENGL}2" "${RENDERER_OPENGL}2" "_" "${BUNDLEDIR}"
|
|
|
|
# game
|
|
lipo -create -o ${BUNDLEDIR}/${BASEDIR}/${CGAME_NAME} ${IOQ3_CGAME_ARCHS}
|
|
lipo -create -o ${BUNDLEDIR}/${BASEDIR}/${GAME_NAME} ${IOQ3_GAME_ARCHS}
|
|
lipo -create -o ${BUNDLEDIR}/${BASEDIR}/${UI_NAME} ${IOQ3_UI_ARCHS}
|
|
symlinkArch "cgame" "cgame" "" "${BUNDLEDIR}/${BASEDIR}"
|
|
symlinkArch "qagame" "qagame" "" "${BUNDLEDIR}/${BASEDIR}"
|
|
symlinkArch "ui" "ui" "" "${BUNDLEDIR}/${BASEDIR}"
|
|
|
|
# missionpack
|
|
lipo -create -o ${BUNDLEDIR}/${MISSIONPACKDIR}/${CGAME_NAME} ${IOQ3_MP_CGAME_ARCHS}
|
|
lipo -create -o ${BUNDLEDIR}/${MISSIONPACKDIR}/${GAME_NAME} ${IOQ3_MP_GAME_ARCHS}
|
|
lipo -create -o ${BUNDLEDIR}/${MISSIONPACKDIR}/${UI_NAME} ${IOQ3_MP_UI_ARCHS}
|
|
symlinkArch "cgame" "cgame" "" "${BUNDLEDIR}/${MISSIONPACKDIR}"
|
|
symlinkArch "qagame" "qagame" "" "${BUNDLEDIR}/${MISSIONPACKDIR}"
|
|
symlinkArch "ui" "ui" "" "${BUNDLEDIR}/${MISSIONPACKDIR}"
|